Aurora 4x

New Players => The Academy => Topic started by: mrDLSable on June 01, 2014, 01:59:54 PM

Title: How many missiles
Post by: mrDLSable on June 01, 2014, 01:59:54 PM
I have created a missile design and researched it and now my ordnance factories have created a couple.  But I don't remember how many I told it to make.  Where can I see how many missiles are on a specific body?
Title: Re: How many missiles
Post by: Brian Neumann on June 01, 2014, 02:10:27 PM
There is a button on the top left of the production tab that says "Stockpiles"  If you click on it you will toggle the screen from listing what you have in production to what has been built and stored on that colony.

Brian
Title: Re: How many missiles
Post by: Wolfius on June 01, 2014, 02:13:06 PM
Economics window, Industry tab. In the top-right corner there's a button called Stockpiles.

Be aware that the Scrap button in that window recycles everything of the type you selected, tho, if you ever use it. Can be an expensive learning experiance.
Title: Re: How many missiles
Post by: mrDLSable on June 01, 2014, 02:23:14 PM
Thank you for the answers :)
Title: Re: How many missiles
Post by: mrDLSable on June 03, 2014, 09:13:18 AM
I have another question regarding missiles.  On the wiki it states that you need magazines to load the missiles, but it doesn't tell anything else about them I think.  So how do I make them and how do I load missiles into my ship?
Title: Re: How many missiles
Post by: Erik L on June 03, 2014, 09:25:45 AM
I have another question regarding missiles.  On the wiki it states that you need magazines to load the missiles, but it doesn't tell anything else about them I think.  So how do I make them and how do I load missiles into my ship?

Magazines are made like other components. You can specify a current loadout for a ship with missiles. You should also find an order in the fleet screen that is worded something like "Rearm at colony" This will reload missiles based on the ship's default loadout.
Title: Re: How many missiles
Post by: mrDLSable on June 03, 2014, 09:52:32 AM
Quote from: Erik Luken link=topic=7235. msg73603#msg73603 date=1401805545
Magazines are made like other components.  You can specify a current loadout for a ship with missiles.  You should also find an order in the fleet screen that is worded something like "Rearm at colony" This will reload missiles based on the ship's default loadout.

Thank you for the quick reply.  I have another quick question: once the civilians have make a  civilian mining colony is it possible to kick them out of it and make a normal colony on the body? I know you're supposed to be anle to make a normal colony on the body, but wouldn't the civilians keep extracting minerals from the body?
Title: Re: How many missiles
Post by: Panopticon on June 03, 2014, 12:35:54 PM
You can delete the colony using SM mode, but why would you want to unless you have some RP reason? Let the civilians mine the minerals and either buy them or let them boost your economy a bit.
Title: Re: How many missiles
Post by: Erik L on June 03, 2014, 12:49:02 PM
Thank you for the quick reply.  I have another quick question: once the civilians have make a  civilian mining colony is it possible to kick them out of it and make a normal colony on the body? I know you're supposed to be anle to make a normal colony on the body, but wouldn't the civilians keep extracting minerals from the body?

Both can coexist. And unless there is a scarce amount of minerals (why would you want one there then anyway?), you can buy them as Panopticon says. Eventually you can out mine them, so it's no matter in the long run.
Title: Re: How many missiles
Post by: Wolfius on June 03, 2014, 02:37:44 PM
You can delete the colony using SM mode, but why would you want to unless you have some RP reason? Let the civilians mine the minerals and either buy them or let them boost your economy a bit.

