Posted by: Bucket
« on: August 30, 2012, 04:32:22 PM »Thanks again!
3. Is there any benefit in team skill >140? The wiki says that this is the maximum for determining whether the team concludes surveying on a planet, but it's not specified whether or not there's a limit for new finds.3. There are two things happening: Firstly there is a chance that the team will discover new deposits. The higher the team skill, the better without any cap. Secondly, if they found something another random number check is made to see if this was the end of the discoverable minerals. Again, the higher the team skill the better (as in they will not "close" the body on further surveys), but this one is capped at 140. So overall using a team with a skill of 200 instead of 140 will discover new deposits more quickly, but it wont discover more of them overall.
4. Is there a way to tell if a shipping company is in the process of building any ships? I've subsidized the only company I could and have a freighter design created (do I have to mark this in any special way for companies to build the design or will they automatically figure out what commercial ship they need to build?).
3. Is there any benefit in team skill >140? The wiki says that this is the maximum for determining whether the team concludes surveying on a planet, but it's not specified whether or not there's a limit for new finds.what happens is that they conduct rolls and if the roll is under the team skill than the roll succeeds. So the higher the team skill the more successful rolls they get (and thus the faster surveying).
1. Where can I see my current wealth balance? I was able to find my wealth income but didn't see the balance.
2. If I form a Geology team on a new colony that has no infrastructure yet, will they die? I really lucked out and got some very highly skilled geologists (all 25+ skill on game start) who now have a team skill of 175, and obviously I don't want them to die when I put them on Mars.
3. Is there any benefit in team skill >140? The wiki says that this is the maximum for determining whether the team concludes surveying on a planet, but it's not specified whether or not there's a limit for new finds.
4. Is there a way to tell if a shipping company is in the process of building any ships? I've subsidized the only company I could and have a freighter design created (do I have to mark this in any special way for companies to build the design or will they automatically figure out what commercial ship they need to build?).
Thanks! I was under the impression that active sensors provided both cross section scan and EM detection, which is why I was only using those on that ship. I thought I'd be able to jump into a system with them turned on and automatically find all contacts (true for ships with the range on those scanners).Yeah, in most systems 42 b km from most jump points will cover all interesting locations, so you would see all ships but not hte colony themselves, as active senors are not an EM detector in their own right. As a caveat though: As you probably know your ships suffer a sensor delay after jumps, so it might take a while till you actually spot anything. If you jump out earlier that might skew your prupose.
I just found out about Aurora last week and I've been playing pretty heavily since.
I cheated pretty heavily for my first game so I could learn the interface without worry about being steamrolled by a ruthless NPR, and I'm almost ready to start a real game up.
However, before I conclude my current game I was hoping to find a colony or home planet of at least one of the two hostile NPRs I've encountered. So far I've encountered ships but have never seen any colony indication. I've got maxed tech with insane sensors and a ship dedicated to finding everything in a system:
edit: What does the acronym GPS stand for in the sensor array information, and what does the number mean?