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Posted by: UnLimiTeD
« on: October 01, 2010, 06:49:33 AM »

Sadly, I think thats not the case.
Also, the crew is more likely dispersed, so instead of having more experienced crew in the pool, the pool grows more.
In your race info, you are able to increase your training level, however, the number of crewmen you gain per academy are devided by that level.
Posted by: Nibelung44
« on: October 01, 2010, 05:45:51 AM »

ok... very interesting info then!

There is indeed in the Teams/Academy tab a box with number of crewmen. I guess thus that if you scrap a ship over your planet, the experienced crew is added back? I would hope so and will test that!

This game is awesome  ;D

m) Is the nature of the officer joining you (i.e Naval, Ground, Scientist) altered somehow by the current number you have in each kind? Say you lose all your ground commanders, will you have more chance to receive ground officers when the next batch arrive? A kind of auto-correct function then, when where there is a lack, it is compensated. ? That would make sense and that would be cool too  ;)
Posted by: Vanigo
« on: October 01, 2010, 12:29:57 AM »

There is a trained crewman pool to tap into. A conscript crew starts with a crew grade of 0, giving it a -10% crew grade modifier. Trained crewmen start with at least 100 (for a 0% modifier), depending on the training level you've set. The higher your training level, the fewer crewmen you train each year. Setting ships to use conscripts only is useful for cargo ships and the like because they don't need crew grade, and it saves trained crewmen for your important ships.
Crewmen are trained by military academies. I don't remember exactly how many each one gives you per year, though.
Posted by: Nibelung44
« on: October 01, 2010, 12:14:15 AM »

l) Why check the conscript box when designing a class? This is what led me to think that somehow you can move crews around and/or that were was a kind of experienced crews pool to tap into.
Posted by: UnLimiTeD
« on: September 30, 2010, 09:59:07 AM »

Well, thats pretty much the only option, so if it is none, no, there is no way to transfer crews.
Posted by: Nibelung44
« on: September 30, 2010, 09:30:46 AM »

k) Is it possible to use an experienced crew for another ship? Say I have an old geo survey vessel with a highly experienced crew, and I want to equip a shiny new survey cruiser (think Enterprise) with this crew. Refit the old hull into the cruiser being not an option...
Posted by: Nibelung44
« on: September 29, 2010, 01:22:24 AM »

duh ... moment of shame  ::)  ok, I said nothing!
Posted by: Erik L
« on: September 28, 2010, 05:27:37 PM »

ok thanks :)


j) Another one, why I'm forced to use Rank2 officer on my FAC? I try setting them to use rank 0 and it switches to rank 2... Can't a captain suffices on a FAC?

Did you click the Set button?
Posted by: Nibelung44
« on: September 28, 2010, 04:27:23 PM »

ok thanks :)


j) Another one, why I'm forced to use Rank2 officer on my FAC? I try setting them to use rank 0 and it switches to rank 2... Can't a captain suffices on a FAC?
Posted by: Steve Walmsley
« on: September 28, 2010, 03:18:50 PM »

About spaceports ... they don't attract more the civilians ships thus? Mmmh, I would have said so, but this is your call.

No, but they do enable those civilian ships to deliver their cargo much faster and therefore make more runs in the same amount of time, so it does result in more income from civilians over time.

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So about jump gate, they are two sided and I need to build 2 on each jump point? Oh my, I'll stick to Jump drive then!

Jump gates are really for civilian traffic, or if you have huge warships such as the carriers in my current game that are too large for jump engines.

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h) it is said that Administrators should be always put at a colony, this can improve their stat, but then, the easy exploit would be to declare any dead moon as a colony and stick an Admin to it, right? So in the end, this is a non-choice ...

Administrators will only increase their skills when they are in charge of a colony. Yes you could create a lot of useless colonies to exploit that but Aurora is a game with a lot of potential exploits. You could just go into SM mode for example and give yourself twice as many mines. However, as it is primarily a single-player game you are just exploiting yourself :).

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i) I just noticed something. On purpose I obsoleted all civilian designs except the ones with a Jump Engine. For 2 years, the 5 civilians companies did not build any ship. Then I designed 2 new designs without jump engine, and in manner of day they launched some. So ... is it on purpose that civilians only use jump gates and never venture by jump engine?
That's correct. Originally I allowed jump-capable civilian ships but they tended to upset NPRs and attract precursors :). Jump gates allow you to have some control over where civilian traffic is allowed to venture.

