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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by bdragon660 on Today at 02:16:44 AM »
I've spent about 6 hours trying to find where this might have been brought up/discussed, and I haven't managed to; so HOPEFULLY it's a new thing (or I'm blind.   Very possible 8))


I am so far LOVING the new way that stations will be implemented, and their viability as forward support locations and fleet support installations in deep space.   Brilliant!

I also recognize that morale for commercial bases and ships is being effectively removed, as it has never actually done anything to degrade performance anyway.   Though I'd be lying if I said it never bothered me seeing those numbers at zero (those poor, bored, harvesting crews!).   However, what I haven't seen is how the morale of MILITARY stations might be addressed?

There's never been a way to actually 'rotate crews' in Aurora, and that's pretty much torpedoed the real possibility of building stationary defense bases to look after jump points (at least, not ones that weren't prohibitively huge and expensive anyway).   This is why mine fields are generally opted for, I feel.   However, I know that I'd much rather use a few genuine space-based forts hovering on a jump point that are more than just a one-and-done line of defense!

I feel that one change being introduced into C# might afford a perfect opportunity to address the issue of military base morale.   Since the lore of the game is being altered to make shuttles the means by which goods and personnel is transported between orbit and the surface of a planet, I'm wondering if either of these solutions is feasible:

1) a station equipped with a shuttle bay, in a system with an appropriate colony world or recreation module-equipped station, would not be subject to morale degradation, denoting the ability of said station to send its crew out on regular leave rotations; or:

2) abstract this by a little by allowing a player to opt for such stations to have a higher annual mineral upkeep in order to represent the associated cost in money and material of using (invisible) commercial shuttles to rotate out crews.

Either case should probably also require that such stations have a higher than normal crew requirement, as both the on-station personnel and those currently on shore leave would be unavailable for assignment on new construction.

Not sure how much other players would want a system like this, or how hard it would be to code; I just know it's something that has always frustrated me a little that I couldn't do, so I figured I'd post it here!

LOVING the game, btw!
The Academy / Re: what is Error 94?
« Last post by leonidas1283 on Today at 12:02:44 AM »
its about everything i click and it shows up the samething with the same error even if i click the time buttoms
The Academy / Re: what is Error 94?
« Last post by chokuto on Yesterday at 11:54:28 PM »
Found this link. It is a little old.
Have you got any officers with apostrophes in their name?
Do you have any officer ranks with an empty name?

Or this reddit thread suggests it could be an issue with one of your Task Groups.

Another reddit thread suggests it could be due to a ship class name that is too long

Yes I did notice that and consider posting the link, but in that time OP had thanked my post so I assume they found it from googling  ;D
you know everytime you change something outside the navel org it does not change in that screen
Use Naval Organization tab. You can put in the name you want as a Branch and form it that way.
The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Garfunkel on Yesterday at 10:01:28 PM »
Well that is certainly a busy start!
how do i rename them?
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Yesterday at 08:20:42 PM »
My last C# suggestion is that we all stop posting C# suggestions so Steve's to-do list stops growing.

Hopefully I made at least one of you chuckle.
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by the obelisk on Yesterday at 07:30:15 PM »
Reposting this general idea from the jump gate thread

Given that stations seem like they're going to be significantly more important in Aurora C#, I'd like it if we could build/repair/overhaul stations in space using specialized ships (using minerals and prefabbed parts in the same way shipyards do, of course).  The components used for that would also allow us to basically give developed stations shipyard capabilities.
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