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Topic Summary

Posted by: Steve Walmsley
« on: October 19, 2008, 02:01:41 PM »

Quote from: "Kurt"
So far in the Six Powers campaign I have been unable to target populations.  When I select a population as a target on the Battle Control Window, either it won't select at all when I hit the select button, or Aurora will automatically change it to a different ship target.
Other people have reported similar issues so there definitely seems to be some type of bug in population targeting. However, I have successfully targeted and attacked populations in the Preservation II campaign and my current campaign so whatever the problem was it isn't there now, which unfortunately makes it very difficult to figure out exactly what is going on and to suggest a workaround :(

Steve
Posted by: Kurt
« on: October 19, 2008, 01:51:26 PM »

Quote from: "Steve Walmsley"
Quote from: "Kurt"
I know that in past versions targets detected with thermal-only sensors could not be targeted.  Is that still true, and might that be what is going on here?  How are populations detected in Aurora?  

I notice on the Population and Production screen that populations have a Thermal and an EM signature, while ship designs have a thermal, EM, an cross section signatures.  Can populations be detected by active sensors, and if they can't, can they be targeted?
Populations are detected by thermal and EM sensors. They cannot be detected by active sensors, although in v3.2 ground units can be detected by active sensors. They should show up as targetable based on the thermal/EM signature, unlike ships for which you need an active contact.

Steve

So far in the Six Powers campaign I have been unable to target populations.  When I select a population as a target on the Battle Control Window, either it won't select at all when I hit the select button, or Aurora will automatically change it to a different ship target.

Kurt
Posted by: Steve Walmsley
« on: October 19, 2008, 01:35:52 PM »

Quote from: "Kurt"
I know that in past versions targets detected with thermal-only sensors could not be targeted.  Is that still true, and might that be what is going on here?  How are populations detected in Aurora?  

I notice on the Population and Production screen that populations have a Thermal and an EM signature, while ship designs have a thermal, EM, an cross section signatures.  Can populations be detected by active sensors, and if they can't, can they be targeted?
Populations are detected by thermal and EM sensors. They cannot be detected by active sensors, although in v3.2 ground units can be detected by active sensors. They should show up as targetable based on the thermal/EM signature, unlike ships for which you need an active contact.

Steve
Posted by: Kurt
« on: September 21, 2008, 12:10:24 PM »

Quote from: "Steve Walmsley"
If for some reason you can't hold a lock, such as the target being out of range, fire controls will automatically deselect their target. In this case however I can't see why the programme might think the target is out of range. In my preservation campaign, the British were bombarding the Mongols with no problem so it must be something specific to your situation, or the data involved, rather than a general bug. Although as Father Tim had a problem too then it can't be a rare problem. The trick is figuring out what is causing it.

Has anyone reading this successully bombarded populations using the current version?

With regard to the database, back it up and then use the option to compact it.

Steve


I am having this same issue.  One of my governments in the Six Powers campaign is trying to bombard another government's mining facility on a distant asteroid/comet.  

At first they didn't see the colony at all, but I realized that since it was just a bunch of auotmated mines and a mass driver, its thermal sig is very small, just 110.  I had my ships creep into detection range, and sure enough the population popped into existence, and I thought I was ready to go.  Unfortunately, I wasn't.  I cannot target the population, getting the same results the others have mentioned.  Nothing I do seems to change that.  

I know that in past versions targets detected with thermal-only sensors could not be targeted.  Is that still true, and might that be what is going on here?  How are populations detected in Aurora?  

I notice on the Population and Production screen that populations have a Thermal and an EM signature, while ship designs have a thermal, EM, an cross section signatures.  Can populations be detected by active sensors, and if they can't, can they be targeted?

Kurt
Posted by: Steve Walmsley
« on: September 21, 2008, 04:12:26 AM »

If for some reason you can't hold a lock, such as the target being out of range, fire controls will automatically deselect their target. In this case however I can't see why the programme might think the target is out of range. In my preservation campaign, the British were bombarding the Mongols with no problem so it must be something specific to your situation, or the data involved, rather than a general bug. Although as Father Tim had a problem too then it can't be a rare problem. The trick is figuring out what is causing it.

Has anyone reading this successully bombarded populations using the current version?

With regard to the database, back it up and then use the option to compact it.

Steve
Posted by: Hawkeye
« on: September 15, 2008, 12:09:18 PM »

Quote from: "Father Tim"
I had a thought, though.  I only ever tried shooting at them from orbit - ie 0 km.  Maybe the 'minimum distance 10,000 km' factor is causing it?  Though I assume that code would only be called for direct-fire weapons.


Can?t be it in my case. I tried to target the population at 40million, 25 million and now at 1 million km distance.

No joy

Edit:
I just noticed, the database is at a whooping 189 mb. Maybe this has something to do?

