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C# Mechanics / Re: How much of a change will I notice?
« Last post by skoormit on Today at 04:17:47 AM »
Hi all, I've been an occasional player of Aurora over the years - sometimes invest a lot of time, then don't play for years. I last played in 2021 and was on version 1.13 (just prior to v2 I believe). Basically I invested a lot of time in a game on that version and rather than start again I was thinking about going back to it - my question is, how much am I missing out by not upgrading to the latest version?

Cheers

Legemaine

Hey, about a month ago I was just like you!
From the time C# dropped until right around the time 1.13 came out, I put in thousands of hours of playtime.
And I just recently got back into it, with 2.5.1.

You are missing out on quite a bit if you don't upgrade.

I actually went through the changelogs first and wrote brief notes about the major changes, to help me process it all.
There's a whole lot to like. Not just new content, but also plenty of QoL tweaks that make a big difference.

I highly recommend making the jump.
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C# Mechanics / Re: How much of a change will I notice?
« Last post by Steve Walmsley on Today at 03:55:28 AM »
The change list for each version is sticked in the mechanics section. Just read through them in ascending order, starting with v2.0.

v2.0 and v2.2 are the major updates.
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C# Mechanics / How much of a change will I notice?
« Last post by legemaine on Today at 03:39:23 AM »
Hi all, I've been an occasional player of Aurora over the years - sometimes invest a lot of time, then don't play for years. I last played in 2021 and was on version 1.13 (just prior to v2 I believe). Basically I invested a lot of time in a game on that version and rather than start again I was thinking about going back to it - my question is, how much am I missing out by not upgrading to the latest version?

Cheers

Legemaine
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General Discussion / Exploring Stellar Anomalies and Unknown Phenomena
« Last post by jamesbolt on Today at 02:17:33 AM »
Hello Community Members,

I am diving into the depths of our galaxy's mysteries and would love to hear your experiences and theories regarding stellar anomalies and unknown phenomena. 
Have you encountered strange readings, unexplained disruptions, or intriguing celestial events in your journeys? Let's share insights, speculate on the unknown, and unravel the secrets of the cosmos together. 

Join me in this cosmic adventure.

Thanks
(James)

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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 02:44:15 PM »
Space stations, the advantage is that they don't use shipyards, the drawback is that they can't be refitted?

Another advantage is that they don't have armor, which makes them lighter and cheaper. (And also, obviously, incredibly fragile in combat.)

You can use shipyards to build stations if you want to, subject to the same size and tooling rules as regular ships.
In fact, I like to build my 25k freight barges and 100k colonist pods in a shipyard--and I can actually build either one with the same yard.

You can also, of course, use such shipyards to refit stations if you like (again subject to the same rules as regular ships).
But no, in the absence of an appropriate yard, a station cannot be refitted.

Another minor drawback of building space stations with surface facilities is that you can't use any component stockpiles to speed up production.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 02:14:30 PM »
Thanks Skoormit!
Space stations, the advantage is that they don't use shipyards, the drawback is that they can't be refitted?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 01:22:26 PM »
On the Wealth/Trade tab of the Economics window, income and expenditures are broken down by type.

I think I understand that "Tax on Shipping Trade Goods" is the income I receive from the civilian shipping lines when they haul a shipment of trade goods from one colony to another.

But what does "Tax on Exports" represent?
I would have thought that it represented income from shipping to other races (NPRs), but I have only encountered one NPR, and we aren't trading. (They refuse to communicate and I haven't discovered any of their colonies.)
Besides, I was receiving this Tax on Exports income even before I encountered this NPR.

In any given year, I usually make around twice as much on this Export tax as I do on the Trade Goods tax--but it varies.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 12:03:28 PM »
Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.

Negative.
The issue persists after time is incremented.
Move orders given to such a fleet will be undertaken at 1km/s.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Yesterday at 09:46:11 AM »
Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 08:49:42 AM »
Merging fleets with tugs can be problematic.

Say Fleet A has one or more ships with a tractor beam, and all these ships are tractoring engineless ships.

If Fleet A executes an order to join some Fleet B (which may or may not also have ships with engaged tractor beams), then sometimes (not always) the speed of Fleet B drops to 1km/s.

If I drag Fleet A into Fleet B, same thing happens: sometimes (not always) the speed of Fleet B drops to 1km/s.

The only way to reliably join the fleets without reducing the speed of Fleet B to 1 km/s is to individually drag the tractors from Fleet A to Fleet B in the left hand tree view.
(Dragging this way automatically brings the tractored ships along.)

Obviously, this can be very tedious for large fleets, and can only be done when the fleets are in the same location.
And it means that you just can't use the Join Fleet order when tugging ships.
And I do a *lot* of tugging, so this adds a lot of micromanaging to my playtime.

I'm hoping there's something easy to tweak in the fleet merging logic that can resolve this.
I wonder if the resulting speed is being determined by iterating through the list of all ships, which might be in ascending order of ship construction time, and it doesn't recognize that a ship is tractored unless the tractor has already been processed.

Note: I don't know if the situation only occurs when engineless tractors are targeted, because I only very rarely tractor ships with engines.

Other note: the same thing happens when detaching subfleets with tractors from fleets. Sometimes the newly detached fleet has a speed of 1km/s. Perhaps the same code is handling this as well.
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