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Messages - Erik Luken

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Aurora Chat / Re: How Many Types of Missiles Do you Need?
« on: March 18, 2018, 12:53:50 PM »
How do you all get away with such large missiles? I mostly use size 2 or 3, anything larger and pd weapons (especially railguns) become so space effective that it becomes easy to get all incoming missiles shot down by final fire pd, making larger missiles completely useless unless I use box launchers only.

Or do you play against the ai, which is notoriously bad at pd?

Launcher size scales with ship size. So the bigger the ship, the bigger the missile. In the same number of launchers. So salvo size is not decreased at all.
The following users thanked this post: Tor Cha

Aurora Chat / Re: How Many Types of Missiles Do you Need?
« on: March 17, 2018, 11:11:16 AM »
Size 1 AMM
A "light missile", usually in the 3-6 size range
A "medium missile", usually 2x the light.
A "heavy missile", usually 2x the medium.

A heavy MIRV that holds light missiles.
The following users thanked this post: Tor Cha

Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: February 22, 2018, 01:19:47 PM »
Or Notepad++ and do a search & replace on <br /> to /n.
The following users thanked this post: Drgong

Forum Issues / Re: Somethin's a little off.
« on: February 19, 2018, 03:15:59 PM »
What theme are you using? I uninstalled and reinstalled the mod, and 2 of the themes failed. Babylon and not-Core.
The following users thanked this post: Neophyte

The Academy / Re: Ranks of Staff Officers
« on: February 09, 2018, 10:56:29 AM »
The staff officer positions are a Maximum rank of 1 less than the commanding officer.
The following users thanked this post: TMaekler

Announcements / Site Down
« on: January 12, 2018, 05:29:08 PM »
As you all may have noticed, the site was down. I am unsure how long it was down for as I am fighting a cold. Everything is upgraded and should be working. Please let me know if I missed any modifications.
The following users thanked this post: waresky

The Academy / Re: Aurora Portable Wrapper
« on: December 08, 2017, 12:20:09 AM »
It takes forever regardless of what time increment I choose.  The event lot doesn't look very crowded from what I can tell.  Just regular updates and it pauses when a major event happens.

Check the log in SM Mode. You'll get more info. This will contain spoilers for your game, so beware. Not necessarily Spoilers.
The following users thanked this post: star_wyvern

Announcements / Out of Town
« on: October 01, 2017, 07:07:29 PM »
I'll be out of town at a game convention Oct 5 to Oct 9. As usual, don't burn the place down, and @sloanjh wields the Hammer of Chastisement (TM).
The following users thanked this post: Lordubik, Rye123

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.
The following users thanked this post: Michael Sandy, Tor Cha

The Academy / Re: HELP (Or should I say Ndihmë)
« on: June 02, 2017, 01:21:12 PM »
I fixed Steve. No more kids for him! Muahaha
The following users thanked this post: Tanj

C# Aurora / Re: Release date?
« on: May 31, 2017, 09:13:42 AM »
Soon (tm)
The following users thanked this post: waresky, iceball3

FAQ / Re: 7.2 Released?
« on: May 07, 2017, 07:18:23 PM »
Soon (tm), When It's Done (c)
The following users thanked this post: PaxMondo

Via Astrum / New version released
« on: April 26, 2017, 03:01:03 AM »
I've released a new version to The changelog is:
1.   Re-added Street Rat "education"
2.   Removed Career event dependency on Career success rolls.
3.   Removed last remaining vestiges of Wealth mechanic.
4.   Changed how Unskilled rolls work.
5.   Added distance and deviation to Thrown skill.
6.   Cleaned up Psionics chapter to use AP.
7.   Modified some talents from using straight percentage modifiers to varying levels of difficulty steps.
8.   Added a consolidated attack level table to the combat chapter.
9.   Added Blast discs, Razor discs, Shock Glove, Plasma Knife, Plasma sword, plasma grenades, plastoid armor, force cuffs, rad reader, jump boots, stealth glider, medwrap, and toxshots.
10.   Added creatures to the Xenobestiary chapter.
11.   Changed Challenging difficulty to 210.
12.   Changed Impossible difficulty to 270.
13.   Removed class reference in robot/AI section
14.   Changed network security ratings to difficulty levels.
15.   Added Chapter 16. Creating a Universe.
16.   Added a number of skills.
17.   Added some psionic skills.
18.   Added bows and arrows.
19.   Added recon versions of exoskeletal armor and powersuit armor.
20.   Added some more cybernetics
21.   Added bionetics (biological based cyberware).
22.   Added biomonitor equipment.
23.   Finished the xenobestiary.

The file can be found here - Unless you've already downloaded it, then it should show as updated in your library.
The following users thanked this post: Tor Cha

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."
The following users thanked this post: Michael Sandy, MarcAFK, Detros

C# Aurora / Re: Aurora C# Screenshots
« on: March 17, 2017, 11:41:19 PM »
Will the rank abbreviations be editable?
The following users thanked this post: Detros

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