I have now deleted all games except the Preservation II, that came with the install, but explorer still tells me 189 mb.
Posted by: Father Tim
« on: September 15, 2008, 10:23:28 AM »

Quote from: "Hawkeye"
I am in the Battle Control Window. I select the ship, then I select the Missile Control, then a list with targets appears. The Missile Control in the Weapons and Fire Control summary reads: "No target assignement, Holding fire"
Then I select the population in the target list and press "Assign", then the summary changes to just "Holding fire"


I had the same problem; my ships just would not hold target on the planet or its PDCs.  Every time the targeting assingment would disappear, and the ships would refuse to fire, with the message "No target assignment, Holding fire"

I had a thought, though.  I only ever tried shooting at them from orbit - ie 0 km.  Maybe the 'minimum distance 10,000 km' factor is causing it?  Though I assume that code would only be called for direct-fire weapons.
Posted by: Hawkeye
« on: September 15, 2008, 09:35:49 AM »

Quote from: "Steve Walmsley"
Not seen this one before. I assume you had no problems targeting the alien ships or the PDC as it sounds like you destroyed them. Have you previously targeted any populations successfully in the game? Do you get some type of error message when you try to target the pop?

Also, as a test, please could you also try creating a waypoint and try targeting that

Steve


Except for targeting population before this incident, I have successfully done all of the above, targeting ships, PDCs, waypoints, everything worked like a charm. Only the problem with targeting population.
No error message whatsoever.
I am in the Battle Control Window. I select the ship, then I select the Missile Control, then a list with targets appears. The Missile Control in the Weapons and Fire Control summary reads: "No target assignement, Holding fire"
Then I select the population in the target list and press "Assign", then the summary changes to just "Holding fire"

Hm, can I usually target population, when PDCs are still around?
If no, then this may be the reason I can?t as the aliens are in the process of building a new one (about 30% finished)

Something not directly related. I had my DEs with PD-Missile Launchers set to shoot 2 PD missiles at each enemy missile. After a bunch of enemy salvos is shot down, I still have some 300 missiles in space, floating around, so i target them on wayponints in front of my ships, in case new salvos arrive. And sure enough, those salvos arrive, but those are only tine, 2 missile salvos, spaced some 60 sec, and before I can detect a second one, the first one is blown away.
Now, I can never see more than 2 enemy missiles. I allready have 300 PD missiles in space, and still my DEs insist on launching ever more PD missiles, managing to run out of ammo in no time.
I probably miss something obvious here, but it causes me quite a headache because it forces me to manually assign targets to all my DEs.
Posted by: Steve Walmsley
« on: September 15, 2008, 08:41:00 AM »

Quote from: "Hawkeye"
Ok, I give up!   :?
No, serious, I have encountered a NPC race and after they blew up one of my survey vessels, I launched a retaliatory  (sp?) strike.

Their fleet is destroyed (except for a couple of geosurvey ships, that are hideing in the asteroid belt), their PDCs are flattened and my fleet is now only 1 million km away from their homeworld but I simply can not target the planet/population with my missiles.

The population shows up in the contact/target list all right, but it flatly refuses to be assigned as a target for my missile launchers/missile controls.

Obviously those aliens have created some kind of clever stealth system, that only affects my missile control systems and makes them fail to lock on, grrr!

Any help would be appreciated.

Not seen this one before. I assume you had no problems targeting the alien ships or the PDC as it sounds like you destroyed them. Have you previously targeted any populations successfully in the game? Do you get some type of error message when you try to target the pop?

Also, as a test, please could you also try creating a waypoint and try targeting that

Steve
Posted by: Hawkeye
« on: September 14, 2008, 09:20:40 AM »

Ok, I give up!   :?
No, serious, I have encountered a NPC race and after they blew up one of my survey vessels, I launched a retaliatory  (sp?) strike.

Their fleet is destroyed (except for a couple of geosurvey ships, that are hideing in the asteroid belt), their PDCs are flattened and my fleet is now only 1 million km away from their homeworld but I simply can not target the planet/population with my missiles.

The population shows up in the contact/target list all right, but it flatly refuses to be assigned as a target for my missile launchers/missile controls.

Obviously those aliens have created some kind of clever stealth system, that only affects my missile control systems and makes them fail to lock on, grrr!

Any help would be appreciated.
Posted by: Steve Walmsley
« on: September 12, 2008, 05:38:49 AM »

Quote from: "Hawkeye"
Fighters:
I started building my first fighters yesterday and got an error message everytime, a fighter was finished. Only later on I realized I had to assign a task group to the newly build fighters in the industrial screen. I was looking for something like that on the fighter squadron screen, thinking this would be the logical place. Perhaps there could be a "crosslink" there?
I think the fighter build error is fixed for the latest version. As far as the destination fleet goes, it need to be on the industrial screen rather than the fighter window because each pop will need a different destination fleet.

