Aurora 4x

New Players => The Academy => Topic started by: IanD on June 03, 2008, 12:38:45 PM

Title: Yet More Dumb Questions
Post by: IanD on June 03, 2008, 12:38:45 PM
The Next Dumb question!

In the Pop & Production screen in the left hand column I have Earth pop 774.54m R6 Required and Enceladus Mining Colony Mines 24 R3 Required. What are R6 & R3?

Would the lack of R6 and/orR3 explain why my freighters will not pick up minerals from Enceladus? When the time for departure arrives I get a pop-up "Pop not found in load all minerals". I have a zero pop colony on the moon. What dumb error have I made? Help! Because I am rapidly running out of Netronium!

Regards
Ian
Title: Re: Yet More Dumb Questions
Post by: Erik L on June 03, 2008, 12:47:20 PM
Quote from: "IanD"
The Next Dumb question!

In the Pop & Production screen in the left hand column I have Earth pop 774.54m R6 Required and Enceladus Mining Colony Mines 24 R3 Required. What are R6 & R3?

Would the lack of R6 and/orR3 explain why my freighters will not pick up minerals from Enceladus? When the time for departure arrives I get a pop-up "Pop not found in load all minerals". I have a zero pop colony on the moon. What dumb error have I made? Help! Because I am rapidly running out of Netronium!

Regards
Ian


R6 and R3 represent the Rank required for a governor there. As for the popup, that sounds like an error message?
Title:
Post by: IanD on June 03, 2008, 01:29:51 PM
If it?s an error message it?s within the game i.e. something I am doing wrong, not doing, or not in place? It?s not a bug.

How do you get a governor of a zero pop colony? Can you just assign some poor soul?

Regards
Ian
Title:
Post by: Erik L on June 03, 2008, 02:28:43 PM
Quote from: "IanD"
If it?s an error message it?s within the game i.e. something I am doing wrong, not doing, or not in place? It?s not a bug.

How do you get a governor of a zero pop colony? Can you just assign some poor soul?

Regards
Ian


On the Commander screen (F4), you should check Assign Anywhere (or some phrasing to that effect), the box is under the assignment list in the middle. Then you can shuffle off some poor sod there. I'd also recommend to check the box in the upper left. The one about auto-assigning. This will rotate officers in and out of positions every interval (24 months by default). You can also mark an officer as not auto-assigned.

For the popup. If it says something like "please contact Steve at swalmsley at btinternet.com" then it's a bug. Otherwise, I'm not exactly certain what is causing that.
Title:
Post by: schroeam on June 03, 2008, 02:34:15 PM
Quote from: "IanD"
If it?s an error message it?s within the game i.e. something I am doing wrong, not doing, or not in place? It?s not a bug.

How do you get a governor of a zero pop colony? Can you just assign some poor soul?

Regards
Ian


Check to see if there are any minerals to be picked up at the colony.  I've gotten that message when I've tried to pick up something that wasn't there.  

Adam.
Title:
Post by: IanD on June 03, 2008, 03:04:02 PM
Thanks Adam - I expected that for the first leg of the first trip but it keeps repeating. I checked and there were about 400-500 tons of four different elements.

Having said that I may have to re-install as some fields no longer appear on screen, only in the task bar at the bottom, is that aurora or Vista? I have tried a restart but no joy I can no longer see F2 (Pop & Prod) for instance, but can see system display or Task Force Org.

Regards
Ian
Title:
Post by: Erik L on June 03, 2008, 03:22:06 PM
Quote from: "IanD"
Thanks Adam - I expected that for the first leg of the first trip but it keeps repeating. I checked and there were about 400-500 tons of four different elements.

Having said that I may have to re-install as some fields no longer appear on screen, only in the task bar at the bottom, is that aurora or Vista? I have tried a restart but no joy I can no longer see F2 (Pop & Prod) for instance, but can see system display or Task Force Org.

