Aurora 4x

New Players => The Academy => Topic started by: doofusstomper on March 04, 2018, 01:54:56 PM

Title: Couple of questions from complete beginner
Post by: doofusstomper on March 04, 2018, 01:54:56 PM
Hello.     
First, let me apologize for asking questions which are already answered.     I did search the forums for some of my questions using advanced search and found satisfying answers.     For others i was not so lucky or would like to make sure the answers are up to date (7.   1).     I note that while advanced search helps, the search sometimes is hit and miss since same things can be expressed and phrased differently, so not knowing correct terminology or phrase can generate a miss.   

Game questions:
1.     How do you do fleet training at anchor? (stationary)
2.     How likely is a closed warp point? How often did it happen to you? Especially NPR appearing in your system? - known stars.   
3.     When do civilian lines update their designs? Does it take just new engine, new engine with new tech or just time? I'm playing conventional start and its an eyesore to see those big (mostly useless) colony ships designed before invention of cargo handling systems unloading for twenty days.     And those freighters!!!
4.     Are shipping lines with more freighter sounding names more likely to build cargo ships? Seems so to me, but I have too small sample so far.   
5.     Is there saturation for subsidizing? This one line got load of money from me an it seems to have upped its dividends considerably.     If they are just going to just eat my money above certain amount I will subsidize the others even if I get colony ships half the time.   
6.     Do colonies with infrastructure outgrow their capacity and then die of, rinse, refresh, repeat or can even a single ship overload colony capacity? I know of multiple ships doing it, not making checks.     Does it happen that single -slow- colonizer overfills colony cap because the pop grew while he was underway? Or are the citizens of my mighty British Empire too proper to use contraceptives while f*cking like rabbits in the cold and lonely space colonies (or hot and lonely)? Mighty meaning the only, being the uninteresting targets of the last world war, yet having enough organization and infrastructure to survive what came after more or less intact and having annexed what remained of the world more or less willingly.   
7.     Jump point defense.     What is practical against higher level opponent? What should i develop first? Missiles or beams? If beams then i guess on fast cockleshells.     Caronades for short range throw weight? If missiles then the same or are heavily armored slow forts with longer ranges practical? Do that kind of ships stand a chance after jump shock wears of? Mines.     Are minefields good option / addition? Did it  happen that they blasted explorers of relatively peaceful NPR making them hostile?
8.     Which beam weapons are mostly good for conventional start beginner?
9.     Is there a way to export all system information? Not just major bodies?
10.     Now this one is most likely futile.     Any way to make team survey less a hassle? Taxiing them around lost lots of its appeal.     Is the disband reform exploit any improvement on that?
11.     What is the shelf life of my officers/admins/scientists? At what age do those accident prone bastards retire? (How i would like to cryo freeze them for later use.     We have the technology!! What do you mean no volunteers !?)

Forum questions:
1.    If I have suggestions, should i just suggest away in C# suggestions topic or make sure i don't suggest already suggested? I mean, checking the changes article is a given, but how do i show interest in something already suggested? By thanking that post or by double suggesting?
I used to use this forum unregistered.    From time to time it asks you a question before allowing you to search, to make sure you are not a robot.    Question like "Color of sky" or "Fourth planet".    Good idea.    BUT.   
2.    "What number am I thinking of?" What the hell is that kind of question? Does it want a concrete answer or is it something general?  Like "question" or "sentence".    Or metaphorical? It is not 42.    I may have gotten it right once and forgotten it the next day.    Is the answer obvious to someone from English speaking country or from north am? Or is it just a dastardly ploy to make people register or go away with a heart attack?
Title: Re: Couple of questions from complete beginner
Post by: Graham on March 04, 2018, 07:16:23 PM
1. I do not believe this is possible. Task force training will always cause the ships to move around in order to perform maneuvers. The cost of this in maintenance clock and fuel is the price of training.
2. In terms of game mechanics a "Closed JP" does not actually exist. Rather every time a new JP is explored a new system is created at the other end. However there is a small chance (I believe it is 5%) that it will instead select an existing system.
3. I am fairly certain it relates only to engine tech.
4 - 5. I'm honestly not sure.
6. Colonies which reach maximum capacity simply stop growing. I have seen colony ships offload where there is no room before, but I don't remember exactly why.
7. Pretty much what you said. But it is important to remember that enemies using squadron jump may appear fairly far from the JP, so beams should still be put of fast ships. Plasma is generally considered terrible still, though some people use it for JP defence because it is cheap. Mines are a viable option though a little complex to set up. Mines will only fire at empires marked as "Hostile" in diplomacy. So they can cause an issue in first contact, but if that is a real issue just put a sensor buoy on the other side of the JP.
8. Lasers are very general purpose since they can be turreted and put in spinals, though from a conventional start a fleet of fairly fast ships with massed rail guns can be used both for anti ship and point defence. Some people swear by mesons for everything but generally lasers and rails are the most common beams used.
9. Not sure
10. No, I basically don't survey because of this. It is being changed in C#.
11. There is an age (somewhere in the 50s I think) after which they will make a roll each construction cycle to see if they retire. This is modified by health and maybe some other thing, I have never actually seen the full mechanics laid out this is just what seems to happen.
Title: Re: Couple of questions from complete beginner
Post by: Erik Luken on March 04, 2018, 08:36:30 PM

2.    "What number am I thinking of?" What the hell is that kind of question? Does it want a concrete answer or is it something general?  Like "question" or "sentence".    Or metaphorical? It is not 42.    I may have gotten it right once and forgotten it the next day.    Is the answer obvious to someone from English speaking country or from north am? Or is it just a dastardly ploy to make people register or go away with a heart attack?

