Aurora 4x

New Players => The Academy => Topic started by: Somnus on December 05, 2013, 11:54:06 PM

Title: Reviewing Designs
Post by: Somnus on December 05, 2013, 11:54:06 PM
So I decided to start a game and allow it to assign my tech points as well as create ships and modules so that I could try to learn how to design things. While I can see ship stats and what modules they have, etc., I was wondering: is there a way to review designed modules? For instance, can I pull up a missile somehow and see how it was designed? What engine it has, what the warhead size is, etc. The same for engines and everything else. I know I can see racial tech, and I could play around with parameters in designing to try and match what the racial tech shows, but is there a better way?
Title: Re: Reviewing Designs
Post by: JacenHan on December 06, 2013, 12:25:40 AM
I believe in the system map there is a button somewhere along the top right which does what you are describing. It's name escapes me, but it's symbol is a circuit board if I remember correctly.
Title: Re: Reviewing Designs
Post by: Somnus on December 06, 2013, 12:28:37 AM
Yeah, that's the one that just lists the racial techs. It gives a minimum of information, but not enough to reverse-engineer the module, as it were.
Title: Re: Reviewing Designs
Post by: Erik L on December 06, 2013, 08:58:45 AM
If you look at the missile design window, you should be able to call up past designs.
Title: Re: Reviewing Designs
Post by: Somnus on December 06, 2013, 12:35:15 PM
Any way for other modules, such as engines?
Title: Re: Reviewing Designs
Post by: MarcAFK on December 07, 2013, 03:04:02 AM
You want the technology report page, control+F7 (also visible under the empires dropdown menu).
This shows the basic details of all currently available systems, sorted by type, and obsolete systems are available with a checkbox in the corner.
You should be able to reverse engineer something by looking at the size, strength, power, and other details.
I realize this is exactly what JacenHan said earlier, but it's enough once you have some idea of the basic component strengths at different tech levels. The wiki really needs a list of what the different techs do to make reverse engineering easier, but most players just start a new game or have a test game and change the techs on the design screen around untill a system looks the same as the system they're trying to reverse engineer.