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Posted by: Froggiest1982
« on: Yesterday at 11:41:27 PM »

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".

This is probably not the answer you after, but it's the only one I can provide. Everything is possible in Aurora, and if you tie any RP reasons, then you can do what you are saying and beyond.

I would argue that when it comes to missiles, the only drawback is costs. A Size 50 missile very fast will be extremely expensive in terms of minerals as it will consequentially require larger launchers, larger magazines, more fuel, and so on. Research points and production points are also to be considered. A 50 size may also have a large warhead that could result in massive overkills, increasing wastage and, again, expenses.

So, as stated previously, if this is the solution to your RP or specific requirement to do not use the current spinal weapons setup, then it will be possible but counterproductive on many fronts such as costs, detection, and displacement.
Posted by: Protomolecule
« on: Yesterday at 07:28:58 PM »

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".
Posted by: randakar
« on: June 09, 2025, 01:10:32 AM »

Posted by: smoelf
« on: June 06, 2025, 03:05:42 PM »

I'm working on establishing a new game with a multi-faction start (first time trying this) and it seems there is a behavior I have not previously noticed with financial centres. Do they provide wealth to all colonies on a planet? I have created 5 factions on Earth (conventional start) and given 2 of the factions 5 financial centres each, but after passing time for the first month, it seems that all 5 factions gain wealth from financial centres. Some more than others based on factors that I can't quite divine.

Is this an intentional mechanic of financial centres that I just didn't know about before a multi-faction start? Is there a different way of giving one faction an economical advantage?
Posted by: nuclearslurpee
« on: June 06, 2025, 11:33:32 AM »

The change made to the fleet detection code for 2.0 states:

Quote
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.

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)?

The post you linked goes on to say that the waypoint part is added because NPRs use waypoints to mark hostile fleet locations. In other words, NPRs effectively use waypoints as a "move to hostile fleet location" surrogate in a way players don't really do.

This change I think was mostly meant to handle the problem where NPRs move close to a player fleet and immediately open fire before the player can react. It doesn't really apply for players in practice since players will use short increments when approaching a hostile fleet with ill intent. So I don't think it applies to movement order targets like bodies, etc. because a NPR will move to the target fleet directly if they intend to open fire. In theory, a player could move to a body as a way to cheese this check, but there's no benefit in doing so.
Posted by: skoormit
« on: June 06, 2025, 10:44:29 AM »

The change made to the fleet detection code for 2.0 states:

Quote
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.

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)?
Posted by: paolot
« on: June 01, 2025, 10:08:43 AM »

To increase the Intelligence of an ELINT ship, which "Command and Control" module should I add to the ship? or do we need a new one?
Posted by: Steve Walmsley
« on: May 21, 2025, 04:19:18 AM »

Hydrographic extent is 19.04 at the moment, water vapor in atmo is .0032, which should still be within Desert guidelines.

Mars has a slightly eccentric orbit. It's possible that as the distance from the sun changes, the environment on Mars might change so that previous terrain is no longer supported.
Posted by: Langer
« on: May 20, 2025, 06:23:55 PM »

Hydrographic extent is 19.04 at the moment, water vapor in atmo is .0032, which should still be within Desert guidelines.
Posted by: davidb86
« on: May 20, 2025, 04:28:35 PM »

Are you adding water vapor to the atmosphere?  A small change in the hydrographic % could have pushed you out of desert.
Posted by: Langer
« on: May 20, 2025, 02:12:21 PM »

The wiki is down for me, so I'm asking here:

My dominant terrain for a terraformed Mars went from Cold Desert/Desert to Subarctic and I am not seeing any particular reason. Anyone have any idea the difference between the two, or why it switched?

Thanks.
Posted by: welchbloke
« on: May 10, 2025, 08:14:05 AM »

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.
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.

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.

It was a Fleet Scout without any FC, just active sensors, both of which were damaged. I went back to the old DB before I deleted this ship, SM repaired it, then used the external damage button to get close to the same damage it had before. Now the time advances are back to normal - weird glitch but fixed now.
Posted by: skoormit
« on: May 09, 2025, 08:46:20 PM »

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.
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.

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.
Posted by: welchbloke
« on: May 09, 2025, 02:55:47 PM »

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.
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.

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
Posted by: Garfunkel
« on: May 07, 2025, 10:50:21 PM »

Known Systems if I start at Earth, Random Stars if I play as aliens.