Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

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: madpraxis
« on: April 29, 2012, 11:01:17 AM »

.....I had process explorer open and I saw the name of your company...and thought 'wow, what a damn cool name' because well, thats back from...er..longer then I want to think about when I was but a wee (or not so wee) one poring over d&d materials :D
So I typed it in google :D
TRY IT....you will find...yourself! Where it says you are located in Stevenage...just east of a hospital and immediataly south of some woods...called 'Cuckoo Woods'. And you also apparently gave up your company name, thought I'm rather hazy on the wacky brit way of doing it being american and all...wait, I have that backwards...I'm rather hazy on what is probably the sane way of doing it compared to the wacky american way.

*as an aside edit here, if that is not where you are located, please don't tell me and let me live with my happy delusional thought of aurora being programmed in cuckoo woods, for it brings me much happy and joy inside, for I <3 spreadsheats in space :D*
Posted by: Steve Walmsley
« on: April 29, 2012, 10:35:21 AM »

Erp erp...wait, I did some digging earlier when I was bored...does this mean I won't be able to have this mental image of you programming aurora on a laptop while in CUCKOO WOODS? I CRY! On that note, good luck with the move :D

I'm afraid you're going to have to give me a hint on that one. I have no idea about the Cuckoo Woods reference or even where that is.

Steve
Posted by: madpraxis
« on: April 29, 2012, 10:23:59 AM »

Erp erp...wait, I did some digging earlier when I was bored...does this mean I won't be able to have this mental image of you programming aurora on a laptop while in CUCKOO WOODS? I CRY! On that note, good luck with the move :D

On a serious note, while pondering those changes...FLAGS. For CIVILIANS...as in you can tick the box on a colony 'open for civilians' so you can have a minor amount of control over where the pukes go. For instance, this way you could set up a colony with just enough population to run some maintenance facilities  on the outskirts of your empire without having the nasty chav traders mess it all up. This would tie in well with your idea of the civilian gas mining. Add another box to tick next to the first on that colony and let them go to town. Which leads to you being mr fancy pants and applying the flag to the creation of CMCs too...With the caveat that the unions are strong, if you let them get started somewhere you can't just make them go away....So you have a choice of minerals/money from CMC's or claiming all the minerals for yourself, which could be tied into the CMC's being run by in game companies instead of apparently the illuminati...But..flags...easy peasy my well endowed mentally friend, when calculating a trade run check for variable 'oh no you don't', if found, skip to next ;)

Eagerly awaiting my next fix, so get that wife working at a big company so you can apease your masses...er...don't let her read that...
Posted by: Thiosk
« on: April 17, 2012, 02:49:03 PM »

Steve,

Will we be able to contract the civvies to move our minerals, or keep them at reserve level like we can contract them to move buildings?

Five

I begged for the quoted options to enable us to at least set up logistical supply paths without needing any reprogramming of the AI to do so.  While it might be nice to get after an overhaul of the civ industry, the ability to set up logistical supply chains at all is wonderful.
Posted by: Corik
« on: April 17, 2012, 06:23:47 AM »

Steve,

Will we be able to contract the civvies to move our minerals, or keep them at reserve level like we can contract them to move buildings?

Five

+1, would be great.
Posted by: Five
« on: April 17, 2012, 05:21:36 AM »

Cross-post from Suggestions

I have added a new "Load/Unload Minerals to Reserve Level" order. This will first attempt to unload every mineral type but only up to the colony reserve level for that mineral and then attempt to load every mineral type above the reserve level. If there is no loading or unloading at the destination, the fleet will move on to the next order.

I've also added a "Load/Unload Fuel (To Set Level)" order. You specify a reserve fuel level as part of the order. The fleet's tankers will either unload fuel to bring the colony up to the reserve level or attempt to load excess fuel above that level.

Finally, I've added a "Load/Unload Supplies (To Set Level)" order. You specify a reserve maintenance supply level as part of the order. The fleet's supply ships will either unload supplies to bring the colony up to the reserve level or attempt to load excess supplies above that level.

