Aurora 4x

New Players => The Academy => Topic started by: welchbloke on January 07, 2009, 04:50:40 PM

Title: Next Noddy Question
Post by: welchbloke on January 07, 2009, 04:50:40 PM
My next noddy question.  In the events window there appears to be the ability to set specific colours for specific events.  Every time I try this nothing happens; is there a bug or is it my machine having 'an issue'?
Title: Re: Next Noddy Question
Post by: Erik L on January 07, 2009, 06:42:18 PM
Quote from: "welchbloke"
My next noddy question.  In the events window there appears to be the ability to set specific colours for specific events.  Every time I try this nothing happens; is there a bug or is it my machine having 'an issue'?

Make sure you are not in SM View.
Title: Re: Next Noddy Question
Post by: Sotak246 on January 07, 2009, 06:46:49 PM
Don't feel bad I was just about to ask the same question, and I was in SM view. :oops:   Thanks EriK.
Title: Re: Next Noddy Question
Post by: welchbloke on January 08, 2009, 02:33:29 AM
Yup I was in SM View; doh! :oops:
Title: Re: Next Noddy Question
Post by: welchbloke on January 29, 2009, 09:58:45 AM
two more noddy questions:
1.  How do you import name themes?
2.  How do you assemble pre-fabricated PDC components?
Title: Re: Next Noddy Question
Post by: Father Tim on January 29, 2009, 10:13:42 AM
1. With the 'Add Theme' and 'Add Cmdr Name Theme' options on the main menu under 'Game'

2.  With Costruction Factories or Engineer divisions.  Either way the comand is on the F2 Population & Production window.  Choose the colony where the pre-fab PDC is and on the Industrial Production tab, under the Construction drop-down will be an option item to "Assemble PDC <class name>"
Title: Re: Next Noddy Question
Post by: welchbloke on January 29, 2009, 04:26:23 PM
Quote from: "Father Tim"
1. With the 'Add Theme' and 'Add Cmdr Name Theme' options on the main menu under 'Game'

2.  With Costruction Factories or Engineer divisions.  Either way the comand is on the F2 Population & Production window.  Choose the colony where the pre-fab PDC is and on the Industrial Production tab, under the Construction drop-down will be an option item to "Assemble PDC <class name>"
Thanks, I finally found the PDC Assembly <Classname>option, I knew it was there somewhere but I couldn't see it.

Regarding the themes what format do they need to be in?
Title: Re: Next Noddy Question
Post by: Father Tim on January 29, 2009, 06:47:39 PM
A line-break delineated list.  I believe it asks for each aspect of the theme (ship names, system names, ranks, etc.) as a separate file.
Title: Re: Next Noddy Question
Post by: Erik L on January 29, 2009, 10:51:29 PM
There is a post somewhere in which Steve describes the format and whatnot.

Edit
From the mechanics forum
viewtopic.php?f=1&t=1199 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1199)
Title: Re: Next Noddy Question
Post by: welchbloke on January 31, 2009, 08:32:04 AM
Quote from: "Erik Luken"
There is a post somewhere in which Steve describes the format and whatnot.

Edit
From the mechanics forum
viewtopic.php?f=1&t=1199 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1199)
Thanks Erik; now I just need to work out how to have enough welsh surnames  :D  (Jones and Williams probably aren't enough).
Title: Re: Next Noddy Question
Post by: Steve Walmsley on January 31, 2009, 08:42:35 AM
Quote from: "welchbloke"
Quote from: "Erik Luken"
There is a post somewhere in which Steve describes the format and whatnot.

Edit
From the mechanics forum
viewtopic.php?f=1&t=1199 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1199)
Thanks Erik; now I just need to work out how to have enough welsh surnames  :D  (Jones and Williams probably aren't enough).
If you create a theme, send it to me and I will add it to the next version.

Steve
Title: Re: Next Noddy Question
Post by: welchbloke on January 31, 2009, 08:45:01 AM
Quote from: "Steve Walmsley"
Quote from: "welchbloke"
Quote from: "Erik Luken"
There is a post somewhere in which Steve describes the format and whatnot.

Edit
From the mechanics forum
viewtopic.php?f=1&t=1199 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1199)
Thanks Erik; now I just need to work out how to have enough welsh surnames  :D  (Jones and Williams probably aren't enough).
If you create a theme, send it to me and I will add it to the next version.