Steve
Posted by: Nibelung44
« on: September 28, 2010, 11:49:42 AM »

Thank you so much Steve, seeing you reply made the sun shines  ;D

Seriously, thanks.

About spaceports ... they don't attract more the civilians ships thus? Mmmh, I would have said so, but this is your call.

So about jump gate, they are two sided and I need to build 2 on each jump point? Oh my, I'll stick to Jump drive then!


h) it is said that Administrators should be always put at a colony, this can improve their stat, but then, the easy exploit would be to declare any dead moon as a colony and stick an Admin to it, right? So in the end, this is a non-choice ...

i) I just noticed something. On purpose I obsoleted all civilian designs except the ones with a Jump Engine. For 2 years, the 5 civilians companies did not build any ship. Then I designed 2 new designs without jump engine, and in manner of day they launched some. So ... is it on purpose that civilians only use jump gates and never venture by jump engine?
Posted by: Steve Walmsley
« on: September 28, 2010, 06:34:32 AM »

thanks everybody... Regarding the geo team, why then Earth summary indicates that there is no geological survey even after several months of presence of a geo team?

The No means the geological survey is not complete. You're not the first to ask the question so I have changed the text to "Geological Team Survey Completed" for v5.30

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d) What is the use of a commercial spaceport? Does it improves commerce? But then, why Earth don't start with some levels?

A commercial spaceport reduces loading time. The load time for a spacecraft is divided by the number of commercial spaceports +1. So if you have 1 spaceport, loading time is halved. 2 spaceports reduces loading time by 2/3rds, etc..

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e) Fleet training: if I move out of a fleet a ship, does its fleet training goes to 0% ?

No, you won't lose it

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f) what is grade % for a crew? What is the use of it?

It affects quite a few things such as chance to hit, chance of maintenance failure, speed of recovery from transit effects, etc.. It also increases the rate of fleet training

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g) !important!  :) I'm confused by preplaced jump gates... They are shown as a red square, but are they not two-ways? Why I have a red square showing on system A, but on the exit point, system B, the red square is not there ... does it means they are one-way?

A red gate indicates that some other race built the gate. That might be an ancient precursor gate or one that an NPR bulit last week. You can only transit a jump point through a gate on your side. So no gate on the other side means no way back without a jump drive.

Steve
Posted by: On_Target
« on: September 28, 2010, 04:43:41 AM »

Don't know about TF training, I think it shouldn't, but Fighters lose part of their training when carriers are switched, I think.
The % grade for Crews increases the hitrate with beamweapons, and I'm not sure, but it might also increase reload rate or something of missiles. Or maybe also hitrate.
Comercial spaceports, as far as I know, work like Cargo Handling on the Planet, they speed up loading of Freighters and the like.
I think they are also required for Civilian trade at a certain point, but I don't know about that.

I seem to recall missile hit rate being affected by crew grade.
Posted by: UnLimiTeD
« on: September 28, 2010, 03:51:10 AM »

Don't know about TF training, I think it shouldn't, but Fighters lose part of their training when carriers are switched, I think.
The % grade for Crews increases the hitrate with beamweapons, and I'm not sure, but it might also increase reload rate or something of missiles. Or maybe also hitrate.
Comercial spaceports, as far as I know, work like Cargo Handling on the Planet, they speed up loading of Freighters and the like.
I think they are also required for Civilian trade at a certain point, but I don't know about that.
Posted by: welchbloke
« on: September 28, 2010, 02:35:15 AM »

thanks everybody... Regarding the geo team, why then Earth summary indicates that there is no geological survey even after several months of presence of a geo team?

g) !important!  :) I'm confused by preplaced jump gates... They are shown as a red square, but are they not two-ways? Why I have a red square showing on system A, but on the exit point, system B, the red square is not there ... does it means they are one-way?
The survey flag will stay like that until the survey is completed.

The red square indicates a jump gate that has been built by another race.  It doesn't have to be a precursor gate.  A gate just opens the JP for transit. To get back you need another gate or a jump drive equipped ship.