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Posted by: MarcAFK
« on: December 28, 2015, 11:16:52 PM »

I've had something like that with my components, I couldn't track down a specific cause so I forgot to post it.
Posted by: plasticpanzers
« on: December 28, 2015, 10:31:32 PM »

Even stuff that I had researched in the past (inc all engines) did not show up.   When I finally noticed and started "clicking" buttons
and there everything was that was not before.   I now refresh the page always before designing.   thanks!
Posted by: AL
« on: December 28, 2015, 10:26:22 PM »

Ok, I think I know what's up with the missing components. So as you know, after designing new components you need to spend some research on them to actually be able to use them. However, if your ship design screen is still open when the research finishes, your new system wont show up because the ship design window doesn't automatically get refreshed. Whenever you use some of the functions in the ship design window such as obsolete component, your tech listing will be refreshed (as you discovered).
TLDR; either close and re-open the ship design window or click the "Refresh Tech" button and you should be able to see your shiny new tech.

@Vandermeer: in honour of this occasion, I think I might go design a special celebratory mega-ship which can launch "cakes" (missiles) across solar systems and packs plenty of "confetti" (gauss/CIWS) to help all my friendly NPR's enjoy the festivities  ;D
Posted by: plasticpanzers
« on: December 28, 2015, 09:50:41 PM »

Ostia, I needed to rant, thank you for being the rantee....

Exactly how clinical to you post by the way?   Your response was quite helpful (cough)

There appeared to be a small bug in the system for patch 7 that I am posting here rather than the bug forum that appeared to amplify
an error i made.

When i designed a new system (like R1 sensors or anything for that matter) it did not always show up on the design screen later.  When
i hit the own tech x button, then hit it again, all the rest of the new techs showed up.  Sometimes in later games when i got onto the design
screen no engines showed at all until i did the click on the own tech button and again.

In pre patch 7 games when i designed a system they showed up and i installed them.  That happened for my first 25 test games (i don't play
right away i test new games heavily).   In them I had R1 sensors and the missiles worked fine.  In post patch 7 I missed it in the early test
game and kept repeating the error of not installing them which led to the missile problem.   My fault for not noticeing but there was a bug
I stumbled over and kept repeating the error myself.   Should be fixed now as i see the problem and will keep updating the design page to
make sure all systems are current on it.

Thanks to those whose comments are helpful.   For the others, may the bugs eat your fleets (lol!)
Posted by: Vandermeer
« on: December 28, 2015, 09:48:08 PM »

[...]The major plus about smaller ships is the cost and time to build is much lower, also the ships have smaller cross sections and are generally harder to find than large ships.

Now there is also a faction on the forum that goes the other way, sometimes all the way up to 100,000+ tons, so be aware that such a philosophy does exist here but most of the people who will talk to you on these things are part of the smaller size faction. (Also side note, faction may be the wrong word because that suggests a more split and dogmatic stance than you will actually find, but it is a differing of opinion)
You hear that Athom and AL? We have become 3, so we are officially a faction now! ;)

One correction though, because it is such a hard standing prejudice: Large ships are not slower to produce, but against intuition even faster. It has something to do with the "largest component cost" vs. "total ship cost" ratio, which tends to go down as size increases, because component size is capped, and ship size is not.
Of course, getting the shipyard up to size for some monstrosity is its own time investment, but once it is done, you actually end up producing and refitting navy faster than anyone with smaller doctrine.

If the AI knew how to efficiently counter large ships, they would be obsolete in a second (thanks to shock damage), but since they don't, it is a nice alternative tactic for those who want to play a relaxed and fluent game here and there. Also it is pretty much obligatory once you try to emulate any sci-fi franchise, because basically every one sports stupendously large ships, even relatively realistic Star Trek.
Posted by: Steve Walmsley
« on: December 28, 2015, 07:51:42 AM »

I have a long post typed out but keep getting 403 and I need to be off for work. I will try to figure it out in the morning.

