Posted by: Primus Pilus
« on: Today at 04:54:41 AM »Greetings - I'm wondering how to save custom starting scenarios and how to load them in game? Is it possible to include custom NPRs outside of the player starting system?
I am sorry if this has been asked before, but how viable would using very large missiles to emulate massive spinal guns be?It's certainly doable, albeit extremely expensive and only appropriate as an anti-capital weapon. You'll also have to have a roleplay explanation if the missile gets shot down by PD (perhaps someone managed to deflect the projectile).
For example, a size 50 missile with a short range (5-10m km), very high speed and a lot of (10+) decoys ?
I don't have access to a computer now, so I cannot run simulations or "fleet exercises".
I am sorry if this has been asked before, but how viable would using very large missiles to emulate massive spinal guns be?
For example, a size 50 missile with a short range (5-10m km), very high speed and a lot of (10+) decoys ?
I don't have access to a computer now, so I cannot run simulations or "fleet exercises".
Thamks, Steve.
We're facing what looks like a nasty Jump Point assault.
https://forum.paradoxplaza.com/forum/threads/sirius-business-a-c-aurora-forum-game-v2-5.1621469/post-30289452
Yes, I really need to read through the whole thread. Looks like you are having fun
The change made to the fleet detection code for 2.0 states:QuoteIn v2.0, for increments of one hour or more, Aurora will check the movement of all ships where the destination is either a hostile ship contact or a waypoint where hostile ships are also present.
I've kind of just assumed that "waypoint" here meant any fleet order destination (a planet, a JP, etc), rather than meaning only literal waypoints.
Is that correct?
Or is it the case that the specialized detection logic won't be in effect when a fleet just happens to be moving to where a hostile fleet is (without having that contact or a waypoint there as the destination)?
In v2.0, for increments of one hour or more, Aurora will check the movement of all ships where the destination is either a hostile ship contact or a waypoint where hostile ships are also present.
Hydrographic extent is 19.04 at the moment, water vapor in atmo is .0032, which should still be within Desert guidelines.
Be my guest. It also isn't being caused by the 4 fleets that are all that's left of one of the spoiler races I encountered. I deleted them and it made no difference.So I've encountered the dreaded 5s increment issue again. I've had a look in the DB and set all of the NPRs to player races to check if there was a detection or interrupt message I was missing. There isn't anything obvious, not detections by any of the NPRs or my race that I can see. I've checked the fleets for all races and none of them appear to have open fire orders and no contacts (a common cause for this issue IIRC). Any suggestions from the collective on what else to check to see if I can work out what is causing it?
Welchbloke
I'd like to poke around in the db if you don't mind uploading it.
Welchbloke
I finally worked out what was causing this but not the why. It was a severely damaged warship from the second player race that was on 1% MSP. I turned off auto repair and removed all the repair jobs. It made no difference. When I forced an abandon ship, the error went away and I could advance with longer time incements again.
Welchbloke
I wonder if it had a damaged fire control that was stuck on open fire.
Be my guest. It also isn't being caused by the 4 fleets that are all that's left of one of the spoiler races I encountered. I deleted them and it made no difference.So I've encountered the dreaded 5s increment issue again. I've had a look in the DB and set all of the NPRs to player races to check if there was a detection or interrupt message I was missing. There isn't anything obvious, not detections by any of the NPRs or my race that I can see. I've checked the fleets for all races and none of them appear to have open fire orders and no contacts (a common cause for this issue IIRC). Any suggestions from the collective on what else to check to see if I can work out what is causing it?
Welchbloke
I'd like to poke around in the db if you don't mind uploading it.
Welchbloke
I finally worked out what was causing this but not the why. It was a severely damaged warship from the second player race that was on 1% MSP. I turned off auto repair and removed all the repair jobs. It made no difference. When I forced an abandon ship, the error went away and I could advance with longer time incements again.
Welchbloke