Since you have an account, you don't need to worry about the question again. I believe that it is just on account registration. I will check this.
Title: Re: Couple of questions from complete beginner
Post by: Gabethebaldandbold on March 04, 2018, 09:27:49 PM
Scientists usually retire at around 70. But they often die sooner than that.
for jump point defense, well it depends a lot on what technological fields your civilization is faring better in terms of scientists... but mid-range size-6 missile alpha-strike are very popular, along with meson canons and lasers. but you see, if you go for beams, you are likely to need good engines to chase your enemies down, and they get pretty fast when they are of higher tech levels. (but they may try to ram you if they are using beams of their own). If you are unsure if your designs are any good try and take a look at the bureau of ship design, you will often find some low-tech ships that can be quite effective, often against high tech Spoiler races. my tip is: within the things you like, find one that works, and then, specialize heavily on it. If you are going for alpha strike, put 40 missile launchers on your 10 kton whatever, If you are going for lasers, grab a lot of them and make the ship carrying them as fast as your engine tech makes viable. as you progress through the game, the new designs will almost appear on their own.
Title: Re: Couple of questions from complete beginner
Post by: El Pip on March 05, 2018, 01:02:02 AM
Game questions:
1.     How do you do fleet training at anchor? (stationary)
Include a stationary base into the fleet, has the benefit of training up your orbital defence bases as well. Or if you are using fighters include a big orbital base full of hanger decks in your training fleet and get your fighters trained up before deploying them.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 04:55:46 AM
Quote from: Erik Luken link=topic=9850. msg107001#msg107001 date=1520217390
Since you have an account, you don't need to worry about the question again.  I believe that it is just on account registration.  I will check this.

It didn't happen on account registration.  It happens sometimes when using search while unregistered.  Older version of now widely used captcha.  I have the habit of not registering to forums unless i want to ask or have some contribution.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 05:30:46 AM
Alpha-strike meaning heavy throw weight with slow reload (or no reload in case of box launchers)? With goal of the first strike being overpowering and the only one needed?

Also did you know its possible to launch a PDC into space? I have a couple of Shed class barns containing one hangar and warm seat for an officer.  Since it is so small it is offered for manufacture as fighter.  During learning how to work with squadrons I managed to assign it to fighter and then unassign said fighter from the same squadron and not notice it.  And it got left behind the planet.  Is it possible to do with PDCs of bigger size than fighter? Would you be capable of towing them? Being built with industry and having five times the armor they might come handy for JP defense.  Or would it bee too much of an exploit?

Also, does jump blindness affect ammunition as well as ship? If not, my thinking is ship deploying mines just after jump and those using their onboard seekers.  But they would all go after the biggest contact, wouldn't they?

Quote
Mines will only fire at empires marked as "Hostile" in diplomacy.  So they can cause an issue in first contact, but if that is a real issue just put a sensor buoy on the other side of the JP.
Do mines with active sensors have the same behavior as those with passive? I remember reading somewhere of passive mines opening up on neutrals? Also how NPRs respect your space? Does putting sensor buoy on the other side of JP make it marked for non-hostile NPRs?
Title: Re: Couple of questions from complete beginner
Post by: Graham on March 05, 2018, 07:14:46 AM
Also did you know its possible to launch a PDC into space? I have a couple of Shed class barns containing one hangar and warm seat for an officer.  Since it is so small it is offered for manufacture as fighter.  During learning how to work with squadrons I managed to assign it to fighter and then unassign said fighter from the same squadron and not notice it.  And it got left behind the planet.  Is it possible to do with PDCs of bigger size than fighter? Would you be capable of towing them? Being built with industry and having five times the armor they might come handy for JP defense.  Or would it bee too much of an exploit?


PDCs should not be able to leave the surface, If they can then it is a major bug.

Do mines with active sensors have the same behavior as those with passive? I remember reading somewhere of passive mines opening up on neutrals? Also how NPRs respect your space? Does putting sensor buoy on the other side of JP make it marked for non-hostile NPRs?

Passive sensors still recognise friend and foe.
Title: Re: Couple of questions from complete beginner
Post by: TMaekler on March 05, 2018, 07:48:13 AM
3.     When do civilian lines update their designs?
For once when you upgrade the engine tech and they have enough money, they will upgrade their ships. And also when their ships are over a certain age and they have enough money, they will create a new ship with same engine technology (but I don't know if they upgrade other stuff).

