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Messages - Erik Luken

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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: December 08, 2017, 02:36:42 PM »
Well where do I change that?

Control Panel. It used to be called Regional Settings. Not sure if that still holds true.

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.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: December 07, 2017, 05:48:37 PM »
I get error3075 followed by infinite loop of errors91 right as i hit 5days turn or whatever on the beginning of the game, no matter the settings.  I feel like its something about this decimal system or something, or comma problem? not sure. . .  I am from Poland if that matters and use win10

You need to use the period as a decimal separator, not a comma.

Aurora Bugs / Re: "Error 3201 was generated by DAO.recordset."
« on: December 07, 2017, 05:46:17 PM »
Something to be aware of for anyone messing with the DB while Aurora is running:

Many years ago, I was trying to write (with Steve's blessing) a C# add-on to Starfire Assistant (the progenitor of Aurora).  My app would query the SA DB and do things like create officers.  Every now and then, the DB would end up corrupt (IIRC one of the records would be bad/unreadable) even though I wasn't doing anything wrong.  I eventually figured out that the VB6 database engine (Jet?) was somehow talking to the DB even if SA was idling.  In other words, I figured out that (I'm pretty sure that) you can't have a 3rd party executable modifying the SA/Aurora DB if SA/Aurora is running - every now and then SA/Aurora will put the DB into a state where trying to change it corrupts it.  Needless to say, this put a damper on my plans for a personal SA Assistant :)


This is also why my backup utility doesn't launch the game. The Aurora executable seems to think it's a copy of the DB and weird things occur.

C# Aurora / Re: C# Aurora Changes Discussion
« on: November 29, 2017, 08:50:32 PM »
I can't remember the name of the series, but someone on the forums mentioned a book series in which a planet was defended by a single giant laser deep underground, which could cover the entire sky by bouncing the laser around a system of mirrors.  The laser itself never moved, they just turned the mirrors.

Trojan Gate series by John Ringo.

Installation / Re: v7.10 Patch
« on: November 21, 2017, 12:33:00 PM »
I just feel like to inform that if you download now the Dropbox you will get a file archive-ba-a99. zip which contains another archive-ba-a99. zip with archive-ba-a99. exe inside.  This is recognized as malware.  Could be possible the link expired or simply been hacked?

Let me know, my backup copy has been corrupted and cannot download the 710 update anywhere else.


Link is most likely expir

The Academy / Re: Jump tender with both types of jump engines
« on: October 31, 2017, 01:48:02 PM »
I have just tried this. I have used SM, unlocked the Gatebuilder and replaced the 15k military jump drive with 45k one. Limeleaf was still unable to jump.

What was the final size of the Gatebuilder? 15k to 45k jump drive is a fairly big increase. If the new size of the Gatebuilder is over 45k, you are still stuck.

The Academy / Re: Primitive NPR
« on: October 27, 2017, 03:04:42 PM »
Begin communications with them.

Forum Issues / Re: No authentification mail received
« on: October 19, 2017, 12:39:49 PM »
You should have an email from me regarding this.

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).

Aurora Chat / MOVED: My they are healthy eaters...
« on: September 21, 2017, 05:03:18 PM »

Installation / MOVED: Error 399 [WINDOWS 10]
« on: August 04, 2017, 01:34:01 PM »

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: July 28, 2017, 04:09:41 PM »
I've started to get bugs like that recently ...

Havent even left Sol, no pre generated NPR's, all spoilers on. :/ I have only one ship in the air - small geo scout that counts as fighter.

Its impossible to continue and bug like that appears anytime i try to open task group menu or ships menu.

EDIT : It dissapeared .. WTF.

So it's a Heisenbug.

Game/Book Reviews / Fleet Commander: Genesis
« on: July 28, 2017, 02:23:56 AM »
This is a board game. (

It is a quick play, around 45-60 minutes for 2 players. I expect 3-4 players will push that time out a bit. The mechanics are interesting. You have 9 dice, 3 red, 3 blue, and 3 green. These provide you options to attack (red), move (blue), and defend (green). Each die has 2 faces with a +, 2 with x and a single 9 pip side, and 1 side with a symbol. These tell you what directions you may move/attack/defend. The + is orthogonal on the map grid, the x is diagonal and the 9 pip shows any direction. The special symbol is used to fire off special weapons (requiring 2 special symbols), or a withdrawal (blue), counter-attack (red), and a drain (green). Up to 2 specials and 2 normal dice may be stored between turns. These stored dice are available to use in conjunction with your rolled dice. This can be important as you are only rolling 3 dice per turn. So you need to decide if you are going to move, attack or defend. Or some combination of the three.

The basic scenario is a simple slug-fest on a 5x5 map grid. Each side deploys to their side and begin to slug it out.

Ships are based on size, a abstraction that allows for equalization of fleets and the basis for damage and hull points. Size 1 ships are frigates. Six hull points, and 1 point of damage. They however may move twice for each blue die. This allows them to perform hit and run pack tactics. Size 2 ships are destroyers. Twelve hull points and 2 points of damage. Their special is the ability to perform long-range attacks (2 squares) on a single red die. Size 3 ships are cruisers. 18 hull points and 3 damage. They have depolarized shields. They may block from any direction with any green die. Battleships are size 4. 24 hull and 4 points of damage. These ships mount variable special weapons. Vortex gates allowing teleports, long range missiles, Heavy duty beams that fire across the map, mine layers. Each special weapon requires 2 special die results to activate. But even without the specials, they pack a heavy wallop. Size 5 ships. Heavy battleships, dreadnoughts and carriers. Carriers and Dreadnoughts are faction specific. Carriers have an attack of 0, but may deploy up to 6 fighter squadrons, giving them a support attack value of 1 per fighter. Dreadnoughts pack some heavy duty missiles that clobber you from across the map. Heavy Battleships are just that, upscaled battleships.

When attacking a square, any friendly forces adjacent to that square may support the attack. This means you could potentially kill a destroyer or frigate in one shot. Of course, enough green dice stored can block some of that.

Overall, I've rated this game 9/10 on BGG. It was a Kickstarter that finally arrived 10 months late, but the component quality is excellent. The cardboard pieces are nice and thick, and the ship minis are sturdy and don't look or feel very fragile.

The Kickstarter included a number of expansions, Avatar - Leaders for your fleets, Forge - The size 5 ships, Salvation - Tech ships with tech abilities than can change the battlefield, and Pirates - New leaders. There was also 3 KS only leaders, a 2-player pack basically doubling the amount of ships you get.

The KS ran 119 euro, and I expect if you bought the bundle retail now, it'd be in the 200-250 range. But it was well worth the cash and wait.

The Academy / Re: Jump Tenders
« on: July 21, 2017, 01:27:44 PM »
I believe the bug there is not the summary, but that it let you put both the military and commercial jump engine in :)

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