Regards
Ian


There is a command to reset window positions. It is under the Miscellaneous menu.
Title:
Post by: IanD on June 03, 2008, 03:36:46 PM
Many Thanks Eric,  Have regained all windows.
Regards
ian
Title:
Post by: Erik L on June 04, 2008, 12:29:42 AM
Quote from: "IanD"
Many Thanks Eric,  Have regained all windows.
Regards
ian


That's what we're here for.
Title: Re: Yet More Dumb Questions
Post by: Steve Walmsley on June 04, 2008, 07:45:33 AM
Quote from: "IanD"
The Next Dumb question!

In the Pop & Production screen in the left hand column I have Earth pop 774.54m R6 Required and Enceladus Mining Colony Mines 24 R3 Required. What are R6 & R3?

Would the lack of R6 and/orR3 explain why my freighters will not pick up minerals from Enceladus? When the time for departure arrives I get a pop-up "Pop not found in load all minerals". I have a zero pop colony on the moon. What dumb error have I made? Help! Because I am rapidly running out of Netronium!

The R3, etc, shows the minimum rank required for an officer to be assigned as governor. That won't have any effect on the mineral problem.

When you give an order to pick up something from a population, the program records the ID of that population. When the freighters try to pick up the item, the database looks for the pop ID associated with the order and if it can't find it you get the above error. I have never actually seen this popup before so something strange must be going on.

Have you tried removing the order and re-issuing it?

Steve
Title:
Post by: IanD on June 04, 2008, 10:21:55 AM
Hi Steve

Yes, I tried it four times, on the fourth attempt the freighters picked up the minerals and since then it has been no problem. Adam mentioned it could be that there were no minerals to pick up but the round trip is 3-4 months (I have very slow ships), and I had thought there would be something there in 3-4 months.

My next problem(s) are:
 (1) if I try to transport 1 mass driver the freighters just will not load it. However if I do not check max amount to load its fine, but all my mass drivers depart for points west!

(2) I have through carelessness (not checking the correct conditional order) allowed several survey ships to run out of fuel. I tried sending a fleet out and absorbing the stranded ship(s) into it and the equalise fuel. This appears to work, but I still have the name of the ship (Task group) left on the system display. Is there any way you can delete a formation absorbed by another automatically? Assume I have to do this manually at present?

Regards
Ian
Title:
Post by: Steve Walmsley on June 04, 2008, 12:10:14 PM
Quote from: "IanD"
Hi Steve

Yes, I tried it four times, on the fourth attempt the freighters picked up the minerals and since then it has been no problem. Adam mentioned it could be that there were no minerals to pick up but the round trip is 3-4 months (I have very slow ships), and I had thought there would be something there in 3-4 months.
No idea what happened here. Its good that it is working now but I am not sure why it didn't work the first three times. Did you by any chance set up a repeat order for pickup before you created the colony?

Quote
My next problem(s) are:
 (1) if I try to transport 1 mass driver the freighters just will not load it. However if I do not check max amount to load its fine, but all my mass drivers depart for points west!
Do you get any error message or an event for the freighters failing to collect it? Btw, how many cargo holds do your freighters have?

Quote
(2) I have through carelessness (not checking the correct conditional order) allowed several survey ships to run out of fuel. I tried sending a fleet out and absorbing the stranded ship(s) into it and the equalise fuel. This appears to work, but I still have the name of the ship (Task group) left on the system display. Is there any way you can delete a formation absorbed by another automatically? Assume I have to do this manually at present?

I think this is a bug. The Join command will delete the joining fleet but I forgot to include the delete code when a fleet is absorbed instead. I'll fix it for the next version.

Steve
Title:
Post by: IanD on June 05, 2008, 10:28:36 AM
Quote
No idea what happened here. Its good that it is working now but I am not sure why it didn't work the first three times. Did you by any chance set up a repeat order for pickup before you created the colony?
Yes I did precisely that  :( . The freighters each have a cargo capacity of 50000, I have tried the entire fleet of 6 ships (more than once) and an individual ship in case that was a problem, but with no success.
I do have a problem converting cargo capacity to installations as I have not found the place which tells me the mass/capacity taken by installations.