6.     Do colonies with infrastructure outgrow their capacity and then die of, rinse, refresh, repeat or can even a single ship overload colony capacity?
The colony will overgrow their capacity and the growth will become negative. However it can happen that it overgrowth too far and they will begin unrest on your colony which you can control with ground forces until you have stocked up the infrastructure.
The colony will also create a demand for civilian infrastructure which will be shipped in from other colonies - but that kind of growth is extremely slow.
Colony ships don't check for overgrowth and just dump what they have to deliver. Can get your colony into serious trouble. The checks in the new C# Aurora will be way better. The only way to prevent is to set the colony as "balanced" so no new colonists arrive (in the 'Civilians' tab inside the 'Economics' window under 'civilian colonization status'.
Title: Re: Couple of questions from complete beginner
Post by: Red Dot on March 05, 2018, 08:46:06 AM
Here a few other answers from my POV.

1. Train in a different star system than your Capital.  You will still face maintenance issues and overhaul requirements but if Fuel is an issue, that will save you some fuel.
2. Very, very rare. I have never have had a NPR appear from a closed warp point in my Capital system in the 8 years I have played this game.
3. Well covered by TMaekler.
4. Since the names are randomized, there is absolutely no link between the name of a civilian company and the ships they produce.
5. I do not subsidise my civilian companies as a matter of principle. However, the way I have achieved some level of control over the production of civilian liners is by preventing the movements of population by putting all my source colonies to 'stable' on the Civilians/Ind Status' Tab of the F2 page. Over time, the civilians will start to scrap their liners and not rebuild them, but that is admittedly a very slow process.
6. Already well answered.
7. The problem with the slow/beam ship approach is that an enemy crossing a jump point cannot fire, but he can move very well thank you. A slow/beam ship will quickly lose the ability to fire at this kind of target. You need to saturate the targets quickly and to me, that best done by railguns or missiles. Experiment with both and see what works for you.
8. Good points were already provided but all I would like to add is to chose your beam weapon early and then focus your research efforts. All the beam weapons have their pros and cons, it's a matter of experimenting and getting a feel for their differing capacities.
9. I do not know the answer to this.
10. I like to micromanage so to me, this aspect of the game is fine.  In my current game, I have 9 Geo Teams surveying in 8 different star systems. ;D
11. Unemployed Navy and Ground Force officers will also be released after 6 to 7 years of inactivity. The compulsory age of retirement is usually closer to 60-65 and that happens to all of them.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 01:33:50 PM
Thank you all for your answers.

Quote from: Graham link=topic=9850. msg107008#msg107008 date=1520255686
PDCs should not be able to leave the surface, If they can then it is a major bug.
They are.  At least fighter sized ones.  By swapping them to orbiting fighter squadron (Any squadron? Didn't try that).  Size may be the key factor, since they are offered in fighter construction.

Quote from: Red Dot link=topic=9850. msg107012#msg107012 date=1520261166
1.  Train in a different star system than your Capital.
I understand that as train your fleets wherever they are.  You don't have to shuttle them to Capital for training.  Or did you actually mean training in your capital system is more fuel intensive? If so then why.

Quote from: Red Dot link=topic=9850. msg107012#msg107012 date=1520261166
10.  I like to micromanage so to me, this aspect of the game is fine. 
Well for me the novelty is wearing thin.  I'm still in Solar system surveying with four teams(lots of surplus officers, so far I'm keeping them all through zero length assignments, waste not want not) and seeing those 400+ asteroids is not making me feel well.  The potential reward is tempting.  But it ceases to be fun and starts to be work.  If i was capable to sort them by size in command menu that would be different.  Some kind of criteria sort wold be even better, say distance from fleet and min size.  Heck even sorting in System display would be great help.  Just add colonies to the bigger ones and go from there (without jumping to start every time you add a colony).  Of course if there was conditional command --pick team after finished-- and possibly --crew rest at nearest colony if deployment time > 90%--  that wold make it more practical.  You can still choose your targets but now you can queue them.  Even exporting full system  info wold be a huge help for planing.

Also what size components for military ships? I guess bigger is better for HTK with some emergency backup off lesser capability?
Title: Re: Couple of questions from complete beginner
Post by: TMaekler on March 05, 2018, 02:14:14 PM
They are.  At least fighter sized ones.  By swapping them to orbiting fighter squadron (Any squadron? Didn't try that).  Size may be the key factor, since they are offered in fighter construction.
Hmmm, you must do something wrong here to cause that. If I create a new hull and give it type PDC none of my engines are displayed in the available components list - and all which I before switching to PDC put in the "ship" were removed.
Title: Re: Couple of questions from complete beginner
Post by: Gabethebaldandbold on March 05, 2018, 02:18:29 PM
Never do a geological survey on asteroids that you are not already mining. It is a waste of time. I usually only do full team on the ground surveys on planets and moons. The galaxy is plenty of resources, and if it does come to it you can do some desperate research on your home sistem's asteroids.this is specially useless now that survey team quality doesn't increase the number of minerals you find but rather the time it takes for you to do so. Not worth the effort in my opinion
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 03:54:36 PM
Quote from: TMaekler link=topic=9850. msg107020#msg107020 date=1520280854
Hmmm, you must do something wrong here to cause that.  If I create a new hull and give it type PDC none of my engines are displayed in the available components list - and all which I before switching to PDC put in the "ship" were removed.

