Recent Posts

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Diplomacy and territorial claims seem to hinge largely on the Thermal and EM signature of the colony.

Increased Pops will boost these values... what else will?

Are there space station modules that will pump out Thermal and EM to make your colony look bigger and more imposing?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Mikasa on Today at 06:21:22 AM »
Is it bug that naval admin commanders (general or industrial) don't give any bonuses from their Production skill to stabilising lagrange point ship? Only production skill of ship commander gives bonus. Ship is in naval admin radius at this moment of course.
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C# Bug Reports / tkm measurements just under 0.2 LY displayed as bkm
« Last post by Feeble on January 17, 2025, 04:56:00 PM »
Description:
When measuring distances, using shift measurement tool, in sol that are > 1 tkm, but less than 0.2 LY, distance is shown in the bkm range, instead of tkm.

Expected behavior:
tkm measurement is accurate for the shift measurement tool.

Notes:
See attached pictures for showcase of bug.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by lumporr on January 17, 2025, 10:53:09 AM »
I think it'd be nice to be able to raise the wealth cap, either via tech or via settings. It'd be fun to roleplay as a vast empire with an enormous debt but huge reserves, having a decade-spanning long economic panic - and I think it might've been mentioned as something that was planned to change back in the C# patch notes (I'd link but I'm stuck on mobile at the moment).
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C# Suggestions / Re: Aircraft Implementation
« Last post by LuuBluum on January 16, 2025, 10:49:50 AM »
There needs to be a reason why a 500 ton fighter is invisible from orbit but an infantry man with a carbine can be seen,  One of those two should be harder to spot than the other.
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edit:  You could add the tonnage of fighters to the detected ground unit number, and make them as vulnerable as any other ground unit to random bombardment. Which means pretty hard and expensive to kill also likely to wreck the planet and any industry
I mean, you're not able to shoot at an infantry fighter from orbit, either. You can just shoot blindly at the planet and hope you hit something, or have FFD on the ground and use them as support. I'm not suggesting anything different.

Just that right now, you can target those fighters directly since they're like any other ship in orbit of a planet.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by alex_brunius on January 16, 2025, 10:46:55 AM »
This is not really true. Analysis done by many folks here has shown that heavy armor is generally a less efficient use of BP than light armor/infantry and will end up suffering higher loss rates (in BP) than the lighter units. This doesn't make heavy armor useless at all, as it remains useful in tonnage-bottlenecked situations, but to say that the current model favors heavy armor is not correct.
Yes, your right. That conclusion was filtered through an assumed tonnage limit as almost always the main practical limit for my invasions in in how much invasion tonnage I can bring.

And I did not mean the specific unit type heavy armor, but all units with heavier armour than infantry (so including also stuff like powered INF armour).
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on January 16, 2025, 07:04:21 AM »
The current ground combat model favors heavily armored units mainly to reduce casualties, but the IMO main purpose of reducing casualties should not be to save BP in less replacements needed, it should be to not lose the valuable experience your units gain from battles.

This is not really true. Analysis done by many folks here has shown that heavy armor is generally a less efficient use of BP than light armor/infantry and will end up suffering higher loss rates (in BP) than the lighter units. This doesn't make heavy armor useless at all, as it remains useful in tonnage-bottlenecked situations, but to say that the current model favors heavy armor is not correct.
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The Academy / Re: Ground Combat Offense vs Tactical skills
« Last post by Andrew on January 16, 2025, 06:40:26 AM »
Ground Commander tactical effects the Hit Chance of STO weapons under command AFAIK. It has no effect on ground combat
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The Academy / Ground Combat Offense vs Tactical skills
« Last post by gateisgreen on January 16, 2025, 06:04:03 AM »
Confused about ground commander's bonuses.
Wiki says Ground Command Offense affects hit chance (for direct fire) and Tactical also affects hit chance.
http://aurorawiki.pentarch.org/index.php?title=C-Commander_Boni#Tactical_Bonus

My ground commander have both skills - does it mean he benefits from both? It also represents Tactical bonus as something that purely belongs to Naval Commander, but Ground Commander is having it too (picture).


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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by gateisgreen on January 16, 2025, 04:27:27 AM »
While playing Aurora, making notes to not forget about what could be improved.
Few simple suggestions for UI:

1) Economics >> Industry
- add "Construction Rate" per factory indicator, along with "Construction Capacity"; currently only way to check it is to open Race Information, which is in different window

2) Economics >> Shipyards
- it seems, upgrading SY requires some minerals along with wealth, so it would be super handy to have this information in additional columns, for example

3) Economics >> Research
- add "Research Rate" per lab; currently only way to check it is to open Race Information

4) Economics >> GU Training
- add information about minerals cost for training Ground Forces, currently it is only "BP cost" column
- add "Ground Formation Construction Rate" indicator, currently it is in Race Information

5) Ground Forces >> Formation Templates
- for Show/Hide Obsolete models - make obsolete ones visually distinctive from current ones, by changing font colour (white=>gray, for example)

6) Events
- same as for show/hide obsolete models, make filtered events visually distinctive in some way (rarely needed, but I recently misclicked button in Events window and hide certain type of event for many years until I figured something is wrong, well:))
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