Post reply

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Kaiser
« on: Today at 08:14:13 AM »

The release date is the day Steve is able to compile code + 1 month for every instance someone asked for release date.

Based on the times it was asked on Discord, the release date would be now for more or less 2096. Steve you are killing us.
Posted by: nuclearslurpee
« on: Today at 08:05:10 AM »

The release date is the day Steve is able to compile code + 1 month for every instance someone asked for release date.

My hobby is creating time paradoxes by asking for release dates of old versions.

Steve, 1.5 when???  ;D
Posted by: Ultimoos
« on: Today at 07:56:51 AM »

The release date is the day Steve is able to compile code + 1 month for every instance someone asked for release date.
Posted by: vorpal+5
« on: Today at 02:36:34 AM »

Hello there,

Should the "Update on Progress (Post-release)" not be unstuck, given Steve has not posted there since 2020? Or perhaps he could hint there about the ETA of 2.6? ;D
May I ask if 2.6 will probably be out before 2026 or not? That would be helpful for my gaming agenda, and for deciding whether to dive into DW2 and/or Stellaris (I'm playing GC4 now, but oh man, how bland it is).
Posted by: paolot
« on: August 26, 2025, 06:20:33 PM »

Paolot, you will discover that it is indeed possible to "refit" "fighters"

You will soon thereafter discover that, though it is _possible_, It is very VERY inefficient.
making new fighters of the new class is only about half a million times quicker, easier, and cheaper.

Thank you, Steve.
Someone said: "This is my mistake, let me make it good".   ;D
In real life, to arrive to the production of new models it's lengthy, expensive and sometimes ineffective (the B-52 is still in operation because of this). So, it is preferred to evolve, upgrade and expand the existing models, and I prefer to mimic this approach.
I'm adding slipways to the SY, to be able to convert one squadron at a time (having enough resources), not a single fighter one by one, to save time.
Then, maybe I'm comparing numbers not correlated, but I see the "refit details" and the cost for a "new fighter" (see the attached images), and the first ones seem rather smaller than the second ones. Am I wrong?
Posted by: Steve Zax
« on: August 25, 2025, 05:46:35 PM »

Paolot, you will discover that it is indeed possible to "refit" "fighters"

You will soon thereafter discover that, though it is _possible_, It is very VERY inefficient.
making new fighters of the new class is only about half a million times quicker, easier, and cheaper.
Posted by: nuclearslurpee
« on: August 25, 2025, 09:41:33 AM »

Thank you, nuclearslurpee!
"Repair shipyards cannot refit.": my first error.   :D
So, I have to use a military shipyard (obviously, a commercial one cannot work on a military project).
Currently, when I select Refit, my military SYs don't list the ship type I wish, but only the type that they can build and sometimes few others; therefore, I imagine I should retool the SY for the updated craft, before I can refit the old ships, isn't it?

Correct. A shipyard can only refit a ship to the class it is tooled for or a class which can be built out of the same shipyard.
Posted by: paolot
« on: August 25, 2025, 09:18:14 AM »

Surely I'm doing something wrong, but I can't find how to refit some fighters to an improved version of them (the tonnage difference is less than 1%).   ???
At the planet where the fighters are in orbit, I select one of the Repair shipyards, then select the task Refit or Auto Refit, but the lists in Refit From, Class and Ship Name are empty.
The other tasks work well.
What am I missing?

Repair shipyards cannot refit. Not sure if the fact that they show the option is a bug per se or just a leaky abstraction in the UI.

Thank you, nuclearslurpee!
"Repair shipyards cannot refit.": my first error.   :D
So, I have to use a military shipyard (obviously, a commercial one cannot work on a military project).
Currently, when I select Refit, my military SYs don't list the ship type I wish, but only the type that they can build and sometimes few others; therefore, I imagine I should retool the SY for the updated craft, before I can refit the old ships, isn't it?
Posted by: nuclearslurpee
« on: August 24, 2025, 09:40:39 PM »

Surely I'm doing something wrong, but I can't find how to refit some fighters to an improved version of them (the tonnage difference is less than 1%).   ???
At the planet where the fighters are in orbit, I select one of the Repair shipyards, then select the task Refit or Auto Refit, but the lists in Refit From, Class and Ship Name are empty.
The other tasks work well.
What am I missing?

Repair shipyards cannot refit. Not sure if the fact that they show the option is a bug per se or just a leaky abstraction in the UI.
Posted by: paolot
« on: August 24, 2025, 09:05:19 PM »

Surely I'm doing something wrong, but I can't find how to refit some fighters to an improved version of them (the tonnage difference is less than 1%).   ???
At the planet where the fighters are in orbit, I select one of the Repair shipyards, then select the task Refit or Auto Refit, but the lists in Refit From, Class and Ship Name are empty.
The other tasks work well.
What am I missing?
Posted by: paolot
« on: August 24, 2025, 06:58:33 PM »

Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

The systems don't exist in the game until someone finds them, at which point they are generated.

For known stars, I could show the actual star locations using a variant of the galactic map, but the galaxy is 3D and the map is 2D so there would be a lot of overlaps. Also there are 65,000 stars in the known stars database.

One option I have considered for a while is a rotatable 3D map for the above purpose, but humans handle 2D information a lot better than 3D information so it would mainly be for fun. Most people would still use 2D to comprehend the situation.

Thank you, Steve, for the explanation.
Thinking better to this: 65,000 stars form a square of 255x255 units (or a circle with 144 units of radius), and jump links could connect stars from side to side of it, making everything very difficult to read.
Posted by: Steve Walmsley
« on: August 19, 2025, 04:14:54 AM »

I don't recall, can we see the design of civilian ships?

Yes, on the class window. Click Civilian (might be Show Civilian) to see their designs. Civilian colony ships will carry between 50,000 and 250,000 colonists, depending on the design.
Posted by: Steve Walmsley
« on: August 19, 2025, 04:05:44 AM »

Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

The systems don't exist in the game until someone finds them, at which point they are generated.

For known stars, I could show the actual star locations using a variant of the galactic map, but the galaxy is 3D and the map is 2D so there would be a lot of overlaps. Also there are 65,000 stars in the known stars database.

One option I have considered for a while is a rotatable 3D map for the above purpose, but humans handle 2D information a lot better than 3D information so it would mainly be for fun. Most people would still use 2D to comprehend the situation.
Posted by: Steve Zax
« on: August 18, 2025, 09:56:58 PM »

I don't recall, can we see the design of civilian ships?
Posted by: gpt3
« on: August 18, 2025, 08:49:35 PM »

I think that number you see (25, 20, 12.5) is thousands of colonists.

I hope so. But ...?!

Quote
I KNOW its not individuals! (12.5? )

12.5 are trade goods, not persons.  :)
Aurora 4x doesn't model the conventional economy (except for trade goods). Its assumption is that the Trans-Newtonian economy is so prosperous that conventional goods/services are effectively post-scarcity. That's why you don't need to manually transport food and oxygen to all of your colonies.

What this means is that it's entirely possible that your colony ship's cargo consists of one billionaire, twenty-four servants, and the billionaire's private zoo.