Maybe they're sitting on a deposit of something scarce and he doesn't have the spare cash to buy them? If there's a large deposit of something else on the body, civilian mining can expand pretty fast, RNG willing.
Title: Re: How many missiles
Post by: mrDLSable on June 04, 2014, 09:11:11 AM
Quote from: Wolfius link=topic=7235. msg73611#msg73611 date=1401824264
Maybe they're sitting on a deposit of something scarce and he doesn't have the spare cash to buy them? If there's a large deposit of something else on the body, civilian mining can expand pretty fast, RNG willing.
This is why.  There are quite a lot of resources on the body.  But if there isn't a non-SM way of kicking the civilians of the moon, I'll just sit there alongside them and try to get as big a mining colony possible going.  :)
Title: Re: How many missiles
Post by: JacenHan on June 04, 2014, 12:35:22 PM
I believe you can stop civilians from forming mining colonies on objects you want to use later by claiming it as a colony, even if you don't put anything there for a while.
Title: Re: How many missiles
Post by: mrDLSable on June 04, 2014, 03:55:46 PM
Quote from: JacenHan link=topic=7235. msg73617#msg73617 date=1401903322
I believe you can stop civilians from forming mining colonies on objects you want to use later by claiming it as a colony, even if you don't put anything there for a while.
Thank you for notifiyng me about this.  This is really usefull to know.

Another quetion, this time about terraforming.  If I were to terraform a body with standart deviations, Humans need 0. 2atm oxigen with a deviation of 50%, right? Does this mean that you can just go with 0. 1atm oxigen on a body provided it's less than 30% of the total atmosphere?
Title: Re: How many missiles
Post by: NihilRex on June 04, 2014, 09:32:53 PM
Yes, but you need at least 1/3rd of an atmosphere pressure as well.  So, .1 O2 and .2333333 Nitrogen etc will do it.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 04:54:13 AM
Yes, but you need at least 1/3rd of an atmosphere pressure as well.  So, .1 O2 and .2333333 Nitrogen etc will do it.
Ok. Thank you very much for letting me know that :)
Title: Re: How many missiles
Post by: NihilRex on June 05, 2014, 05:18:21 AM
I mainly pointed it out because you can design a species with a different oxygen need, but you cannot change pressure.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 06:52:42 AM
I mainly pointed it out because you can design a species with a different oxygen need, but you cannot change pressure.
So you will always need to have at least 1/3atm in total?
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 12:46:50 PM
And I have another question, why is aurora getting "stuck". It littarally doesn't do anything. I have a pretty powerful computer (3.4Ghz quad core powerful) which should be able to run aurora without a problem, right? I an switch between the aurora windows, which I usually can't when it's busy, so I think there is some kind of bug somewhere. But all the windows do have Not Respoding in the title. What is going on? I am using version 6.42
Title: Re: How many missiles
Post by: papent on June 05, 2014, 01:03:25 PM
are you saying trying to switch windows of aurora while it is trying to process turns?
also aurora is HDD R/W speed intensive aswell
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 01:09:20 PM
And I have another question, why is aurora getting "stuck". It littarally doesn't do anything. I have a pretty powerful computer (3.4Ghz quad core powerful) which should be able to run aurora without a problem, right? I an switch between the aurora windows, which I usually can't when it's busy, so I think there is some kind of bug somewhere. But all the windows do have Not Respoding in the title. What is going on? I am using version 6.42

Aurora is single-threaded, so when it is calculating things for NPRs, Civs and yourself, it freezes all of the forms/windows for it. Until it is ready for user input again, it is non-responsive.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 01:16:56 PM
Aurora is single-threaded, so when it is calculating things for NPRs, Civs and yourself, it freezes all of the forms/windows for it. Until it is ready for user input again, it is non-responsive.
But it's been stuck for about an hour now...
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 01:17:51 PM
are you saying trying to switch windows of aurora while it is trying to process turns?
also aurora is HDD R/W speed intensive aswell
You mean to say you shouldn't alt-tab while playing aurora?
And I am playing on an SSD so the bottleneck there should be minimal.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 01:19:05 PM
I stopped the Aurora process and het a loading problem message. Maybe that's what was holding it up or did that happen because I quit?

EDIT: After the restart it did about 3 days and now it is stuck again...
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 01:38:38 PM
I stopped the Aurora process and het a loading problem message. Maybe that's what was holding it up or did that happen because I quit?

