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Messages - Michael Sandy

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The Academy / Re: How do I create an alien start?
« on: June 05, 2017, 02:31:56 PM »

This should give you all of the necessary info.
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The Academy / Re: How do I create an alien start?
« on: June 04, 2017, 09:58:43 AM »
Assuming you know how to use SM mode:

1. Generate a new game as normal, with Sol system options.
2. Set NPR generation chance to 0.
3. Go to the System View (F9), and generate new star systems until you get one with a habitable planet.
4. Create a player empire on the new planet.
5. Delete the player empire on Earth.
6. Create an NPR on Earth.
7. Set NPR generation chance back to whatever you want it to be.
8. Optionally, create a path of jump points between the two systems, if you want to ensure a quick meeting.

And that should be it.
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The civilian mining complexes have their own mass driver built in. You only have to build a mass driver for your own auto mine colonies
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: April 28, 2017, 04:54:24 PM »
Is there a way to backup saves? Because I just completely lost a game because I accidentally triple clicked instead of double clicking when started, and the game froze so bad I had to reinstall it.
Every few months / before and after each big action just copy Stevefire.mdb to some other folder. To load the save copy it back to the game folder, overwriting the current one, but  rather close the game first.
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The Academy / Re: Population vs Wealth
« on: April 19, 2017, 06:12:59 PM »
I wish financial centers were transportable like other installations are.  Then you could just fill up your terraformed but mineral-less worlds with financial centers built elsewhere, and plunk a wealth bonus leader on them.  Pretend the whole planet is a giant call center, cold call selling products made elsewhere to markets all over your empire. ;)

I can see it now...

"Sir! The invading aliens have scoured Telemarketing II to bedrock!"

"Well, they should have abided by the No Call List."
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The Academy / Re: Civilian contract help please
« on: April 17, 2017, 04:01:43 PM »
Yes,  There must be a supply contract.  For example if you wanted the civilian line to ship mines from earth to mars, you would create a supply contract on Earth showing how many can be shipped and a matching demand contract on Mars.  If mars has been colonized, shipping the mines to mars would free up workers for other facilities on Earth.
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Aurora / Re: Opposed survey
« on: April 09, 2017, 07:39:29 AM »
There's one detail about the scenario that I haven't seen mentioned.  How many SP do each of the survey points require?

If the contested system is easy to survey (~100 SP required) then a delayed response would be more likely to arrive after the critical JP has already been found but the survey locations will be close enough that one or two sensor ships would be able to cover all of them.  If the contested system is hard to survey (~1000 SP required) then there's no hope of completing the survey before capital response fleets arrive but you might need a dedicated logistics operation just to get your survey ship to the survey locations on the far side of the outer ring.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 04, 2017, 08:34:00 PM »
I need to launch a jump point assault. I play both sides so I'll have some four hundred and fifty warships to manage. Not counting eight hundred fighters. I hate combat in Aurora.

Worst part? The campaign is far from over and I'm hoping for much larger empires (and fleets) to duke it out in the future. Kill me now.
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C# Aurora / Re: C# Aurora Changes Discussion
« on: April 02, 2017, 12:09:22 PM »
I would like to see an option on the Task Group menu to see how long a particular move command is expected to take.  That way, if I click on Move To Wolf when I MEANT to Move To Wolf-Harrington, the time it takes might clue me in.

If it showed estimated times for refueling, loading cargo, etc, that would be awesome.
There already are estimates for the first command and all commands of given TG, together with distance.
If you switch to "All orders" and use several "Move to" commands it get recalculated after each of them so you can see the difference between Wolf and Wolf-Harr.
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The Academy / Re: a couple of n00b questions
« on: March 23, 2017, 01:47:51 AM »
Well, I built it using the missile design tech, so it should be a missile.  Somewhere there is a button that does what I want it to...
So now you see them? Good.
To move missiles from one area (population) to other one (ship), double click on the name of missiles at the area you want them taken from.

P.S.: Could you please rename the OP so that this thread has less generic name than "a couple of n00b questions"? Something like "How to load missiles" would work.
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Advanced Tactical Command Academy / Re: Forward jump point defense
« on: March 21, 2017, 03:16:38 AM »
For beam defense, the difference is how fast a ship can kill another at point blank, 10,000km range vs how fast it can do so at whatever the jump distance a squadron can get from the jump point, plus how far they can go in 5 seconds.

There is also an effect on design, as a ship designed anticipating that the enemy will have to cross within 10,000 to achieve its objective is a bit different from one expecting its first and possibly only fire will be at 100,000km.

I haven't done the math, but I suspect a beam ship can kill an equal sized ship in 5 seconds at 10,000 km, possibly more than one, but it might take as much as a minute at 100,000km.

A ship designed to pursue an enemy after transit in order to stay in range has a lot more space devoted to engines than a ship that only has to be able to transit in and out of a jump point with a squadron.

Huh, I'd forgotten until now, but I've actually done something like this. While engaging on the far side of the jump point was essential, it only made victory "barely possible" - nowhere near "easy". The big problem is that they can jump the instant they reach the JP, so you never get that ideal point-blank shot at them. Thus if they have sufficiently extreme speed compared to your engagement range, your options are extremely limited (and if the target had been shooting back, I'd really have been in a pickle).
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