All of the above are intended to aid in automating your Empire-wide logistics network

Steve

Steve,

Will we be able to contract the civvies to move our minerals, or keep them at reserve level like we can contract them to move buildings?

Five
Posted by: dgibso29
« on: April 13, 2012, 09:33:17 PM »

I was waiting to start a new campaign for the new Sol system. I kept running home from work to check the homepage hoping to see a 5.7 download for over a week now.  Looks like it will take a shade longer.

Haha good to know I'm not the only one!

If it takes a year... I wouldn't mind a few interim releases  ;)
Posted by: xeryon
« on: April 13, 2012, 09:30:25 PM »

What these guys said +1,

I was waiting to start a new campaign for the new Sol system. I kept running home from work to check the homepage hoping to see a 5.7 download for over a week now.  Looks like it will take a shade longer.

Needless to say, I am excited about all the new changes.
Posted by: Zed 6
« on: April 13, 2012, 08:29:00 PM »

I'm willing to wait till next Easter as long as your willing to keep making changes and fixes.    ;D    Keep up the great work.
Posted by: Owen Quillion
« on: April 13, 2012, 07:16:02 PM »

Heh, I know any estimates are rough, but if nothing else it's nice to have a list of planned features to get excited and speculate about. Funnily enough I was more concerned about something coming down the pipe this weekend or so, so I guess I should thank you for packing the next release full of stuff.  :)
Posted by: dgibso29
« on: April 13, 2012, 06:26:20 PM »

Maybe we'll get those improved civies we've always wanted and you've always hinted at? :)
Posted by: Lav
« on: April 13, 2012, 06:07:51 PM »

Civilian fuel harvesters AND a market to buy/sell from? Yes! I'll just start up another 5. 60 game here for the meantime. . .
Posted by: Steve Walmsley
« on: April 13, 2012, 06:01:12 PM »

I'd like to add to the chorus of all these fantastic changes.

Speaking of the Easter update, any ballpark estimates for how much longer you'll take on 5.70? I was about to start a big fiction-heavy campaign when I heard 'this weekend' and figured I'd wait 'til that was out. Given all the shiny new toys I'm definitely saving that campaign for 5.70, but I'm considering starting a 5.60 game in the meantime and I'm curious if I should expect that to last days, weeks, or indefinitely.  :)

I'll be making some changes to crew quarters and adding something along the lines of morale or fatigue when ships are deployed longer than their accomodations warrant. I haven't pinned down the mechanics yet. I'll also be looking to add mechanics for undermanning and for a ship being abandoned if all the crew are killed (as suggested in the thread about "better wrecks").

Finally, I wouldn't mind adding civilian fuel harvesters, so civilians would establish harvesting outposts at likely gas giants and you can buy fuel from the civilian sector, or tax them for selling it. Maybe even tie that into the civilian harvesters supplying the fuel for the civilian freighters and colony ships.

Plus some stuff I am sure will occur to me while handling the above :), plus some testing.

It will depend on how much free time I have over the next few weeks, which includes moving house in about a month (although perhaps I could ask my wife to handle that without me :)). So you probably have time for a v5.60 game that will last a few weeks. My estimates are historically not very accurate though which is why I tried to avoid making them :)

Steve
Posted by: Owen Quillion
« on: April 13, 2012, 05:50:08 PM »

I'd like to add to the chorus of all these fantastic changes.

Speaking of the Easter update, any ballpark estimates for how much longer you'll take on 5.70? I was about to start a big fiction-heavy campaign when I heard 'this weekend' and figured I'd wait 'til that was out. Given all the shiny new toys I'm definitely saving that campaign for 5.70, but I'm considering starting a 5.60 game in the meantime and I'm curious if I should expect that to last days, weeks, or indefinitely.  :)
Posted by: Steve Walmsley
« on: April 13, 2012, 04:01:32 PM »

Steve,

I was thinking you may want to start a thread called "Major Changes for v5.70" ;D

Adam.

Yes, it is getting that way. What started off as mainly a solar system update I intended to handle over Easter is becoming a little larger :)

Steve