Oh, a bit of misunderstanding.  Maybe I should have explained myself more.  The PDC doesn't have any engines.  It is just a boat bay, fuel tank and a few crew quarters for crew of the docked fighter wrapped in minimum armor.  I have managed to launch it to space, I did not managed to make it go somewhere after that.  When the planet moves it just gets left behind.  Siting.  Getting cold.  Lonely.  And low on beer god damn it !! If the crew manage to survive a Year Without Beer they will see mother Earth again.
Title: Re: Couple of questions from complete beginner
Post by: Steve Walmsley on March 05, 2018, 05:15:55 PM
Oh, a bit of misunderstanding.  Maybe I should have explained myself more.  The PDC doesn't have any engines.  It is just a boat bay, fuel tank and a few crew quarters for crew of the docked fighter wrapped in minimum armor.  I have managed to launch it to space, I did not managed to make it go somewhere after that.  When the planet moves it just gets left behind.  Siting.  Getting cold.  Lonely.  And low on beer god damn it !! If the crew manage to survive a Year Without Beer they will see mother Earth again.

If it is a PDC, that definitely sounds like a bug :)  Is the Type field set to PDC on the Class window?


Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 05:52:03 PM
Yep.  Shed class Barn, type PDC.
Title: Re: Couple of questions from complete beginner
Post by: Erik Luken on March 05, 2018, 07:26:18 PM
PDCs are not supposed to go orbital :)

As for the question thing, I changed that one. That restriction should also go away at a certain post count.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 07:52:33 PM
Quote from: Erik Luken link=topic=9850.  msg107027#msg107027 date=1520299578
PDCs are not supposed to go orbital :)

I shall prove ye wrong!
Replicated! Those light PDCs show alongside fighters in Fighter squadrons window and can be assigned to one.   Hell the PDC can even have mothership assigned, even itself.   And once launched we go to Task group orders and like nothing is wrong click on "No orders possible .  .  .  " selct "No move.  .  " and then click add move like nothing is wrong.   And lo and behold a PDC rising trough atmosphere by sheer force of will (ignorance).  It takes a user to do somehing unexpectedly stupid.  Screen is  attached.
Actually did it with ICBM base right now, just from Task groups.   Accompanied by database error 3078.   

Is restoring backed up Stevefires straight forward copy and paste?

Quote from: Erik Luken link=topic=9850. msg107027#msg107027 date=1520299578
As for the question thing, I changed that one.  That restriction should also go away at a certain post count.

Grea,t but what was the answer?
Title: Re: Couple of questions from complete beginner
Post by: Erik Luken on March 05, 2018, 07:56:00 PM
It's not supposed to ;)

The fact that it does is a bug :D

Backups are simply copying the stevefire.mdb and storing it elsewhere. Restore is pasting the backup over the live version. Just don't do it while Aurora is open. :D
Title: Re: Couple of questions from complete beginner
Post by: Gabethebaldandbold on March 05, 2018, 07:57:55 PM
are you producing them in fighter factories? 'cause that might be the problem...
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 05, 2018, 08:08:58 PM
The first one was normally built, the others were SMed.   But as written it can be done even with those which can't be built in fighter factories, like 14k ton ICBM base.   It takes just ignorance.   ;D
They actually seem to be moving somewhere at breakneck 1 km/s.   Probably in search of a bar.   
Title: Re: Couple of questions from complete beginner
Post by: Red Dot on March 05, 2018, 08:15:20 PM
Or did you actually mean training in your capital system is more fuel intensive? If so then why.

When your fleet trains in the Capital system or actually in the system with its Fleet HQ to which it is attached, they move around at 1/4 of their max speed while training. That's why it is more fuel expensive. In an neighbouring system, the crews take the VR suite out and presto, training with 0 fuel expended is achieved.
Title: Re: Couple of questions from complete beginner
Post by: Michael Sandy on March 06, 2018, 03:54:51 AM
To deal with obsolete civilian shipping, you can split off a new player race, call it pirates or bureaucratic enforcers, and give it some ships to hunt down and destroy those poorly built ships.
Title: Re: Couple of questions from complete beginner
Post by: TMaekler on March 06, 2018, 07:49:10 AM
Looks like there is some if clauses missing so PDCs are filtered out when smaller than 500t. Congrats, you found a bug. Welcome to the Men in Black Squadron :-)
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 06, 2018, 03:11:21 PM
Sqeeee !
So should I actually post it in bugs thread? Since PDCs are going the way of dinosaurs.
Title: Re: Couple of questions from complete beginner
Post by: Garfunkel on March 08, 2018, 05:20:48 AM
There is a way to export full system information. From the  System View window (F9), use the Clipboard button at the bottom. You might need to be in SM mode for it to appear. It'll give you this:

Quote
Sol-A  G2-V  Diameter: 1.39m  Mass: 1.00  Luminosity: 1.00

Mercury:  Colony Cost: 16.21,  Temperature: 427.0,  Gravity: 0.38,  Orbit: 58m
Venus:  Colony Cost: 25.00,  Temperature: 462.0,  Gravity: 0.91,  Orbit: 108m
    Nitrogen 65%, Carbon Dioxide 35%,  Pressure: 100.00
Earth:  Colony Cost: 0.00,  Temperature: 14.0,  Gravity: 1.00,  Orbit: 150m
    Nitrogen 79%, Oxygen (0.2) 20.0%, Argon 1.00%,  Pressure: 1.00
    Luna:  Colony Cost: 2.00,  Temperature: -53.0,  Gravity: 0.17,  Orbit: 384k
    Total Moons: 1
Mars:  Colony Cost: 2.00,  Temperature: -35.8,  Gravity: 0.38,  Orbit: 229m
    Carbon Dioxide 74%, Argon 15.4%, Nitrogen 10.8%,  Pressure: 0.06
    Total Moons: 2
Ceres:  Temperature: -105.0,  Gravity: 0.03,  Orbit: 415m
Jupiter:  Temperature: -148.0,  Gravity: 2.14,  Orbit: 780m
    Io:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.18,  Orbit: 422k
    Europa:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.13,  Orbit: 671k
    Ganymede:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.15,  Orbit: 1.07m
    Callisto:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.13,  Orbit: 1.88m
    Total Moons: 20
Saturn:  Temperature: -178.0,  Gravity: 0.74,  Orbit: 1.43b
    Titan:  Colony Cost: 7.00,  Temperature: -178.0,  Gravity: 0.14,  Orbit: 1.22m
    Nitrogen 95%, Methane 5.0%,  Pressure: 1.60
    Total Moons: 28
Uranus:  Temperature: -216.0,  Gravity: 0.86,  Orbit: 2.88b
    Total Moons: 27
Neptune:  Temperature: -228.0,  Gravity: 1.10,  Orbit: 4.5b
    Total Moons: 13
Pluto:  Temperature: -233.0,  Gravity: 0.07,  Orbit: 5.9b
    Total Moons: 5
Quaoar:  Temperature: -230.0,  Gravity: 0.04,  Orbit: 6.5b
    Total Moons: 1
Orcus:  Temperature: -233.0,  Gravity: 0.03,  Orbit: 7.2b
    Total Moons: 1
Haumea:  Temperature: -233.0,  Gravity: 0.04,  Orbit: 7.6b
    Total Moons: 2
Makemake:  Temperature: -238.0,  Gravity: 0.04,  Orbit: 7.8b
Sedna:  Temperature: -248.0,  Gravity: 0.04,  Orbit: 11.4b
Eris:  Temperature: -258.0,  Gravity: 0.08,  Orbit: 14.5b
    Total Moons: 1
Asteroid Belt: 478

Alternatively, going to System view (F3), clicking Minerals tab, then at the bottom of it click Mineral Text, allows you to copy&paste this:
Quote
Rocky Planets: 12   Surveyed: 12
Gas Giants: 4   Surveyed: 4
Moons: 101   Surveyed: 109
Asteroids: 478   Surveyed: 478

Mercury
Duranium 985 611  Acc: 1
Corbomite 597 027  Acc: 0.8
Boronide 5 244 934  Acc: 1
Vendarite 4 501 630  Acc: 0.3
Uridium 4 299 939  Acc: 0.1
Corundium 4 714 309  Acc: 0.1
Gallicite 804  Acc: 0.1

Earth
Duranium 5 700  Acc: 0.15
Boronide 5 388  Acc: 0.15
Mercassium 14 710  Acc: 0.21
Uridium 82 049  Acc: 0.4
Gallicite 47 485  Acc: 0.28

Luna
Tritanium 705 233  Acc: 0.4
Boronide 430 142  Acc: 0.6
Sorium 1 633 030  Acc: 0.4
Gallicite 2 217 101  Acc: 0.3

Mars
Boronide 461 611  Acc: 0.1
Mercassium 11 096 980  Acc: 0.7
Uridium 7 397 644  Acc: 0.1
Corundium 610 730  Acc: 0.1