Steve
OK Steve.
Title: Re: Next Noddy Question
Post by: welchbloke on March 05, 2009, 06:34:25 AM
What file names do I need to use for cdr name themes?
Title: Re: Next Noddy Question
Post by: Erik L on March 05, 2009, 10:32:30 AM
Quote from: "welchbloke"
What file names do I need to use for cdr name themes?

I believe it just opens a standard file dialog. So anything should work.
Title: Re: Next Noddy Question
Post by: welchbloke on March 06, 2009, 12:49:27 PM
Quote from: "Erik Luken"
Quote from: "welchbloke"
What file names do I need to use for cdr name themes?

I believe it just opens a standard file dialog. So anything should work.
What format are they in?  ie list of first names followed by a list of surnames?  First name and surname together?

Thanks in Advance.
Title: Re: Next Noddy Question
Post by: SteveAlt on March 12, 2009, 06:11:45 AM
Quote from: "welchbloke"
Quote from: "Erik Luken"
Quote from: "welchbloke"
What file names do I need to use for cdr name themes?

I believe it just opens a standard file dialog. So anything should work.
What format are they in?  ie list of first names followed by a list of surnames?  First name and surname together?

Thanks in Advance.
Unfortunately this is more complex than the racial themes. Because different countires can have radically different ways of handling names, I edit the code before importing names so its not just down to the format of the files. The simplest version would have three files called Surname.txt, FirstName.txt and FemaleFirstName.txt using the same one line per name as racial themes. There is occasionally need for another file called ThirdName.txt and I think I have used additional filenames in the past as well. I usually comment in, comment out and edit code depending on the nationality I am importing and I can't remember what that part of the code was like when I released v3.2. I really should have made the commander import option invisible to players. You can try the basic filenames but backup the database first in case weird things happen.

You can also send me the text files and I will make sure they get imported properly for the next version.

Steve
Title: Re: Next Noddy Question
Post by: welchbloke on March 12, 2009, 06:24:48 AM
Quote from: "SteveAlt"
Unfortunately this is more complex than the racial themes. Because different countires can have radically different ways of handling names, I edit the code before importing names so its not just down to the format of the files. The simplest version would have three files called Surname.txt, FirstName.txt and FemaleFirstName.txt using the same one line per name as racial themes. There is occasionally need for another file called ThirdName.txt and I think I have used additional filenames in the past as well. I usually comment in, comment out and edit code depending on the nationality I am importing and I can't remember what that part of the code was like when I released v3.2. I really should have made the commander import option invisible to players. You can try the basic filenames but backup the database first in case weird things happen.

You can also send me the text files and I will make sure they get imported properly for the next version.

Steve
Thanks for the info Steve; I'll send you some Welsh name text files in the next week.
Title: Re: Next Noddy Question
Post by: IanD on March 13, 2009, 06:57:40 AM
Steve - Is it possible to have an EU commanders and systems names in 4.0? I would hope this could be simply done by merging the EU nations themes, but perhaps not if the name themes contain specific software?

Regards
Ian
Title: Re: Next Noddy Question
Post by: Laurence on March 13, 2009, 02:36:48 PM
Quote from: "IanD"
Steve - Is it possible to have an EU commanders and systems names in 4.0? I would hope this could be simply done by merging the EU nations themes, but perhaps not if the name themes contain specific software?

Regards
Ian

An EU/Europe theme would be great.  I've been using the Secondary Commanders Names Themes to simulate a European theme. I usually make some mix of English, French, German, Italian and Polish.

I also use that feature to have the US "empire" use ~15% Japanese and 10% English names to reflect a US - JPN - Australia alliance.

For system and ship names I'll just override the main theme and throw in names that reflect the other members.
Title: Re: Next Noddy Question
Post by: SteveAlt on March 23, 2009, 01:37:14 PM
Quote from: "IanD"
Steve - Is it possible to have an EU commanders and systems names in 4.0? I would hope this could be simply done by merging the EU nations themes, but perhaps not if the name themes contain specific software?

Regards
Ian
Probably not for v4.0 because I really want to concentrate on testing now. Certainly for the next version though. If anyone else wants to put one together for v4.0 I would be happy to load it in.

Steve
Title: Re: Next Noddy Question
Post by: SteveAlt on March 23, 2009, 01:37:51 PM
Quote from: "welchbloke"
Quote from: "SteveAlt"
Unfortunately this is more complex than the racial themes. Because different countires can have radically different ways of handling names, I edit the code before importing names so its not just down to the format of the files. The simplest version would have three files called Surname.txt, FirstName.txt and FemaleFirstName.txt using the same one line per name as racial themes. There is occasionally need for another file called ThirdName.txt and I think I have used additional filenames in the past as well. I usually comment in, comment out and edit code depending on the nationality I am importing and I can't remember what that part of the code was like when I released v3.2. I really should have made the commander import option invisible to players. You can try the basic filenames but backup the database first in case weird things happen.