If it was in the middle of writing to the database when you shut it down, that could be corrupted data.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 01:49:53 PM
Ok. So my questions are now:
- How long can "turns" take?
- What to do when they take long?
- Can you alt-tab when it is working?
Title: Re: How many missiles
Post by: Barkhorn on June 05, 2014, 01:58:45 PM
"turns" can take quite a long time late-game, especially if you've got NPR's on.  Especially if you're trying to do the 30-day increment.  Even if you don't have NPR's, once you start getting lots of civilian ships it can really start to slow down.

There's not much you can do about turns taking a long time, short of getting a tool which will let you alter the processor priority of a program.  If you get one of those, you can crank Aurora's priority up which will make it run quicker at the expensive of your other programs.  And it can really slow other programs down, for example iTunes will hang sometimes while Aurora's especially busy.

You can totally alt-tab, just don't expect your other programs to run quickly either.  Unless you turn down Aurora's priority.

Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 02:08:48 PM
"turns" can take quite a long time late-game, especially if you've got NPR's on.  Especially if you're trying to do the 30-day increment.  Even if you don't have NPR's, once you start getting lots of civilian ships it can really start to slow down.

There's not much you can do about turns taking a long time, short of getting a tool which will let you alter the processor priority of a program.  If you get one of those, you can crank Aurora's priority up which will make it run quicker at the expensive of your other programs.  And it can really slow other programs down, for example iTunes will hang sometimes while Aurora's especially busy.

You can totally alt-tab, just don't expect your other programs to run quickly either.  Unless you turn down Aurora's priority.



Thank you very much for your detailed explanation. I am only about 30 years into my campaign and started with 1 NPR so I don't expect there to be too many NPR's just yet, right? Is it normal that after 30 years turns take more than 30 minutes?
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 02:32:51 PM
Thank you very much for your detailed explanation. I am only about 30 years into my campaign and started with 1 NPR so I don't expect there to be too many NPR's just yet, right? Is it normal that after 30 years turns take more than 30 minutes?

Don't forget that while you are exploring, so is the NPR. And they can find more NPRs or spoilers. And they can find more. And so on.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 02:48:51 PM
Don't forget that while you are exploring, so is the NPR. And they can find more NPRs or spoilers. And they can find more. And so on.

But is that process already this far after 30 years of gameplay? I mean I haven't even got jump-capable ships yet... (I'm slow)
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 02:56:03 PM
But is that process already this far after 30 years of gameplay? I mean I haven't even got jump-capable ships yet... (I'm slow)

You cannot always gauge an NPRs progress on your own. If you started with a conventional start, then it is entirely possible. Even with a TN start, the NPR may have had jump capability from day one.
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 03:06:29 PM
You cannot always gauge an NPRs progress on your own. If you started with a conventional start, then it is entirely possible. Even with a TN start, the NPR may have had jump capability from day one.
But then how do you play if turns take so long? I mean I have been sitting here for about an hour now waiting on "my turn"...
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 03:07:34 PM
But then how do you play if turns take so long? I mean I have been sitting here for about an hour now waiting on "my turn"...

I tab out to surf the web, read a book, watch tv :)
Title: Re: How many missiles
Post by: mrDLSable on June 05, 2014, 03:21:57 PM
I tab out to surf the web, read a book, watch tv :)
So it really isn't something I'm doing wrong :(. This is a bit disappointing... But well, a good game is worth a bit of pain :) Thanks for the patience you have all had with me tonight :)
Title: Re: How many missiles
Post by: Erik L on June 05, 2014, 03:50:53 PM
So it really isn't something I'm doing wrong :(. This is a bit disappointing... But well, a good game is worth a bit of pain :) Thanks for the patience you have all had with me tonight :)

The biggest difference between Aurora and AAA titles (besides fancy graphics and a shallow storyline) is the overall complexity. As far as I know, no AAA title has anywhere near the complexity and choices available. And all that requires computing. :)
Title: Re: How many missiles
Post by: papent on June 05, 2014, 04:06:13 PM
if you fancy reading while playing I recommend the star carrier series or playing another game I recommend star ruler
either way it synergise in a pleasing manner to me personally