Regards
Ian
Title:
Post by: IanD on June 05, 2008, 03:42:49 PM
More on the mass driver loading, I couldn't load 1 mass driver but I can load 2!!! :?

Regards
Ian
Title:
Post by: Father Tim on June 05, 2008, 05:00:15 PM
Five cargo holds (25,000 tons) per installion generally.  Those installations that are larger than that (and can be moved) break down into 25,000 ton pieces.

So your 50,000 ton capacity freighters can move two whatevers each.
Title:
Post by: Erik L on June 05, 2008, 09:29:53 PM
This starts treading in ship design, but I usuall (99% of the time) put 5 cargo holds in the freighter. A fleet of 5 carries enough components for 1 jump gate, or can transport 5 of most installations, or 50 infrastructure.
Title:
Post by: IanD on June 11, 2008, 01:07:52 PM
I thought that if your ship (a freighter in this instant) was in orbit then the maintenance clock stopped?  However the Event Updates window said that two of my freighters had system failures while in orbit, having been so for several weeks, but the Task Groups window did not show a decrease in spares. I am a little confused! :?

By the way when a weapon system shows power 12-12 or 10-2, what does the second figure stand for?

Finally what is the reasoning behind the fact if you put passive sensors on a ship it is no longer classed as a non-combatant for maintenance purposes?  Just adding passive sensors seems a little harsh to cause the removal of that bonus. Must all non-combat ships be blind?

Regards
Ian
Title:
Post by: Erik L on June 11, 2008, 02:06:58 PM
Quote from: "IanD"
I thought that if your ship (a freighter in this instant) was in orbit then the maintenance clock stopped?  However the Event Updates window said that two of my freighters had system failures while in orbit, having been so for several weeks, but the Task Groups window did not show a decrease in spares. I am a little confused! :?
Nope. Just issue a freighter maintenance check order.

Quote
By the way when a weapon system shows power 12-12 or 10-2, what does the second figure stand for?
I believe it is the power per 5 seconds.

Quote
Finally what is the reasoning behind the fact if you put passive sensors on a ship it is no longer classed as a non-combatant for maintenance purposes?  Just adding passive sensors seems a little harsh to cause the removal of that bonus. Must all non-combat ships be blind?

Regards
Ian

If the sensors are larger than 1 (or maybe cumulative 1 space), they are combat ships.
Title:
Post by: IanD on June 12, 2008, 02:46:26 PM
The next idiot question.

When I go to the Galactic Map the 3 systems I have explored are near enough superimposed, and overlay part of Sol as well. How do I resolve this?

Regards
Title:
Post by: Erik L on June 12, 2008, 03:46:43 PM
Shift-click and drag. Then use the system position button and sidebar to save the positions.
Title:
Post by: SteveAlt on June 12, 2008, 04:46:51 PM
Quote from: "Erik Luken"
Shift-click and drag. Then use the system position button and sidebar to save the positions.

If you click the help button at the top of the galatic map, there are instructions for the various click and drag options. You can also use the right-click menu that appears when you right-click on a system on the galactic map to line up and save the systems.

Steve
Title:
Post by: IanD on June 13, 2008, 07:51:39 AM
Sorry :oops:  I looked at every option but the help button, my eyes just slid off it and would not focus on it!! I blame Microsoft!

Regards
Title:
Post by: IanD on June 25, 2008, 02:37:49 AM
If I create more than one colony per planet/moon/asteroid (which I find particularly easy to do!), how do I delete the excess? I have looked for a delete button, even tried highlighting the excess colonies and pressing delete all to no effect.

Regards
Title:
Post by: Erik L on June 25, 2008, 02:52:38 AM
Quote from: "IanD"
If I create more than one colony per planet/moon/asteroid (which I find particularly easy to do!), how do I delete the excess? I have looked for a delete button, even tried highlighting the excess colonies and pressing delete all to no effect.