You can also send me the text files and I will make sure they get imported properly for the next version.

Steve
Thanks for the info Steve; I'll send you some Welsh name text files in the next week.
Welsh commander name theme is now in for v4.0 - thanks!

Steve
Title: Re: Next Noddy Question
Post by: welchbloke on June 01, 2009, 04:04:09 PM
My next question is:
How do you use LPs for intrasystem jumps once a system has been grav surveyed?  They don't seem to show up on the system locations list.
Title: Re: Next Noddy Question
Post by: Erik L on June 01, 2009, 05:23:11 PM
If there are no LP around the secondary component, they are useless.
Title: Re: Next Noddy Question
Post by: welchbloke on June 03, 2009, 03:07:11 AM
Quote from: "Erik Luken"
If there are no LP around the secondary component, they are useless.
OK, my understanding of LPs is wrong.  I assumed that all components would have LPs. :oops:
Title: Re: Next Noddy Question
Post by: welchbloke on June 03, 2009, 03:10:01 AM
I have a question about precursor colonies.  In my current game I keep getting (in SM mode) a warning that my fleets are entering a system with an alien colony.  I encountered and destroyed some precursors around the B component but I cannot find any colonies in either the A or B components.  Would an abandoned installation (on planet B IV) get reported as a colony?
Title: Re: Next Noddy Question
Post by: Cassaralla on June 03, 2009, 04:30:31 AM
That message usually means the Precursors have a listening post somewhere in the system.  Usually a single or perhaps two deep space scanners on a planet or moon.  Annoying to detect.  I normally end up sending a scout with active sensors on a trip throughout the system until I find it.
Title: Re: Next Noddy Question
Post by: welchbloke on June 03, 2009, 06:07:27 AM
Quote from: "Cassaralla"
That message usually means the Precursors have a listening post somewhere in the system.  Usually a single or perhaps two deep space scanners on a planet or moon.  Annoying to detect.  I normally end up sending a scout with active sensors on a trip throughout the system until I find it.
That's useful to know, thanks.  A scout has been tasked with touring the system.
Title: Re: Next Noddy Question
Post by: sloanjh on June 03, 2009, 08:04:51 AM
Quote from: "welchbloke"
Quote from: "Cassaralla"
That message usually means the Precursors have a listening post somewhere in the system.  Usually a single or perhaps two deep space scanners on a planet or moon.  Annoying to detect.  I normally end up sending a scout with active sensors on a trip throughout the system until I find it.
That's useful to know, thanks.  A scout has been tasked with touring the system.

I didn't think that active sensors "saw" LP.  I've only ever seen them by parking a ship in orbit over the body and letting the thermal sensors pick it up.  (My orbit, I just mean a "move to" command.)

If you don't want to screw around with role-playing the search, there's a "feature" that someone reported earlier - you can turn on "show exclusion zones" and the LP will be highlighted.

John
Title: Re: Next Noddy Question
Post by: welchbloke on June 03, 2009, 01:28:03 PM
Quote from: "sloanjh"
Quote from: "welchbloke"
Quote from: "Cassaralla"
That message usually means the Precursors have a listening post somewhere in the system.  Usually a single or perhaps two deep space scanners on a planet or moon.  Annoying to detect.  I normally end up sending a scout with active sensors on a trip throughout the system until I find it.
That's useful to know, thanks.  A scout has been tasked with touring the system.

I didn't think that active sensors "saw" LP.  I've only ever seen them by parking a ship in orbit over the body and letting the thermal sensors pick it up.  (My orbit, I just mean a "move to" command.)

If you don't want to screw around with role-playing the search, there's a "feature" that someone reported earlier - you can turn on "show exclusion zones" and the LP will be highlighted.