Quote
The fighters build where for a computer generated NPC race, that got fighter engine tech and not much else, so I thought I?d build a kind of AeroSpace fighter (like in BattleTech) and forget about spaceships, because the tech for them sucked big time. Can those fighters operate directely from the planet (No Hangar Deck researched, or I would have designed a planetary fighter base) ?

You can operate fighters directly from a planet as long as the planet has maintenance facilities that can rearm them. Just leave them in orbit and they will automatically rearm if the missiles are available on the planet. However it is usually better to build a PDC with hangar decks because the fighters don't cost maintenance while in the hangar and they will get rearmed ten times as fast.

Steve
Posted by: Steve Walmsley
« on: September 12, 2008, 05:33:57 AM »

Quote from: "Hawkeye"
Sector Command:
How does the range work? I have a Level 3 SC (Radius 2) on my Homeworld and several colonies, 2 jumps away, but the sector gouvernor doesn?t show up there. Or is Radius 1 just the own system, Radius 2 one system out and so on? In that case, rephrasing it to Radius 0, 1, and so on would seem to be more logic.

Also, when the 3rd level finished, I expected the radius to become 3. Is the distance it works the square root of level, so I need a level 4 to reach systems 2 jumps away and level 9 for systems 3 jumps away?

Its slightly more complex because I wanted a formula that allowed reasonable sized sectors but not huge ones. Starting with radius 1 for a level 1 sector, you have to double the sector level for an increase of 1 in radius. So the levels you need for various radii are as follows: Level 1 = Radius 1, Level 2 = Radius 2, Level 4 = Radius 3. Level 8 = Radius 4, Level 16 = radius 5, etc.

Steve
Posted by: SteveAlt
« on: August 17, 2008, 01:11:55 PM »

Quote from: "Hawkeye"
Ok, I finally figured out how the Sector Command works.

For anyone stuck as I was, here it is  :)


Open the Empire --> System --> Sector    Tab
There you can add or remove systems to/from a specific sector command

You can also access this window from the Sectors button at the bottom of the Population and Production window.

Steve
Posted by: Hawkeye
« on: August 17, 2008, 01:04:58 PM »

Ok, I finally figured out how the Sector Command works.

For anyone stuck as I was, here it is  :)


Open the Empire --> System --> Sector    Tab
There you can add or remove systems to/from a specific sector command
Posted by: Hawkeye
« on: August 01, 2008, 01:38:17 AM »

Ok, here I go again :)


Prefabricated PDCs:
There definitely is something wrong with those.
Whenever I load the parts into my frighters, I get some error message about "dataset not found" or something along that line. One message for every type of prefab PDC.

There also seem to be vanishing parts while on the tranports.
I have prefabed quite a bunch of small PDCs and carried them out to the settled colonies, but everytime I unload them, there seem to be some parts missing.
For example, I designed and build a small point defense PDC, that is prefabed in 8 parts. I build those 8 parts, load them, carry them to a colony where they are unloaded, but only 6 parts show up. All frighters are empty (checked on the ship - cargo screen) On my HW, there are now 10 of those parts and 10 parts of a larger, 18 parts requiering offensive PDC and I have never canceled production in mid-building

Also, I am unable to assemble a prefab PDC, if that PDC is marked as obsolete. It makes sense to pull all obsolete stuff out of all the build lists, but I would like to be able to assemble the allready made parts.
This is, of course only a small nitpick, as it is easy to un-obsolete the design, add it to the build list and then obsolete it again (I mostely mention it, because it took me quite a while to figur this out)

Oh, and another small one. After I loaded prefab PDCs for the first time, the "unload PDC parts" shows up everytime, for every frighter in the Task Group orders menue

Fighters:
I started building my first fighters yesterday and got an error message everytime, a fighter was finished. Only later on I realized I had to assign a task group to the newly build fighters in the industrial screen. I was looking for something like that on the fighter squadron screen, thinking this would be the logical place. Perhaps there could be a "crosslink" there?

The fighters build where for a computer generated NPC race, that got fighter engine tech and not much else, so I thought I?d build a kind of AeroSpace fighter (like in BattleTech) and forget about spaceships, because the tech for them sucked big time. Can those fighters operate directely from the planet (No Hangar Deck researched, or I would have designed a planetary fighter base) ?

Sector Command:
How does the range work? I have a Level 3 SC (Radius 2) on my Homeworld and several colonies, 2 jumps away, but the sector gouvernor doesn?t show up there. Or is Radius 1 just the own system, Radius 2 one system out and so on? In that case, rephrasing it to Radius 0, 1, and so on would seem to be more logic.

Also, when the 3rd level finished, I expected the radius to become 3. Is the distance it works the square root of level, so I need a level 4 to reach systems 2 jumps away and level 9 for systems 3 jumps away?