Phobos
Boronide 576  Acc: 1
Sorium 7 921  Acc: 1

Rhea
Tritanium 52 533  Acc: 0.6
Uridium 294 241  Acc: 0.6

Uranus
Sorium 242 896 700  Acc: 0.9

Neptune
Sorium 148 560  Acc: 1

Pluto
Boronide 447 213  Acc: 0.7

Orcus
Corundium 35 721  Acc: 1

Klotho
Boronide 2 116  Acc: 1

Angelina
Vendarite 9 801  Acc: 1

Lamberta
Duranium 2 592  Acc: 1
Boronide 9 216  Acc: 1

Corduba
Duranium 12 549  Acc: 1

Hippo
Vendarite 25  Acc: 1

Armida
Duranium 8 978  Acc: 1

Protogeneia
Vendarite 3 364  Acc: 1

Hecuba
Uridium 7 396  Acc: 1

Kythera
Corbomite 2 304  Acc: 1
Uridium 2 704  Acc: 1

Sylvia
Boronide 902  Acc: 1

Vibilia
Duranium 9 776  Acc: 0.98

Aneas
Neutronium 2 401  Acc: 1
Boronide 8 836  Acc: 1
Sorium 900  Acc: 1

Menelaus
Neutronium 4 761  Acc: 1
Boronide 729  Acc: 1

Nessus
Duranium 12 482  Acc: 1
Neutronium 1 369  Acc: 1
Mercassium 7 744  Acc: 1
Corundium 8 100  Acc: 1
Gallicite 8 836  Acc: 1

Amycus
Duranium 13 448  Acc: 1
Uridium 961  Acc: 1

2003 UZ413
Neutronium 45 026  Acc: 1
Sorium 22 219  Acc: 1

2003 MW12
Duranium 111 495  Acc: 1
Boronide 117 915  Acc: 0.9

1999 CD158
Boronide 216  Acc: 0.9
Mercassium 441  Acc: 0.9

1996 TR66
Duranium 6 272  Acc: 1
Vendarite 2 704  Acc: 1
Uridium 2 304  Acc: 1

2004 VN112
Boronide 12  Acc: 1

2001 KC77
Duranium 2 048  Acc: 1
Corbomite 2 025  Acc: 1

Wild
Neutronium 24 421  Acc: 0.5
Mercassium 39 959  Acc: 0.9
Gallicite 5 445  Acc: 0.8

Encke
Neutronium 34 226  Acc: 0.7
Tritanium 18 005  Acc: 0.5
Boronide 16 768  Acc: 0.6
Mercassium 21 783  Acc: 1
Vendarite 96 752  Acc: 0.9
Gallicite 15 627  Acc: 0.9

Schaumasse
Neutronium 17 007  Acc: 0.9
Mercassium 12 140  Acc: 0.8

Machholz
Duranium 69 160  Acc: 1
Vendarite 52 871  Acc: 1
Sorium 106 203  Acc: 0.9

Wolf-Harrington
Corbomite 35 897  Acc: 0.5
Tritanium 21 382  Acc: 1
Boronide 91 210  Acc: 0.9
Uridium 17 151  Acc: 0.9
Gallicite 20 785  Acc: 0.8

Reinmuth
Vendarite 19 961  Acc: 0.6
Sorium 57 344  Acc: 0.8

Stephan-Oterma
Duranium 41 472  Acc: 1
Corbomite 23 162  Acc: 0.9
Tritanium 75 971  Acc: 0.5
Vendarite 28 324  Acc: 0.9
Uridium 18 322  Acc: 0.6

Wolf
Boronide 54 464  Acc: 0.7
Uridium 18 053  Acc: 0.9

Comas Sola
Tritanium 6 829  Acc: 0.9

Borrelly
Duranium 68 003  Acc: 0.8
Boronide 8 067  Acc: 1
Uridium 28 975  Acc: 1
Corundium 27 952  Acc: 0.9
Gallicite 93 405  Acc: 0.8

Faye
Neutronium 23 141  Acc: 0.8
Corbomite 31 062  Acc: 0.5
Boronide 18 827  Acc: 0.9

Van Biesbroeck
Neutronium 24 631  Acc: 0.8

Chernykh
Duranium 37 864  Acc: 1
Corbomite 21 351  Acc: 0.8
Tritanium 29 258  Acc: 1
Mercassium 47 111  Acc: 0.9
Gallicite 17 258  Acc: 0.5

Tempel-Tuttle
Mercassium 14 115  Acc: 0.9

Neujmin
Tritanium 36 393  Acc: 0.6
Sorium 58 653  Acc: 1

Herschel-Rigollet
Sorium 39 775  Acc: 1

Swift-Tuttle
Duranium 48 386  Acc: 0.9
Uridium 74 571  Acc: 0.9

Halleys Comet
Mercassium 75 161  Acc: 0.8
Gallicite 37 000  Acc: 0.7

Ikeya-Zang
Gallicite 21 698  Acc: 0.8

Hale-Bopp
Neutronium 54 199  Acc: 0.7
Tritanium 83 264  Acc: 1
Uridium 5 789  Acc: 0.8

McNaught-Russell
Sorium 19 127  Acc: 1

To my knowledge, that is the most detailed information you can easily export from a game.
Title: Re: Couple of questions from complete beginner
Post by: TMaekler on March 08, 2018, 08:55:36 AM
Sqeeee !
So should I actually post it in bugs thread? Since PDCs are going the way of dinosaurs.
I would say that it would be good, to have it there just in case - even though it might not touch C# Aurora.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 08, 2018, 05:30:21 PM
Re:Garfunkel
Quote
There is a way to export full system information. From the  System View window (F9), use the Clipboard button...
I know of this and it is not what I meant. I mean full as in complete. Every moon, every piece of rock, complete with diameter. Other info does not interest me now but may later. Anzway if there is a way to export including diameter then it should be capable of exporting anything and/or everything.

