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Messages - Detros

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The Academy / Re: automate fuel transport from civilian harvesters
« on: October 22, 2017, 02:43:14 PM »
Does it have any consequences confiscating ships like that?
Shipping line can have so few money (when their ships keep going poof) that they won't have enough for new ships. Of any kind. And limiting civilian trading capability is not a good idea unless your computer needs it to run in some decent speed. So if you can afford it, pay them few thousands in subsides for each confiscated ship so they can build few more, possibly of other than harvester kind.
The following users thanked this post: Seolferwulf

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C# Aurora / Re: Progress
« on: September 13, 2017, 08:10:16 PM »
The families of Aurora players are grateful the C# version is not going to be available before Christmas so that they can have one last nice holiday time before their loved ones get too busy playing all day :P
The following users thanked this post: Alfapiomega

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The Academy / Re: Tugs, shore leave, comets
« on: September 12, 2017, 11:17:15 AM »
1) Tugging is mostly done to give additional speed to some slow ship. You can just add a big tanker with the attack group and tell them to go to point 2M from the target. While on the way, use "Balance fuel" while on the way and then "Refuel from tankers" at the dividing point.
The following users thanked this post: nitrah

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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: September 07, 2017, 03:20:05 AM »
I've noticed that some of my latest engine designs automatically create extra engine designs at half the size. My first thought after, "Why is the technology report for engines so crowded?" was, "Wow, free half-size engine designs!" Alas, although they crowd the tech report screen, they don't show up as components I can build on the Design Screen. Reviewing it just now, this only seems to occur with commercial engines.

I suppose I could delete the extraneous designs in SM? I've been obsoleting the designs so I have less to scroll through, so they aren't in my way at present, but I'd like to know deleting them outright won't cause me problems.
I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.
The following users thanked this post: obsidian_green

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Bureau of Ship Design / Re: Ships
« on: July 16, 2017, 05:47:39 AM »
Missile choices are odd too; why two different size 10 launcher types?
Those "Cell launchers" are box sized. So Mod3 has first strike capability of 1x30 RSM-26 Halberd ASM, then 1x6 RSM-26 Halberd ASM after 50s, all at 120m km range. After that there are two groups 3x2 of twice as fast Surya-VI CAM at 12m km because now also the other FCs can help .

And yes, it is quite a glass cannon.
The following users thanked this post: Lamandier

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The Academy / Re: Newbie question
« on: July 05, 2017, 11:48:04 AM »
Current version 7.1 comes from end of 2015 so no, I think NPRs are still unable to do that. As the progress to 7.2 was stopped in favour of rewriting Aurora to C# there has been no new version since 7.1 This C# version (Aurora 8?) is expected somewhere at the 2017/2018 division.

See changelog for 7.2 and for C# Aurora for more info about incoming changes.
The following users thanked this post: Lordubik

7
I have no idea how to do that. I have been writing it in word then copy/paste
If you see someone using some fancy formatting, like
Code: [Select]
code style here, you can click on the little "Quote" button on the right and see how it is done.
The following users thanked this post: HighTemplar

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 27, 2017, 07:08:34 PM »
Add two more sizes of beam fire controls: 0.75x and 8x.

Alternatively allow all sizes between 0.25x and (5x or 10x ?) in 0.25 increments.
The following users thanked this post: iceball3

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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: June 10, 2017, 02:56:45 AM »
    Fleet messages are not stored properly.
    • If you save a list of orders into template, orders to send a message will be kept but the messages themselves will be deleted.
    • If you repeat a list of orders with multiple orders to send a message, only the original orders to send a message will be properly send. For A, B and C different messages and where _ is message shown without any text:
      • (all at Luna) both "A,A,A,B; repeat 2x" and "A; repeat 2x; B; repeat 2x" lead to "3x A,B, 8x" [sic] instead of "A,A,A,B,A,A,A,B,A,A,A,B" (9x A, 3x B)
      • (alternating Luna-Earth-Luna) "A,B,C; repeat 1x"  leads to "A,B,C,_,_,_" instead of "A,B,C,A,B,C"
    Any other orders among those for sending a message doesn't seem to have any effect on this behaviour. There may be some differences between multiple orders to send a message at the same body one after another and such orders at different bodies but I didn't catch the rules there with my few experiments.
The following users thanked this post: iceball3

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 09, 2017, 11:04:13 PM »
Could Fleet message automatically say the name of TG that has sent it?
The following users thanked this post: Titanian

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Bureau of Ship Design / Re: Your original designs
« on: June 08, 2017, 03:53:17 PM »
I find Detros's designs a little bit more interresting because he use mostly energy weapons , (i use kinetic weapons as main weapons so i'm pretty much a noob in that area of weapon) wich i want to try with heavy ships long-ranged energy weapons with a lot of shields but my designs in that area is always a failure so i used until now kinetic weapons , now with Detros's designs as a base i'm going to try another game. Thanks
Thanks. Missiles at first seemed too complicated to me and everyone was saying they are so OP against AI so I have hardly used them at all (in my total of two games :D ).

For the previous fleet of multiple early designs with only lasers you can see Sun Fleet (Near-Ultra Laser, Magneto-Plasma) thread. In the end I didn't build any Sunstorms and ended with two fleets of 10x Sunbeam, 5x Sunstone, 1x Sunshine, 1x Sunsteed. Combined they managed to get through multiple streams of AAM, each at 60 missiles / 5s while losing like 2 ships. Slower ASMs at only 15 / 5s didn't manage to scratch the paint job, then.
The following users thanked this post: Jonathan.Joestar

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 04, 2017, 12:41:16 PM »
Another little helping idea: when new scientist arrives, show his/her speciality even when their bonus is at 0%. If I am missing one type of scientist I would not have to go to research screen to find who this new guy is and if I should assign him/her a lab to start the training or if it is another biology enthusiast.
The following users thanked this post: DIT_grue, Titanian

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 04, 2017, 11:04:01 AM »
Could the initial screen where you pick which game you want to load and which game settings to use be made into a proper window that shows on taskbars, please?

Just too often I start Aurora, click on some other application and then need to carefully minimize multiple windows and hunt for the starting screen. If it was located on the taskbar (as other Aurora windows) I could easily select it there.
The following users thanked this post: Titanian

14
Bureau of Ship Design / Re: Ion era fleet design
« on: June 03, 2017, 05:49:22 AM »
Just a little note: the Ranger class is too expensive to be used as a first explorer of new systems for my taste.
The following users thanked this post: MarcellHUN

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The Academy / Re: Maintenance Clock going up during overhaul
« on: May 31, 2017, 11:49:13 AM »
What a weird rule. I thought it was to prevent mineral consumption.
Weirdly it seems that fighter is actually consuming minerals as a maintenance. While not being maintained because it is a fighter.
The following users thanked this post: iceball3

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