I had a similar problem. It was the word 'then' that was causing the 403. Once I removed it, I could post.
Posted by: Steve Walmsley
« on: December 28, 2015, 07:49:21 AM »

Plastic,

There have been no changes to missile detection and no significant changes to the NPR design code (except carriers) between v6.43 and v7.10. If there was a problem with missiles not being detected I would be getting a LOT of bug reports to that effect. I haven't seen any. NPRs and even spoilers can be very different from game to game, especially if you meet them deep into the game, so you may be seeing aliens at the upper end of the random range.

A lot of people are trying to help and you seem to resent that help on the basis that we must think you are not very smart if you need help. That simply isn't the case. This is a hard game to learn and play and everyone needs help. This is probably the most polite and helpful forum on the internet so please don't take offers of help or advice as an attack.

As many people have stated, post your ship designs. You may find that your issues are due to some easily-overlooked problem that experienced players will spot immediately.

SM is short for Spacemaster, which is similar to a dungeon master in a role-playing game. As Aurora is primarily a solo game you will need to be the Spacemaster to setup the game and become the player to play it. The game is intended to played with a Trans-Newtonian start, with some basic tech and a few starting ships. You have a set number of points for tech and a set number of points for starting ships, depending on your population, You will need to use SM mode to spend them before the game begins. All the NPRs are setup on this basis.

A conventional start is effectively 'Advanced Mode' for Aurora as you are giving yourself a significant disadvantage vs. the NPRs. If you run into an alien race after 38 years (which is a long time into the game), there is a good chance it will be a fairly advanced race.

NPRs use the same rules for ship design and combat as you do. The only exceptions is that NPRs do not need fuel or maintenance, although their ships are designed as if they do. They have the same limitations on missile capacity (and have to reload) and the same armour as you do. Something else to consider is which options you are using. If you have Invaders on, they will have very advanced ships from game start. Also, most players (myself included) simply stay out of the way of advanced aliens until we have sufficient technology or numbers to overcome them. Sometimes, the bad guys are just too powerful and you have to retreat.
Posted by: Ostia
« on: December 28, 2015, 05:41:03 AM »

Uhh, plasticpanzers could you clarify whether you are asking for help or just need a place to rant?

People offered you a hand, but you ignore them and just keep rambling.
Posted by: Sematary
« on: December 27, 2015, 11:54:02 PM »

I have a long post typed out but keep getting 403 and I need to be off for work. I will try to figure it out in the morning.
Posted by: plasticpanzers
« on: December 27, 2015, 08:47:38 PM »

thank you.  I have done that.  i did not enjoy it as much as playing cold start.   going back to a cold start and trying
to get to the level you can be at with the SM start is a totally different game.   I like to start prejump and early space
exploration.  my enjoyment in my first game playing going into my first unexplored system was wonderful.  It simply
is alot more fun to be 'stone age' going to 'star age' rather than starting on the run.

its one of the long term issues i had with Paradox's Heart of Iron series.   The game designers there were happy to have
Tiger I tanks available in 1939 to overrun Poland ('It could happen!' was one of the arguments they used).  I prefer to
start a game like that at the beginning and make my own way.   thats just my choice and i know there are others.

When i say 'cheat' there are connotations.  One is the computer program set up to 'cheat' mathmatically to overcome
program limitations against a human opponent.   One is game setup where you can (in SM) set up to any level of toys in
the box to use.  The last is to go back (as has been mentioned) and correct your errors (such as forgetting to put missiles
on some ships) buy using SM to correct that.  The last is the cheat that covers up for mistakes and is like using the save
on some games over and over to get the outcome you want.   Generally if i screw up its my fault and i try to fix it down
the road in the game (adapt) of if its too serious just start over.

regular and SM are simply choices.  i choose regular because to me that is the challenge to overcome.  thats just my choice
to enjoy the game that way.  neither of them is right or wrong.   the issues i am having are changes pre and post 7 patch
that appears to effect missile combat with NPRs.   I have had about 2 dozen pre and post 7 games to see this issue and its
not just a one-off viewpoint.   I will either discover what i am doing wrong or what has changed to make what i did that was
right now wrong.
Posted by: MagusXIX
« on: December 27, 2015, 08:41:06 PM »

You can think of your initial points as a way to decide what sort of civilization you would like to play as.  You can spend them on literally anything you like.  This means that the game can start off on a different foot every time you play.  I think you'll also find that, at the default settings, you actually don't get a whole lot of tech or ships.  Enough for some nuclear pulse engines and maybe a few other things, and a cargo/colony ship or two plus a surveyor.  Give or take.  It's really not much.