Quote
Quote

    Rocky Planets: 12   Surveyed: 12
    Gas Giants: 4   Surveyed: 4
    Moons: 101   Surveyed: 109
Surveyed 109 moons out of 101? WTF? Bug?
Title: Re: Couple of questions from complete beginner
Post by: Garfunkel on March 09, 2018, 07:07:28 AM
There is no easy way to export that information. Why would you need the diameter of every asteroid? I mean if you're writing a story, you can look up the diameter and hydrosphere and what else of a particular body, you don't need them all. I guess you could ask Steve for the designer mode password that will get you access to the database and you could write a parser that copy/pastes that information out of the database via Access or something like that.
Title: Re: Couple of questions from complete beginner
Post by: TMaekler on March 09, 2018, 08:03:37 AM
Surveyed 109 moons out of 101? WTF? Bug?
That survey must have been done before the Death Star (or Starkiller Base) went through the system...
Or you found the Xindi testing range...
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 09, 2018, 02:27:28 PM
There is no easy way to export that information. Why would you need the diameter of every asteroid? I mean if you're writing a story, you can look up the diameter and hydrosphere and what else of a particular body, you don't need them all. I guess you could ask Steve for the designer mode password that will get you access to the database and you could write a parser that copy/pastes that information out of the database via Access or something like that.
Thanks for answer, it was suspected. Strongly.

I still didn't get tired of team survey. After all it's still my first game and I'm still in Sol. To expand it has been said that bigger bodies are more likely to contain minerals. They certainly have more survey points. Therefore I'd like to sort the suckers and do the more likely ones, in descending order. If I could add an orbital distance to the mix, they could be further listed to categories like "too far to bother except for the biggest ones", "long range survey" and "close enough". Of course if you had sortable System View, then no need to export. Another thing I could do would be some actual statistics, once i had enough samples. Like what is the likelihood of minerals based on size and what is the likelihood of team improving that, based on size (this one would need additional data from event updates).

Now what I would appreciate maybe even more would be sortable locations when giving orders. If i could resort asteroids to alphabetical instead of distance from the primary.

And now for some more ifs. If i could mark, bodies en mase as banned(I know its possible one by one), then i could have automatic surveyors do the more prospective candidates an move on, to return later or never. Or the statistics wold show that the trend is rather flat and it makes sense to survey all. Still could ban those further out from star than I like.
Finally , if you had importable orders, that would be another wonderful thing. Also a horrible can of worms, and that is completely disregarding the actual programing side by Steve. On the other hand it could be just textual input through a parser. Like there isn't already million other things  he's doing. But then you could generate lists of orders outside the game and battery load them. As to the can of worm thing, it would get ineffective rather quickly on fuel and time without taking into account actual position of the rocks. Nice problem for shortest path algorithm. Now add orbital motion for asteroids and KA-BOOM! Talking about potential revival of Newtonian...
 
Title: Re: Couple of questions from complete beginner
Post by: Garfunkel on March 10, 2018, 06:14:40 AM
You're really not supposed to do Geo Team survey on every system body. I know it's tempting and some people keep doing it, but it really is meant as a way to improve existing minerals more or to survey bodies you're going to establish bases on anyway.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 10, 2018, 01:24:21 PM
I have given up on that. But I plan to survey moons which are bigger than the Small moon category, comets and as you have written asteroids with minerals already on them. I have noticed that some asteroids are would make it to the Moon category based on diameter. That's why I'd like to sort. Of course System view not jumping to beginning every time you create a colony would be nice. I know teams create their own, but I use it to mark the system bodies which I want o team survey. Having them listed as colonies when giving movement orders saves a lot of time. And as I have mentioned previously, statistics. What is the likehood of finding minerals in given size range of objects for normal survey? I know its hell of a lot higher for bigger planets, but how much higher exactly? And what about quantities and accessibility? How much the probability falls with size? The same with team survey. Given big enough sample I may find out for example that its not worthy to team survey even bodies in the Moon category and just do Small terrestrial and higher. Now that I have found in logs actual yearly dupms of events I will be able to establish that for comets, since those have generic names or there are not too much per system, so you can export their names in just one or two goes by printscreen and OCR. Once I parse those logs, that is.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 12, 2018, 05:32:48 PM
So there's a new one. If I change training level in races window up, then my number of trained crewmen drops to half. It doesn't matter whether I change the level from 1 to 5 or from 1 to 2. Changing level back down doesn't restore the number of trained crew back up. I read that this is not a bug. Can you confirm? I get why crew in this pool have only one training level, it simplifies things, but there should be a big fat warning, at least in hover text. Also just cutting the number in half whether i double or quintuple their desired output training level is rather stupid.
Title: Re: Couple of questions from complete beginner
Post by: Garfunkel on March 12, 2018, 05:54:43 PM
It should be cut half for every step, that might be a bug. Not getting the crew back when you go back down is intended, AFAIK.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 12, 2018, 07:09:36 PM
Ok, since I experimented a bit with it just to confirm, I am suddenly quite low on crew. And I want them back. How? In SM I found that I can change mineral levels and what not but not number in crew pool. Do I have to do a crew intensive design, then destroy it and collect lifepods? How do I get rid of the wreck? I don't want to salvage it, since its just a workaround.

