Aurora 4x
C# Aurora => General Discussion => Topic started by: Tyrell on April 19, 2020, 12:08:29 AM
-
1. (answered - maybe) On the Colony/Summary Tab there is no more display for 'requested' and 'actual protection level'. Why is that?
2. (answered - more opinions welcome) If need for colony protection still exists, what's the most practical or easiest to manage way now to provide that ? Ground force, Ships without engines, something different?
Thank you for your time . . .
-
1. Protection needed/actual is on summary page but not on your home world since home world dont need protection as far as i know.
2. Im not sure what is the most effective way to produce protection. I use little gunboats with basic level of armaments.
-
1. Because Steve wanted to release Aurora in April, not July, so hundreds of little cosmetic and/or QoL details were left out for now.
2. Ground Forces are always the best and cheapest way to reduce unrest -- not the least because they reduce unrest from all sources, not just from a lack of PPV.
-
I use missile defense satellites with no engines and size 1 missile bays - loading them with ammo is optional.
I build them in the hundreds - the only problem is that it needs resources and fighter factories at the destination to get set up.
-
I use missile defense satellites with no engines and size 1 missile bays - loading them with ammo is optional.
I build them in the hundreds - the only problem is that it needs resources and fighter factories at the destination to get set up.
Holy cow, how did I never think of that? I love this idea. Have you ever used them in combat?
-
Is there a list of safe gases for greenhouse affect and anti greenhouse for human races?
-
Aestusium is greenhouse and Frigusium is anti greenhouse.
-
Another question how to terraform the moon.
I added 0.1atm of oxygen, what should be my next move.
-
Terraforming the Moon:
1. Add at least 0.5 atm of water vapour. This will condense out of the atmosphere at a rate of 0.1 atm/year to form Hydro Extent (surface water). You need at least 20% Hydro Extent for a fully habitable world (no penalties), and 1 atm of water vapour creates 40% of Hydro Extent.
2. Add (for the base Human species) about 0.20 atm of oxygen. Consult the Race Window for what your species needs to breathe.
3. If the world needs to be heated or cooled, add Aestusium or Frigusium. Luna does not need either, so you can go straight to ...
4. Add enough Nitrogen so that Oxygen is no more than ~25% of your planet's atmosphere (again, consult the Race Window).
-
.11 Oxygen will do.
.6 Nitrogen (add this first as it's has a warming effect).
If it's too cold, water vapour doesn't seem to convert to water - from what I've seen so far anyway (currently) - so warm to near zero Celsius, before adding water vapour, if required. Shouldn't be an issue on the moon anyway, as it's quite warm, but watch out for that in colder climes.
The larger the planet, the longer it takes to terraform. So the moon should be quite quick.
-
1. Protection needed/actual is on summary page but not on your home world since home world dont need protection as far as i know.
I don't see it on other colonies either. So is the value just not (yet) displayed at all? Seems pretty important I'd say.
-
1. Protection needed/actual is on summary page but not on your home world since home world dont need protection as far as i know.
I don't see it on other colonies either. So is the value just not (yet) displayed at all? Seems pretty important I'd say.
Have you checked all the otehr colony tabs? Ground forces? Miscellaneous?
-
Have you checked all the otehr colony tabs? Ground forces? Miscellaneous?
Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.
So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .
-
Have you checked all the otehr colony tabs? Ground forces? Miscellaneous?
Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.
So if anyone sees the 'Required Protection Level' then please just tell me, where . . .
Your original planet does not require protection. Protection required is dependent upon colony size. So if you get a couple million folks in Luna you will get a PV.
-
Have you checked all the otehr colony tabs? Ground forces? Miscellaneous?
Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.
So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .
If Luna has 0 population, it requires 0 PPV. C# Aurora doesn't show zero or inappicable values for most things (i.e. there's no "scrap this" button shown unless you're hihghlighting an item that can be scrapped).
-
Have you checked all the otehr colony tabs? Ground forces? Miscellaneous?
Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.
So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .
(https://puu.sh/FB36r.png)
It's on the colony summary page where it's always been, I don't know what else to say.
-
What is the chance Retooling/Building different class in same shipyard is somehow busted?
Cause I can only build one of my survey classes. They only different in their sensor type (Grav vs Geo), everything else is same. Tonnage, BP cost. This must be something so obvious that I did not even think about it, or a bug.
-
It is the difference of the cost to refit one to the other design:
For a second class to qualify as eligible for construction, it must be possible to refit a ship of the primary class to that class for less than 20% of the primary ship class cost
So the refit from your geo to grav ship is too expensive to allow them to build in one shipyard.
-
It is the difference of the cost to refit one to the other design:
For a second class to qualify as eligible for construction, it must be possible to refit a ship of the primary class to that class for less than 20% of the primary ship class cost
So the refit from your geo to grav ship is too expensive to allow them to build in one shipyard.
How can it be too expensive when they cost the same BP? Literally everything is the same, the sensors are different in name and use only, I am pretty sure they are internally (for the game) the same thing but restricted use only for their field. ???
-
Price of the sensor for your design is more than 20% of total cost. If that is the case, then no refit is possible. Those sensors are two different techs, even if they cost the same.
Look at the Components table in Class Design you can see cost in % there.
-
Is it be possible to delete a pre-industrial NPR from a game? One cropped up in my 1.6.3 run and are the cause of a known bug; just wanted to make sure if there was a way to salvage this game, as I have become pretty attached to it.
-
Should be able to go into SM mode find the race, select it and delete it.
-
Price of the sensor for your design is more than 20% of total cost. If that is the case, then no refit is possible. Those sensors are two different techs, even if they cost the same.
Look at the Components table in Class Design you can see cost in % there.
OMG, thank you! I knew I was most likely overlooking something, the Component cost, I focused so much on tonnage and BP cost I forgot it exists. 3 of those sensors on my ship are almost 55% of cost, that is why it does not work. Whelp, at least this is now solved for me.
-
Should be able to go into SM mode find the race, select it and delete it.
Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
-
Should be able to go into SM mode find the race, select it and delete it.
Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
There doesn't seem to be any options for messing around with computer controlled races. Not without opening up the database.
-
Should be able to go into SM mode find the race, select it and delete it.
Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
There doesn't seem to be any options for messing around with computer controlled races. Not without opening up the database.
Can you use SpaceMaster to delete the colony on the System View window?