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Topic Summary

Posted by: skoormit
« on: Today at 04:28:51 PM »

Box launcher reloading! Does the maintenance location need to have enough capacity to match the tonnage of the ship(s) being reloaded or simply being a maintenance location is good enough?

Per the changes post:

Quote
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
Posted by: Xkill
« on: Today at 02:15:24 PM »

Box launcher reloading! Does the maintenance location need to have enough capacity to match the tonnage of the ship(s) being reloaded or simply being a maintenance location is good enough?
Posted by: LuuBluum
« on: Today at 01:28:53 PM »

Yeah, I was hoping for more like some sort of diplomatic action with another empire so that you would treat their population as a colonist source, and could set up colonies of their population in your empire, or something along those lines.

Alas, it means I get to do fun dumb things instead involving colonies and SMing population numbers around.
Posted by: Flame_Draken
« on: Today at 07:27:43 AM »

I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

I ended up developing a doctrine of sending in a carrier wing or two for scouting/fire absorption before sending in my main assault force partially because of this issue.
Posted by: Kaiser
« on: Today at 07:09:26 AM »

Could you guys explain what you are talking of? Something like emigration?
Posted by: Garfunkel
« on: Today at 05:52:31 AM »

That still exists.
Posted by: db48x
« on: Today at 02:22:47 AM »

I assume that there's no system in place for colonists to be moved between populations of different empires?

There was at one point the notion of a neutral empire that any other empire could draw colonists from. I can’t recall now if that’s still a thing or not.
Posted by: LuuBluum
« on: Today at 01:06:15 AM »

I assume that there's no system in place for colonists to be moved between populations of different empires?
Posted by: LuuBluum
« on: Yesterday at 09:51:46 PM »

Agh, that's... honestly only mildly annoying really. I have ambitions (not any time soon) to do a campaign where I create additional empires for "distant holdings" of an empire (think representing administrative divisions of an empire by creating an empire for each division as you go about colonizing them), and wanted a good way to have military service move between the primary empire and its various "provinces".

I can transfer fleets at least (and also ground forces, I think?), so I can have that sort of coordination work fine. Just means I'll have to DB edit any time I want to move officers around the world a bit. Not the end of the world.
Posted by: nuclearslurpee
« on: Yesterday at 09:30:39 PM »

Any way to move a character from one empire to another?

Not without DB editing, as far as I know.
Posted by: LuuBluum
« on: Yesterday at 06:55:20 PM »

Any way to move a character from one empire to another?
Posted by: Kurt
« on: July 21, 2024, 06:52:21 PM »

I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

If the defenders in this case are NPRs, then yes, that is how it works for some reason. I assume it has to do with the fact that NPRs interface with the game mechanics a bit differently from how the players do. Human players follow the rules as you understood them.

Once you know this annoying little glitch in the rules, I count it as a badly-needed advantage for the NPRs and play on.

Thanks.  That was a bad surprise.  That was a hell of a battle!  I'm not sure that any write-up can do justice to it. 

Teaser!
Posted by: nuclearslurpee
« on: July 21, 2024, 06:41:39 PM »

I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

If the defenders in this case are NPRs, then yes, that is how it works for some reason. I assume it has to do with the fact that NPRs interface with the game mechanics a bit differently from how the players do. Human players follow the rules as you understood them.

Once you know this annoying little glitch in the rules, I count it as a badly-needed advantage for the NPRs and play on.
Posted by: Kurt
« on: July 21, 2024, 05:45:10 PM »

I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?
Posted by: Steve Walmsley
« on: July 16, 2024, 02:18:10 AM »

I've searched a bit for information on the accuracy bonus given by the time spent tracking incoming missiles and found old threads about it being completely broken. Is that still the case, or is that tech useful now?

This is the relevant post for C#.
http://aurora2.pentarch.org/index.php?topic=8495.msg115708#msg115708