Aurora 4x
C# Aurora => C# Mechanics => Topic started by: Deoloth on April 16, 2020, 10:18:29 PM
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I explored a system one jump away from my home system and eventually set a decent sized colony on it.
However, I eventually explored one of the 5 jumpgates, and it opened a 6th previously unseen jumpgate to my home system. It was much further away then the original in my home system, but the jump gate in the new system was much closer to the colony so the civ's went straight for it.
This would have been fine, but they cant use it and keep stopping me every 6 hours to complain about 'Transit Failed', which is a fair bit frustrating as my jump ship needs to fly 2b km's at 1000 km/s a second, and then spend 150 days building on it.
Is there any way to tell the civ's to ignore that one JG? Other then forbidding either of my colonized systems?
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In the Galaxy map on Miscellaneous tab there's a tick box for "Military restricted system" that should prevent civilians from entering the system
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Hate to forbid travel to my own capital system but I suppose I only need to do it for about year.
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Nope! Did not work. I am guessing because the civ's already have travel orders, I think it just prevents them from issuing new orders to travel to the system.
Guess I am going to just have to click the button 4 times for each in-game day, for about 350ish days (travel+build), since auto turns wont go past 6 hours increments.
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Maybe you could create a new player race with SM mode on and drop couple war ships on top of them
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I just realized if I click an option to pass time and then press enter it repeats.
So, Just holding down enter and stopping about every thirty days to check events.
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You resist the temptation of the dark side
for now...
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Can't you forbid the colony body itself?
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Will increasing Subpulses help?