Regards


From the economic screen. Select the coolony and at the bottom, there's a delete button.
Title:
Post by: IanD on June 26, 2008, 05:24:45 AM
Thanks Eric, I must get my eyes tested! (Again!!)
Regards
Title:
Post by: IanD on July 02, 2008, 03:36:55 AM
Hi
If you scan a jump gate with active sensors will it give you the tech to build jump gates or just the components and how long will it take to get (approximately)?

Next question due to my myopia! I have recovered Precursor missiles from a ruined alien colony. Where can I see the missile specs?

Regards
Title:
Post by: SteveAlt on July 02, 2008, 06:43:31 AM
Quote from: "IanD"
If you scan a jump gate with active sensors will it give you the tech to build jump gates or just the components and how long will it take to get (approximately)?
If you use an active scan you will eventually get the knowledge to build jump gate construction modules, which also allows you to build jump gate components. How long it will take is very open ended. Every time you manage a successful scan you will get up to 10% of the tech points needed. The scan chance is equal to rolling a one on a random number check where the range is equal to (31104000 / seconds in increment).

So for a 1 day check the range is (31104000 / 86400) = 360 and the chance is 1/360 or 0.278%.

Multiple sensors will improve your chances and I often considered building a science ship with multiple small sensors for this type of mission. Its very specialised though as it would need to be close to its target, such as an alien ship or base, and most alien races wouldn't really appreciate it :)

Quote
Next question due to my myopia! I have recovered Precursor missiles from a ruined alien colony. Where can I see the missile specs?

On the tech view window (Ctrl-F7)

Steve
Title:
Post by: IanD on July 03, 2008, 02:19:30 AM
Quote
Next question due to my myopia! I have recovered Precursor missiles from a ruined alien colony. Where can I see the missile specs?

On the tech view window (Ctrl-F7)

Steve


Next silly question, do you have to research them, as they do not appear on the ammo management screen, and I cannot load them from the colony, (I have about 7 million colonists there). I couldn't see them in the research screen, but that could just be my myopia!

Thanks & Regards
Title:
Post by: Erik L on July 03, 2008, 03:08:03 AM
Quote from: "IanD"
Quote
Next question due to my myopia! I have recovered Precursor missiles from a ruined alien colony. Where can I see the missile specs?

On the tech view window (Ctrl-F7)

Steve

Next silly question, do you have to research them, as they do not appear on the ammo management screen, and I cannot load them from the colony, (I have about 7 million colonists there). I couldn't see them in the research screen, but that could just be my myopia!

Thanks & Regards


They should appear on the ammo management screen, but they are only available at the colony that they were discovered on (until you start shipping them around).
Title:
Post by: IanD on July 03, 2008, 03:26:07 AM
Quote
They should appear on the ammo management screen, but they are only available at the colony that they were discovered on (until you start shipping them around).


Thanks Eric, that?s what I though, but they did not appear on the Ammo management screen when my ship was at the colony. Will go back and try again, possibly it was because I kept the Ammo window open and it didn?t get refreshed as it would on reopening.

I keep quite a few windows open and I have noticed they don?t automatically refresh unless closed.

Regard
Title:
Post by: Erik L on July 03, 2008, 04:07:41 PM
Quote from: "IanD"
Quote
They should appear on the ammo management screen, but they are only available at the colony that they were discovered on (until you start shipping them around).

Thanks Eric, that?s what I though, but they did not appear on the Ammo management screen when my ship was at the colony. Will go back and try again, possibly it was because I kept the Ammo window open and it didn?t get refreshed as it would on reopening.

I keep quite a few windows open and I have noticed they don?t automatically refresh unless closed.

Regard


On the Economics screen, there's a button that says Refresh All. Might try that, but I believe it only affects the Econ screen.
Title:
Post by: IanD on July 04, 2008, 02:19:52 AM
Quote
On the Economics screen, there's a button that says Refresh All. Might try that, but I believe it only affects the Econ screen.