To deal with obsolete civilian shipping, you can split off a new player race, call it pirates or bureaucratic enforcers, and give it some ships to hunt down and destroy those poorly built ships.

How do I do this, how do I add a player race? Using SM, but where? I have a couple of civilian colony ships to kill for dumping half a million pop on colony with 60k or 80k free space. I will gladly salvage those. Call it shoddy engine maintenance or whatever. May have been guys in black shuttles involved. You know those John Smith kinda types, wearing black glasses under their helmets and black neckties even when in space suits. Black space suits.
Or should I just use that internet findable designer password and kill them from there? Is that use of it known to be safe? Note that that is the second option, the first will be just so much more satisfying.

Edit: I looked again and better and found how to create player races on wiki. But to my defense my eyes kept skipping over Game concepts section yesterday, because hey, that's where you describe core mechanics in general, to Game interface, because that's where you describe how to actually interact with the game, right? Only there is much more expansive description of space master interface and functions in Game concepts.
Title: Re: Couple of questions from complete beginner
Post by: Dr. Toboggan on March 13, 2018, 04:57:09 PM
Ok, since I experimented a bit with it just to confirm, I am suddenly quite low on crew. And I want them back. How? In SM I found that I can change mineral levels and what not but not number in crew pool. Do I have to do a crew intensive design, then destroy it and collect lifepods? How do I get rid of the wreck? I don't want to salvage it, since its just a workaround.

Crew are replenished from colonies.  Select the fleet in task groups, then select a colony with a population.  There should be an option to replenish crew or something.  I do not believe it is possible to delete a wreck.

Quote
How do I do this, how do I add a player race? Using SM, but where? I have a couple of civilian colony ships to kill for dumping half a million pop on colony with 60k or 80k free space. I will gladly salvage those. Call it shoddy engine maintenance or whatever. May have been guys in black shuttles involved. You know those John Smith kinda types, wearing black glasses under their helmets and black neckties even when in space suits. Black space suits.
Or should I just use that internet findable designer password and kill them from there? Is that use of it known to be safe? Note that that is the second option, the first will be just so much more satisfying.

What I usually do is create a colony on some uninhabited body, then grant them independence.  They will have all of your technology, and all of your designed components.  Create an incredibly OP ship, set your main empire to hostile in diplomacy/intelligence, and have them attack all of your unwanted ships.  You can just delete the ship afterwards. 
Then salvage the wrecks if you want, or just turn off wrecks.  I've found that doing this actually sped up my 5 day turn by ~5 seconds, which is a pretty substantial improvement.
Title: Re: Couple of questions from complete beginner
Post by: Gabethebaldandbold on March 13, 2018, 06:24:12 PM
if your planets are low on crewmen and junior oficers you will get conscripts to complement your crew. if you want more of those just make sure to make more military academies and they will train some crew for your ships. if you have reserve crews to spare on your planet, try going to the race menu and raise your racial training level, so you get grade bonuses on your ships. that should make them react better overall and also raises chance to hit on many weapons.
Title: Re: Couple of questions from complete beginner
Post by: doofusstomper on March 13, 2018, 08:12:30 PM
Quote
Crew are replenished from colonies.
Know that. Wasn't what I was asking at all.

if your planets are low on crewmen and junior oficers you will get conscripts to complement your crew. if you want more of those just make sure to make more military academies and they will train some crew for your ships. if you have reserve crews to spare on your planet, try going to the race menu and raise your racial training level, so you get grade bonuses on your ships. that should make them react better overall and also raises chance to hit on many weapons.

I know that they come from academies. And I did have quite a supply. And by repeatedly raising and lowering crew training level I thinned that supply. Experimenting. And since it was just that, an experiment with interface I'd like my hordes of crewmen back, pretty please. So what i am asking is whether there is a way to add crew to that planetary pool as Space Master. It lets me change mineral levels, pop levels, create installations, fuel reserves, irradiate my populations and oodles of other things, but I didn't found anything crew related.