John
I'm going to role play the search first but I think I will use the 'feature' if I don't find the LP.  Thanks for the pointer.
Title: Re: Next Noddy Question
Post by: welchbloke on June 04, 2009, 04:26:33 PM
That was difficult  :D
Title: Re: Next Noddy Question
Post by: welchbloke on June 27, 2009, 04:20:41 AM
I'm in the midst of starting a new game that I'm thinking about using to write some fiction from.  I've got the following AMM design
Code: [Select]
Dirk Mk2 AMM Speed: 38400km/s; Endurance 13min; Range 30.0m km; WH size 1I'm trying to come up with a decent FC installation for a DE design(8000 tonnes) to control them.  Should I go for a resolution 0 range 30.0m design or not?  My current tech means that an FC matching the previous criteria is a whooping 25 HS!  If I go for something smaller would you suggest I drop the resolution or the range?
Title: Re: Next Noddy Question
Post by: Erik L on June 27, 2009, 12:26:12 PM
Quote from: "welchbloke"
I'm in the midst of starting a new game that I'm thinking about using to write some fiction from.  I've got the following AMM design
Code: [Select]
Dirk Mk2 AMM Speed: 38400km/s; Endurance 13min; Range 30.0m km; WH size 1I'm trying to come up with a decent FC installation for a DE design(8000 tonnes) to control them.  Should I go for a resolution 0 range 30.0m design or not?  My current tech means that an FC matching the previous criteria is a whooping 25 HS!  If I go for something smaller would you suggest I drop the resolution or the range?

Range. If you increase the resolution above 0, you'll have a harder time hitting missiles.
Title: Re: Next Noddy Question
Post by: Chairman on June 27, 2009, 02:56:15 PM
How do you get larger missiles?? That is my PDC has size 24 launchers, but "only" size 8 missiles....  :shock:
Title: Re: Next Noddy Question
Post by: Beersatron on June 27, 2009, 06:15:19 PM
Quote from: "Chairman"
How do you get larger missiles?? That is my PDC has size 24 launchers, but "only" size 8 missiles....  :twisted:
Title: Re: Next Noddy Question
Post by: Chairman on June 28, 2009, 03:06:22 AM
Ok, but were do I design missiles??
Title: Re: Next Noddy Question
Post by: Brian Neumann on June 28, 2009, 07:01:44 AM
Quote from: "Chairman"
Ok, but were do I design missiles??
In the Population and Production screen (F2) reasearch tab there is a button down near the bottom that says missiles.  This is where you design your missiles.  One note about the counter missile you have currently.  It looks like it has way to much fuel, which probably means that you can dial the fuel down a ways and up the maneuverability.  This will increase the overall odds of hitting the incomming missiles.  I usually use something like .01 fuel on my small anti-missile designs (.5 engine, 1point warhead damage, and the rest in maneuvering.)  This would get me about a 30% intercept chance against my own missiles which is actually fairly good.  That little bit of fuel is enough for a range of several million km.  Set your FC to allow for a range that allows you about 12 counter missile launches.  This way you can get the first five off, see the effect of the first launch and still have time for another five counter-launches.  The hard part actually is not the missile fire control but the search radar capable of seeing that far.  In your example you said that it would take a 25hs unit for fire control to that range.  That means it would take a 75hs search radar to see that far.  On my smaller dedicated escorts I try to put in a search radar of about 10hs, large escorts might have a 20hs search radar.  The fire control of all ships with anti-missile launchers will be capable of tracking against incomming missiles out as far as the 20hs radar goes, even though most ships in the fleet do not have that long a range search radar.

Brian
Title: Re: Next Noddy Question
Post by: welchbloke on June 28, 2009, 02:00:43 PM
Quote from: "Brian"
Quote from: "Chairman"
Ok, but were do I design missiles??
*SNIP* In your example you said that it would take a 25hs unit for fire control to that range.  That means it would take a 75hs search radar to see that far.  On my smaller dedicated escorts I try to put in a search radar of about 10hs, large escorts might have a 20hs search radar.  The fire control of all ships with anti-missile launchers will be capable of tracking against incomming missiles out as far as the 20hs radar goes, even though most ships in the fleet do not have that long a range search radar.

Brian
You've confused my question about range/resolution trade off with Chairman's about missile design.  But thanks for your comments on escort FCs.
Title: Re: Next Noddy Question
Post by: Chairman on June 30, 2009, 07:14:20 AM
Thanks now I can destroy something big, when they do get to my homeworld :wink:

Is there an automatic way to survey the survey locations... It gets boring really fast to do it 30 times on every new star system...
Title: Re: Next Noddy Question
Post by: Steve Walmsley on June 30, 2009, 08:57:20 AM
Quote from: "Chairman"
Thanks now I can destroy something big, when they do get to my homeworld :)

Select a fleet with a gravitational survey ship on the Task Groups window (F12) then look at the drop down lists on the right. In the Default Orders section, select Survey Nearest Survey Location. When this fleet has no orders it will locate the nearest unsurveyed survey location and plot its own moves to survey that location. Once that is complete it will find another, etc.. If you have two or more survey fleets in the system, all with the same default order, they will work together. Each fleet will avoid survey locations that are being surveyed by the others or are plotted as future moves by the others.

