Recent Posts

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C# Suggestions / Re: Set commander name lists per military academy
« Last post by Mark Yanning on June 12, 2025, 11:00:09 AM »
Cool idea! Thanks
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by David_H_Roarings on June 11, 2025, 10:34:32 PM »
Can we get orders to detach a sub-fleet/sub-fleets and adsorb fleet as sub-fleet? I often have an assortment of commercial grade support ships in a sub fleet that I detach and leave at the jump point before going into a contested system
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C# Bureau of Design / Re: Orbital Bombardment
« Last post by Starkiller on June 11, 2025, 10:10:38 PM »
Thanks. Ground combat is VASTLY improved over VB Aurora. Took a bit of time to get used to it.
I've been creating Space Marine companies from WH40K. Death to the Xenos! Heh.

Eric
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C# Bureau of Design / Re: Orbital Bombardment
« Last post by Andrew on June 11, 2025, 06:42:37 PM »
You can shoot at planatery populations or troops with beam weapons. This or missiles is the way to take out STO weapons
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C# Bureau of Design / Orbital Bombardment
« Last post by Starkiller on June 11, 2025, 05:13:04 PM »
I finally figured out how to play C# Aurora on my old laptop using infinite screen. :) Still playing VB Aurora also, but this is my first shot
at the C# version. Really, REALLY nice and fast. Just one big question. Are missles still the only way to bombard planet surfaces?
Presursers are much nastier in C# Aurora than in VB Aurora. They're more advanced AND much smarter. I had the real blast the first
time I ran into them. Heh.

Eric den Biesen
aka Starkiller
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on June 09, 2025, 12:06:36 PM »
A lot of players like to start the game with civilian shipping lines active, and then deactivate them at some point (ideally before civvy trade-route-finding starts slowing down turn generation too much).

This setting also affects NPRs, though, and therefore it seems that an NPR that is generated after civvies are deactivated won't have any civvies. Which seems like a big handicap for the NPR.

Suggestion: modify the NPR creation process to include an appropriate amount of civilian shipping tonnage (perhaps comparable to the largest non-NPR race's tonnage, modified by this NPR's random scaling value), even if civvies are currently "inactive" in the game.
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C# Suggestions / Set commander name lists per military academy
« Last post by 1tallboi on June 08, 2025, 09:20:19 PM »
As it says on the tin

When you have a military academy produce a new commander, that colony is that commander's "homeworld." As such, I'd like to see the ability to set name lists per military academy. This'll enable a few things:

1. Military Academies you conquer from NPRs would preserve the original race's namelists (however, as-is this can be roleplayed away by non-human names being utterly unpronounceable by humans, therefore necessitating "humanized" names)

2. You can roleplay individual colonies being populated by different Earth ethnicities. For example, my military academy on the colony Chamanvati would take from South Asian themed namelists, New Cascadia would take from the United States namelist, all the while Earth will maintain more diverse namelists
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on June 08, 2025, 05:15:52 PM »
Separate but connected suggestion: Certain spoiler races seem hardstuck when it comes to maximum speed and size of combat craft. Expanding the custom NPR parameters to the combat craft of spoiler races would be nice, though this might be more of a challenge.

I would like to see at least the ability to set the Precursors and Invaders tech level as a player's choice option, since they remain static and for higher-tech games they basically become speed bumps after a certain point. This could perhaps also be good for Raiders if the player wants them to be more threatening, a la Steve's Gothic campaign back before 2.0.

Hi Steve,

Something I'd like to throw in the ring for a suggestion would be an increase in the energy/kinetic weapon bores we can research, as well as possibly increasing the distance beam weapons can fire up to as well, even if it comes at obscene mass prices. I'm asking as I'm currently trying to recreate an accurate design from David Weber's RMN fleet book, but anything beyond light cruiser size is unachievable at the moment due to the high tonnage of his designs.

In an older thread, someone came up with the number that 1 "Walmsley ton" = 4 "Weber tons", which might be helpful for you in trying to get tonnages to "match". Anecdotally, when I've tried to set up Honorverse-style settings, I've usually been able to get tonnages to match by playing around with various degrees of freedom like missile sizes, number of sidewall generators, etc.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on June 08, 2025, 02:57:37 PM »
Economics window, Shipyards Tasks tab: would it be possible to add sorting by "Progress" and "Ship name"?
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