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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GodEmperor on Today at 06:38:23 PM »
Did anyone ever encounter a bug with species Population Density and Growth/Research rate/factory modifiers ? For some reason when i loaded the save my Humans suddenly had 100.00 both density and growth.
Various tested runs ( both TN and conv civs ) also show that game suddenly adds two zeroes to those parameters.
See attached pic - ignore the grav/temp deviations, i was trying to see if it will change too but it doesnt apparently..

EDIT : seems to happen right from the start with all four parameters - density/growth/research rate/factory production modifiers at the race creation screen - i set them all to 5.00 and in game its suddenly 500.00, i leave them at default and in game they are 100.00.

2.5.1
Absolute clear install, not even so much as a additional picture or medal.

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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Kaiser on Today at 08:27:35 AM »
I did not get one thing, is antimatter focused on a solo ship journey or is it a 4X gamę with empire creation and all the stuff that come with?
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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on Today at 08:23:01 AM »
Hi All,

Just a quick update to let you know that, since my last update, there have been NO new videos posted to Youtube so you haven't missed anything. That's nothing new in 26 construction cycles. Now could be a good time to check out some on the list that you may have missed!

Thanks,

Andy
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by vorpal+5 on Today at 05:38:07 AM »
Seriously, it's a superb work.

It's going in the direction of a sci-fi Rogue-like in the vein of Starflight ( https://en.wikipedia.org/wiki/Starflight ) meets X4-Foundation meets Distant World 2.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ISN on Yesterday at 08:34:50 PM »
Update on my Star Trek game: I've found a design that I really like for my exploration cruisers. I split the ship into two, a 40k ton commercial "saucer section" that tugs around a 26k ton secondary hull. In addition to the tug the saucer has hangars for survey craft and some fuel and maintenance reserves, while the secondary hull has military engines, a fairly short range, a long deployment time, and a battery of particle beamsphasers and photon torpedoes. During survey missions they normally stay attached, but if the ship gets into trouble the secondary hull can separate and fight at full speed.

This brings us to the story of the Horatio. USS Horatio, an Ambassador-class starship, was scouting Romulan space when it ran into some Romulan fuel harvesters with a light escort. The Federation and the Romulans are currently at war, so the Horatio attacked and destroyed all of them besides an escort cruiser that surrendered. The captured ship can't go anywhere under its own power -- in fact there aren't many undamaged components left -- but I wanted to try to recover it, so the Horatio's saucer tugged it to a safer system where a recovery vessel could pick it up. The secondary hull remained where it was while the ship's shuttles conducted survey operations. Meanwhile, though, a fleet of Romulan warships took up station at the jump point into the system, cutting off the Horatio's saucer from the rest of the ship! So now I'm assembling a fleet to retake the jump point so that I can reunite the Horatio's saucer and secondary hull.  8)
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General Discussion / Share Your Empire
« Last post by AlStar on Yesterday at 05:42:30 PM »
It came up in "Questions Not Worth Their Own Thread: C# Edition" that everyone has their own way of organizing their empires; and it can be interesting to see how that differs from your own playthrough.

I thought that it might be worthwhile to share databases, so that everyone can take a look around other player's Aurora empires.

Since I'm starting the topic, it would behoove me not to post my own:

Game/Database Version: 2.5.1
Game Name: The Age of Iron
Player Race: The Steel Federation
Game Year: 2087
General Overview: The Federation has spread out from Sol, and have discovered a total of 173 systems. Despite starting with two NPRs, the only aliens contacts that have presented themselves are solitary outposts of Rakhas and Precursors, the vile Raiders, and a single pre-TN race called the Arielb, who were first discovered in 2070, conquered shortly thereafter, and now make up 25% of the Federation's population. Due to a quirk of our starting scientists, which didn't include a Missiles / Kinetic Weapons specialist, and didn't produce one for many, many years, the Federation fleet follows a "lasers for everything!" high-speed close combat doctrine.

It probably goes without saying, but make sure that you either place the database in a brand new installation, or make a backup of your own database before downloading - don't want anyone losing their games!

I've also included an image pack for any graphics that my database uses that don't come with the regular installation, so that you won't get a bunch of error messages when you try to open it up.
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Froggiest1982 on Yesterday at 04:48:43 PM »
Expansionnist should be spelled expansionist

 ;D
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Development Discussions / Re: Autorefresh?
« Last post by Steve Walmsley on Yesterday at 02:37:55 PM »
Doesn't this already exist?

It exists for some windows but is not consistent across all of them.

I added the important windows, like Tactical Map, Fleets, Economics and Events, but didn't want to get into checking every conceivable window to see if any are open and adding the refresh code to each one. Partly because its a lot of work for situations that often won't matter anyway, and partly because refreshing all open windows slows the game down a lot between increments.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Steve Walmsley on Yesterday at 02:34:32 PM »
The NPRs don't always coordinate their salvos of the same missile type from the same location. As a result of this campaign, I have added some extra AI code so that NPR ships considering launching ASMs will be aware of the reload status of other NPR ships in the same location, even if not in the same fleet, and may wait for them in order to coordinate their attacks.

This still doesn't affect AAM ships in ASM mode, but I will tackle that if the ASM change works.

It also doesn't affect situations where one or more NPR ships have longer-ranged fire controls and may fire when other ships are still out of range. However, once two ships or more are within range, they will coordinate. I decided to ignore the 'longer-ranged' firing first situation because I don't want to get into the AI deciding if firing some missiles early and then coordinating later salvos is better than saving missiles and launching together, as they would have to consider opponent weapon range, PD, chance of their own ships being destroyed, etc..
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Development Discussions / Re: Autorefresh?
« Last post by nuclearslurpee on Yesterday at 02:09:00 PM »
Doesn't this already exist?

It exists for some windows but is not consistent across all of them.
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