Granted, you *can* decide to just give yourself ALL of the techs, because there's nothing stopping you from spending more points than you have ... but if you want to play the way the game was intended to be played, you'll stick to using only your starting points and no more.
Posted by: MagusXIX
« on: December 27, 2015, 08:33:15 PM »

plastic, in a "regular" game of aurora, played as it was designed to be played (you can leave all of the options to their defaults on the game creation screen) you will start out as a trans-newtonian empire with some points in the bank to spend on both research AND creation of some starting ships (you will still have to design the ships before you spent your points on them.)  To spend your starting points, you need to turn SM Mode on.

In the research screen you will see how many points you have left to spend displayed towards the middle-right of the window (you will need to have SM Mode turned on before you will see the display.)  You can spend them by selecting a tech and using the "instant" button.  You will also need to design your gear just like normal and it will cost you points to research your designs, so don't spend all your points on techs without remembering to design some equipment.

To create your starting fleet, use the Fast OB Creation option located under "Spacemaster" (same dropdown menu that you use to turn SM Mode on.)  You'll see that you have two separate pools of points to spend.  One pool is for starting ships, and the other is for starting PDCs.  Once you've designed your ships, you can create them using this menu.  The bigger and more complex your ships/PDCs, the more points they will cost you. It's also important to remember your limitations regarding maintenance and shipyard sizes when creating your initial designs.  Technically nothing is stopping you from creating a behemoth of a ship, but if you don't start out with enough maint. facilities or a large enough shipyard, you might run into some issues fairly quickly.

Again, this is with all of the options left at their defaults.  The game was designed with this in mind.  It's the default way to play.
Posted by: plasticpanzers
« on: December 27, 2015, 08:20:51 PM »

Gee, sorry I upset you Pan.   Since you complain about my complaining I suppose I could suggest you are one of the issues
of folks who post not to explain a viewpoint but to attack those who have one.   I spoke about myself to explain I am not a
12 year old playing the game but an experienced long time gamer who is not particuarly stupid but you seem to disagree. 

Since I did not find your post in any way helpful maybe you should step back and take a look at yourself. 

My 'viewpoint' is that starting the game with all the 'toys' in the box and available is not as fun as learning tech as you go along
and going down different paths (fighter/missile/beams).   To start with mageto-pulse drive with no ships in space is wierd unless
you start with ships already.  That is a choice that some (it appears alot) of players make (its easier i suppose).  I (me or also
known as myself) choose the longer path.  That is also how the setup screen is set with doing the 'all the toys' being the option
and not the norm by the look of it (and it does mention SM being for 'experienced players'.   I am an 'experienced player' from
other games and years of playing wargames (and am a mil sci-fi buff).

Also I enjoy trying out my own designs (my Nike-Ajax missiles were quite effective) but if I have trouble fitting 4 launchers with alot
of support gear for long voyages on a 12,000 ton hull going 4k kps and run across an enemy vessel with 20 launchers as large as mine
going 5k kps on a 9000 ton hull and taking hundreds of points of hits and only slowing down with no loss in combat value while it rips
4 of my ships to pieces in 5 minutes I have an issue.   It may be my designs but I do look at others and mine are not far off for the
level of tech I am using.

starting a game in 2000 and by 2038 and having surveyed Sol and set up an industrial base for my empire to support ship building and
exploration by 2038 because I want my ships to have magneto pulse drives and for my missiles as well (I do get speed is good now).
What is the good of looking into other systems and disturbing the bees if I don't have the industrial base to fight with or even take ad-
vantage of what i find?  Looking back at our current space programs I think in a 1000 star game 38 years to explore the solar system
and build an intrasystem economic base with one or two off planet colonies is not really "slow" or "turtlelike".