A common use of survey ships is to form a fleet of perhaps two to four ships and gave that fleet the default order. They are dispatched to the destination system with an order to transit in and then an order to Divide Fleet into Single Ships. When the fleet divides, the default order is passed to all of the single ship fleets so they all begin surveying automatically, working together to survey the system. You could give them a Secondary Default Order of Move to Entry Jump Point. A secondary order is followed when the fleet has no orders and the primary default order is not possible. In this case that would be when there are no survey locations left to survey or the only remaining survey locations are being surveyed by other ships or the other ships have already plotted moves to survey those locations. In that case, each ship in the fleet will head back to its entry point once it has finished its own tasks.

All of the above can be repeated using Geological Survey Ships and system bodies. In this case the default order would be Survey Nearest Body (or there are alternatives such as Survey Nearest Planet, Survey Nearest Asteroid, etc.).

You can also select default orders that will require a ship to select the next few destinations instead of just one. These include the popular Survey Next Five System Bodies or Survey Next Three Survey Locations.

In v4.1, ships from different Empires that have a Survey Treaty can work together on both gravitational and geological surveys.

Steve
Title: Re: Next Noddy Question
Post by: welchbloke on June 30, 2009, 11:35:54 AM
Quote from: "Steve Walmsley"
Quote from: "Chairman"
Thanks now I can destroy something big, when they do get to my homeworld :)

Select a fleet with a gravitational survey ship on the Task Groups window (F12) then look at the drop down lists on the right. In the Default Orders section, select Survey Nearest Survey Location. When this fleet has no orders it will locate the nearest unsurveyed survey location and plot its own moves to survey that location. Once that is complete it will find another, etc.. If you have two or more survey fleets in the system, all with the same default order, they will work together. Each fleet will avoid survey locations that are being surveyed by the others or are plotted as future moves by the others.

A common use of survey ships is to form a fleet of perhaps two to four ships and gave that fleet the default order. They are dispatched to the destination system with an order to transit in and then an order to Divide Fleet into Single Ships. When the fleet divides, the default order is passed to all of the single ship fleets so they all begin surveying automatically, working together to survey the system. You could give them a Secondary Default Order of Move to Entry Jump Point. A secondary order is followed when the fleet has no orders and the primary default order is not possible. In this case that would be when there are no survey locations left to survey or the only remaining survey locations are being surveyed by other ships or the other ships have already plotted moves to survey those locations. In that case, each ship in the fleet will head back to its entry point once it has finished its own tasks.

All of the above can be repeated using Geological Survey Ships and system bodies. In this case the default order would be Survey Nearest Body (or there are alternatives such as Survey Nearest Planet, Survey Nearest Asteroid, etc.).

You can also select default orders that will require a ship to select the next few destinations instead of just one. These include the popular Survey Next Five System Bodies or Survey Next Three Survey Locations.

In v4.1, ships from different Empires that have a Survey Treaty can work together on both gravitational and geological surveys.

Steve
I've just had a huge Duh! forehead slapping moment  :oops:
Title: Re: Next Noddy Question
Post by: Chairman on July 02, 2009, 01:55:35 AM
plott,plott,plott,plott,plott,plott,plott...   Insane, thats right :evil:  How do I stop overhauling??

2: Mercury has 120 automated mines, but I cant get any Masdrivers onto the surface, why?? :(
Title: Re: Next Noddy Question
Post by: Paul M on July 02, 2009, 02:23:20 AM
For the overhauling ships...cancel the overhaul...there is a command-it might be "abandon overhaul" then advance the time 5 min or so, if that doesn't work turn on SM mode, delete the ships and then recreate them.  I'd also remove the commanders first since I'm far from sure what happens to them in that case.  There are issues with overhauls, for one thing if you need to repair a ship and overhaul it put it into shipyard for repair first then give the overhaul command.

For the mass driver, if it is loaded on a freighter just give the freighter the "unload mass driver" command and it should show up in orbit when the frieghter is done, it will take several days to unload.  I may be missunderstanding the problem you are having howerver.
Title: Re: Next Noddy Question
Post by: sloanjh on July 02, 2009, 03:02:06 PM
If you turn on SM mode and go to the fleet (F12 IIRC) screen, you can move them where you'd like on "additional Information" (IIRC) tab.  It should say "sol" system and "mars" right now - simply change the pulldown to "earth" and hit the "save" button (which should be active if you opened F12 in SM mode).

John