I have found that most screens are unaffected by the refresh button, many screens need to be closed and reopened to update them, the system generation screen is another, newly discovered systems donot appear (at least on my PC) until I have closed and reopened or clicked on the system in the galatic map screen.

Regards
Title:
Post by: Brian Neumann on July 04, 2008, 01:04:18 PM
Quote from: "IanD"
Quote
On the Economics screen, there's a button that says Refresh All. Might try that, but I believe it only affects the Econ screen.

I have found that most screens are unaffected by the refresh button, many screens need to be closed and reopened to update them, the system generation screen is another, newly discovered systems donot appear (at least on my PC) until I have closed and reopened or clicked on the system in the galatic map screen.

Regards


An alternative to closing and reopening screens is that most of them have a selection for the race that is viewing the screen.  (In the F9 system screen it is the controlling race)  If you select the current race on that choice menu then the screen will refresh.

Brian
Title: Create a construction task
Post by: badula on August 14, 2008, 12:38:01 PM
I've got this problem:

1)i'm a noob  :oops:

2)i've managed to understand How to create a new Class of Spaceships

3)i can't set a task in my shipyards to build ANY ship


i've controlled this things:

-ships are smallers than shipyard capacity
-there are avaiable slipways
-tryed to clos/open the economy tab and even refresh all
-i select task type "construction" but the class menu doesn't have any avaiable class


ATM the only way i've found to build a ship is using the "Fast OB Creation"

what i'm missing?
Title: Re: Create a construction task
Post by: Erik L on August 14, 2008, 01:08:05 PM
Quote from: "badula"
I've got this problem:

1)i'm a noob  :oops:

2)i've managed to understand How to create a new Class of Spaceships

3)i can't set a task in my shipyards to build ANY ship


i've controlled this things:

-ships are smallers than shipyard capacity
-there are avaiable slipways
-tryed to clos/open the economy tab and even refresh all
-i select task type "construction" but the class menu doesn't have any avaiable class


ATM the only way i've found to build a ship is using the "Fast OB Creation"

what i'm missing?


Select your shipyard. Under Task Type, select "Retool for selected class". If the shipyard has no current class, it will be set to that class immediately. If it has a current class it will take some time to get the new class.
Title:
Post by: James Patten on August 14, 2008, 01:34:45 PM
And make sure your ship class designed is "locked", meaning you're done with changes.
Title:
Post by: badula on August 14, 2008, 02:54:46 PM
many thanks seems to work now!

now it's time to make a real project not just one named "let's try"  :wink:
Title:
Post by: IanD on September 09, 2008, 12:06:15 PM
Help!

In my latest game one large colony has stopped working, all I get when I select this colony is "Error 6 was generated by Aurora. Overflow. Contact SW etc". There is no progress on industrial construction, R&D or terraforming.

Is it game over or is there something I can do. I have tried compacting database, refresh etc. Nothing appears to restore this colony. Any ideas welcome.

Regards
Title:
Post by: SteveAlt on September 10, 2008, 09:34:54 AM
Quote from: "IanD"
Help!

In my latest game one large colony has stopped working, all I get when I select this colony is "Error 6 was generated by Aurora. Overflow. Contact SW etc". There is no progress on industrial construction, R&D or terraforming.

Is it game over or is there something I can do. I have tried compacting database, refresh etc. Nothing appears to restore this colony. Any ideas welcome.

No idea what is causing that. If you want to email me your database I can take a look and try to find the problem.

Steve
Title:
Post by: IanD on September 17, 2008, 06:34:42 AM
Steve - I tried loading the database but it will not accept mbl files and if I zip it it won't load it because it's "empty". Any ideas.
regards
Title:
Post by: Steve Walmsley on September 21, 2008, 04:13:37 AM
Quote from: "IanD"
Steve - I tried loading the database but it will not accept mbl files and if I zip it it won't load it because it's "empty". Any ideas.
regards

The database is Stevefire.mdb. I am not sure what an mbl file is. If you compact Stevefire.mdb and then zip it, it should be fine.

Steve