By extensive research before daring to go out there (no model A cars in LaMans) I generally choose missiles supported by at least level
2 CIWS with UV lasers in support (min 36,000 km range before sensor addons).  Gamma shields, composite armor.   My sensors are good
enough not for system wide attack but about 30-50m k for missiles and longer for active and 2-3m k for AMMs which I install as well.

My survey cruisers generally had 1 size 6-9 launcher and 1-2 AMM launchers, 2 CIWS, 1500kps commercial drives for long range (48 months)
They traveled in groups of 4 supported by 4 frigates with 4 6-9 size launchers/2 AMM launchers/4000kps speed/2 CIWS and appropriate
armor and shields.  They are SLOW but designed not for combat but for long term survey work.  Once one checks for the 'all clear' for any
hostiles (not always sucessful in seeing them til its too late) then it calls in the other 3 to survey the system.   Escort frigates with a tanker
usually sit on the other side of the jump point.

It was one of my survey cruiser squadrons (the M squadron) that ran into 'mighty mouse' that appeared to have eternal load magazines
and uber missles.  In 25 earlier games even my ASMs could and did engage and destroy enemy ASMs.   In the current patch 7 I don't even
see enemy missiles til they strike.  I am using the very same designs in my post patch 7 games as from the earlier pre-patch 7 games.
I don't see the missiles at all til they strike, again.   same design for sensors, same design for defences.  You can, I hope, see my frustration.
I have tried variations of sensors in the last 3 tries, no go.  Still don't see their missiles (4 launchers on enemy ship last game, 20! in this
last game on a 9000 ton hull (can't be box launchers as I am hit over and over).  Only my CIWS defends.   My 12,000 speed dual 12cm
UV laser turrets with 4x speed and darn good sensors (I did mention I researched well before leaving home?) did nothing in post patch 7
games but did fire in pre-patch 7 games.

I appeared to be extremely fortunate the my 4 survey crusiers kept pounding out their Nike-Ajax missiles and finally beat 'mighty mouse'
to death after 3 of my 4 survey crusiers died.   Until it died it appeared on a 9050 ton hull to take over 240 damage points and only slow
down and never lost a weapon.  It got down from 4000 kps to about 1300 from earlier damage and seemed to repair itself and was back
up to 3300 kps after destroying the 1st survey cruiser before the other 3 arrived as a group to help and finally killed it with mass hits.

I don't want to borrow other designs but I do enjoy looking them over (like Jane's Fighting Ships).  I go my own path with designs tho based
upon research and what can fit into the hull after engines and jump drives.   I enjoy the game greatly.  I am darned good at ecomonics and
research.   I was not bad at combat pre-patch 7.   I feel like a blind sloth currently.   You can understand that frustration.

The 'how to play Aurora 4x' videos were extensive.   About 20min to about 40min and started just like i start my games, beginning at the
beginning so to speak.   My designs and work were based upon watching the vids and they did work pre patch 7.   They don't work the same
now and that is my issue.   If it do what works and the game changes and what worked no longer works its not me.   You can understand
that frustration (again).  I don't think the enemy missiles of strength 11-13 are size one missiles.  I did see enemy missiles in earlier pre7
games that i don't see now.  Again, same sensors and i overlap the regular active/missile/PD missile sensors and still see nothing til i get
whacked.

Again Steve and it appears others have put tons of work into a wonderful project.  I enjoy it.  I would enjoy it more if things that worked
earlier worked the same.   It just seems that here I am holding a screwdriver and suddenly somebody took the head off the screw.  When,
either I can find out what I appear to be doing wrong (that was right earlier) or what the system is doing wrong (if anything) then I will
enjoy the game even more.   But i will still play it my way which is learn, search, fight, expand.
Posted by: AL
« on: December 27, 2015, 04:55:02 PM »

Maybe it would be more helpful/beneficial if we could help out in real time as he is playing the game... possibly try and set up some kind of voice chat (maybe screen share too)?

Otherwise, maybe it's about time we made some updated video tutorials. I haven't checked youtube for tutorials in a while, but I'm guessing the ones out there are getting fairly dated now.
Posted by: MarcAFK
« on: December 27, 2015, 07:17:10 AM »

Uh.... Yeah I knew that :p