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Messages - Detros

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1
Bureau of Ship Design / Re: Are my designs any good?
« on: Today at 06:07:27 AM »
One big point: while your weapons have have target speed up to 10000 km/s, they are just core weapons, not turreted ones. Without turreted the basic target speed of your cruiser is just those 2490 km/s  while your corvette gets 6901 km/s.

Wiki says: "A weapon mounted in a turret has a tracking speed equal to the tracking speed of the turret rather than the speed of the ship".

2
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Yesterday at 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.

3
C# Aurora / Re: C# Aurora Changes Discussion
« on: April 10, 2017, 05:46:35 PM »
I thought there had already been extensive discussion without conclusion about what exactly "maintenance" represents. For instance, instead of dry docks you could also view maintenance facilities as launch pads for small repair drones. In that case maximum ship size is irrelevant, only the absolute number of repair drones available. Major structural repairs already need a shipyard, so not sure why maintenance would need to be done in a dockyard or hangar.
Even drones would need more time to get to the furthest end of Big Ship :D . So to keep the maintenance level similar to Small Ships one would need more maintenance modules/facilities (drone pods located in more distant areas of given shipsite).

4
C# Aurora / Re: C# Aurora Changes Discussion
« on: April 10, 2017, 11:24:41 AM »
I'll very much second this.  The infrastructure needed for a battleship is very different from the infrastructure needed to maintain a group of destroyers of the same tonnage.  The easiest way to solve this is to make the max size and total tonnage separate.  Let's say by a factor of 5, which should preserve much of the current balance WRT size, and also give a cap to how many ships you can park at a given base.  The alternative is to have the tonnage cap scale with some factor of the total tonnage.  A square root is probably too punitive, but using tonnage(thousands)^(2/3) seems to work well.  It crosses with the current system at 125 modules/25,000 tons.  Below that, you have a higher cap than the current system, above that, a lower cap.  Tonnage^.75 only meets current system at 625 modules/125,000 tons. 
Thinking it over, I think I favor the first system.  A ratio of 5 to 1 is a pretty reasonable estimate for support facilities, and it should come close to preserving the current balance.
Do you suggest that a ship can use only one fifth of the whole pool of available maintenance at given location at max? That way a battleship may get only partially maintained (or not at all?) even when the amount of available maintenance (1000t per each module or facility) is bigger then the size of this battleship (but less than 5 times her size)? Or to which ratio is that 5:1 referring?

5
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 05, 2017, 02:30:26 PM »
Another late realization: during an attack on enemy system, while my combined beam forces were crawling through the third hundred of long range ASM fire, it occurred to me I may..just may have completely forgot to activate shields. Hopefully there were no leakers so far. *nervous giggle* @_@
Though the shields may not be ready for such !!fun!! times.
Off-Topic: show


6
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: April 05, 2017, 01:40:55 PM »
System map->Show next order: setting often falsely behaves as if turned on
It seems once you allow "Show next order" setting, each time you turn it off it disappears but once you advance time it gets shown again. Even though the info is shown on the map the checkbox is staying unchecked.

7
Wait, so after sending out the next phase the previous one still keeps going? I thought the separation destroys the previous phase.

8
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: April 04, 2017, 07:02:43 PM »
Another late realization: during an attack on enemy system, while my combined beam forces were crawling through the third hundred of long range ASM fire, it occurred to me I may..just may have completely forgot to activate shields. Hopefully there were no leakers so far. *nervous giggle* @_@

9
The Academy / Re: How to learn the design of captured missiles
« on: April 03, 2017, 05:24:09 PM »
Try the Technology window.
Yes,. the stats are there. It didn't occur to me missiles are also in the list of Tech components. But well, turrets are here too.

But that still doesn't tell me their design.

Say I want to produce this captured design. I seem to not be able to do so directly with this enemy design, either because I lack the engines (hmm, now where to steal those) or because of the obsoleteness which is set to N/A and can't be changed.

But if I can see this design in Missle design or similar screen I can design my own copy of these missiles once I know the power of engine used, how much fuel it has...

10
The Academy / Re: Changing of game details of running game
« on: April 03, 2017, 05:27:12 AM »
Well... there is a Save button @_@

11
The Academy / Changing of game details of running game
« on: April 03, 2017, 05:19:39 AM »
Each time I start Aurora the game details reset to the values I set at the start of this game.

Does it mean I can't change the game details (difficulty, spawning rates) for already running games or do I just need to set them each time I start the game again and again?

12
Aurora Chat / Re: Bigger = Better?
« on: April 02, 2017, 06:31:22 PM »
The reason I don't use very large warships is that you can hardly build such a shipyard. Build a 40kt one from scratch may take 10 years.
Plenty of time for that, just start conventionally.
I have managed to get to 100k t military shipyard before I noticed I am out of duranium and went on investigation to find the cause.

But I use just 5k frigates and 10k destroyers so far as front line ships. That's big enough for destroyer-sized carriers to have 5k hangars.

13
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.

14
The Academy / Re: How to learn the design of captured missiles
« on: April 02, 2017, 04:38:27 AM »
Can you assign them as ordinance in the ship design screen?  that should give you the basic stats in the ship summary.
Oh, right, they are there.
I am not using missiles myself so I had to have my collier selected as that to see them there as that is the only currently used design that actually has big ammo storage (and my prehistoric missile fighters have too small launchers). Weird you can see the list of fighters for all ships (tankers...) but missiles just for those that can actually load them. And that "Ignore size restriction" only shows bigger missiles for those small fighters so... if you don't have any magazine researched you can't actually see foreign missile designs? I guess that suggested Missile Overview screen would help.

15
C# Aurora / Re: C# Aurora Changes Discussion
« on: April 02, 2017, 04:11:08 AM »
Have you at all thought about adding in things like AI/automation options for certain ship components that makes them more effective/efficient/need less crew?
Yes, racial tech in the style of fuel consumption one that instead lowers the required crew was suggested multiple times. See e.g. Reduced Crew, Focused Mines, other things.

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