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Messages - Detros

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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.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Today at 02:37:55 PM »
Task groups: if you save or delete a template while you have System map screen the focus behaves weirdly

It seems to me for saving it aways changes focus to System map and for deleting it either does so or at least changes the order the windows are stacked one on another (System map under Event log under Galactic map under Task groups, all of them partially over those under them lead to System map moving up just under Task groups after I said Yes, I am sure).

It should always change focus from the popup Are you sure? window back to Task groups screen without affecting other windows.

Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: Today at 12:33:47 PM »
Money gained from CMCs selling mined resources to civilian market could add to Annual Wealth Creation of given colony so that wealth bonuses from governors could then affect the amount of money one gets from those CMCs.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Today at 04:11:48 AM »
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.

I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes

The very first grav survey point in a system revealed two jump points.  Very convenient having 3 jump points very close together.
Second gravsurvey point:

The Academy / Re: automate fuel transport from civilian harvesters
« on: Yesterday at 04:23:26 PM »
You just don't research Sorium Harvester tech so civies can't build such ships.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Yesterday at 07:07:15 AM »
It seems like shipping line managed to deliver part of research facility (RF) to other target than it should.

Planets A, B and C: A was offering 5 RF, B asked for 2 RF and C asked for 3 RF. Each of them is in other system, all JPs have JGs.
A now has no more RF left in supply, B has 0.55 RF and 0.35 RF are on the way there while C got 4.1 new RF.

The Academy / Research found in ruins
« on: October 13, 2017, 03:14:11 AM »
Is the type of research that you can possibly find in ruins affected also by the type of anomaly that is there?

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: October 12, 2017, 09:49:42 AM »
Renaming currently refitted ship via button in Production->Shipyard tasks leads to the new name shown both in this screen and in the final event in Event log. But the ship is still visible under its old name in Individual unit details and also stays under its old name after the refit end.

On the other hand, currently refitted ships renamed via button in Individual unit details are still listed under their old name in Production->Shipyard tasks.

It thus seems the name shown in Production->Shipyard tasks is stored separately from the actual name of ship, used for generating of log and saved properly only when it was a construction of a new ship.

The Academy / Re: Land invaded
« on: October 12, 2017, 09:06:59 AM »
Has this been changed since ~~2015 ?
No, in short because those two last years were filled with work on 7.2 and then C# version which we are now impatiently awaiting.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: October 12, 2017, 02:29:30 AM »
As far as I can tell, civilian mining complexes only show up on uncolonized sites with .8 Sorium or Duranium or better.  I have had beautiful rocks with .7 duranium in huge quantities and lots of other stuff, but the damn civilians were too picky for it.
They will go for 0.7 duranium or sorium but only after there are no better places. And it has still be in decently populated system (10M) with decent amount of ore (15k), without your colony already there and not too far from the star (80AU). Places with better accessibility or bigger amounts of ore, located in more populated systems, are picked first.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: October 11, 2017, 07:51:11 AM »
Yay for the first civilian mining colony established in other system than Sol. And this one is definitely not going to be used for selling ores to civilian market.

Your Battlecruiser seems rather small to me but this is coming from someone who has mounted a 120mm spinal laser on a battleship that is exactly 60,000 tons.
120mm is 12cm. So was that the starting 10 cm laser which with spinal-ness raised to 12cm one :D ?
But yes, what is a cruiser for one is just a frigate for some other one. Bigger ships will come later though with this system my battleships would be at 30kt size.

Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: October 10, 2017, 02:19:31 AM »
Class design -> DAC/Rank/Info:
There could be an option to continue the enumeration and not start again from 1 with the enumeration of generated names of given class. DAC/Rank/Info tab of Class design screen would offer "Enumeration style" listbox where one can either select "start again from 1" or select one of other classes to continue the enumeration of that other class. Great for updated version of class design after some research breakthrough.

Production -> Manage shipyards:
When ordering a construction/refit of ship there would be a checkbox "Don't use any stockpiled components" or even a list of stockpiled components this construction/refit will consume in which one can select which items should be really used. Useful when there are multiple classes that need the same parts. Player currently can't make sure  classes won't "steal" components intended for some other class in construction/refit other than with tiresome fiddling of industry tasks.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: October 09, 2017, 04:57:03 PM »
Summary of state of Trisabria Federation after ~50 years from conventional start (for comparison with other universes).

  • 14 systems visited, intentionally slow exploration
  • all of them fully grav surveyed, 12 fully geosurveyed too
  • one NPR met, we are allies now
  • conventional start, only lasers, gauss cannons and few missiles
  • no biology research, no terraforming, no disaster
  • no sorium harvester (not even researched so no civilian ones either), maintenance needed
  • no continuous enlarging of shipyards, just steps needed for given size
  • duplicity of ship systems whenever possible, every ship should have size 1 TH+EM sensors
  • Sol
    • 1807M on Earth and 87M in 3 other populations
    • 7x automated mining stations with total of 541 automines
    • 5x CMC with total of 49 civmines
  • Manchester
    • 41M in 3 populations; 60% Pow/Prop anomaly, 80% Log/Ground anomaly
  • Alta
    • 0.1M in 1 population; 100% Energy anomaly
  • Nastrand
    • 1x automated mining station with just one automine
  • 30cm laser, Far Ultraviolet laser, Capacitor 6, Magneto-Plasma drive, Laminate armour
  • Gauss cannon ROF5, 8x MSP warhead, 100 agility per MSP
  • TH14, EM14, Active 28, Fire Control 48k km and 8000 km/s, Turret 8000 km/s
  • 1775 construction factories, 106 research facilities
  • 800 mines, 581 automines,  490 automines in civmines
  • 4x commercial shipyard with 120k size and 9 slipways in total
  • 7x military shipyard with 96k size and 15 slipways together
  • 250k wealth, income is currently covering only like 70% of expenditures
  • 5 geosurvey, 4 gravsurvey, 20 big cargo, 6 small cargo
  • 3.75kt frigates: 4x with full sensor suite
  • 7.5kt destroyers: 8 with 8xGC; 4 with 16xAMM; 4 with 4x20cm lasers; 2 with frigate hangar
  • 15kt cruisers: 10 with 18x15cm lasers
  • 22.5kt battlecruisers: 2 with 2x38cm lasers, 4x20cm lasers, 6x15cm lasers and 4xGC
  • 20ish other tankers, scouts, couriers and troop transports

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