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41
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 10, 2025, 01:29:22 PM »
A base station mounting some Maintenance Module, placed at a Deep Space Population, i.e. far away from a body, will it anyway operate as a maintenance point? E.g., will the module(s) be operative, or not?
And what about decoys? Can I transfer them to the base? and load them from the base into a ship?
I need some support bases scattered around, as the inhabited planets are becoming more and more distant from the outskirts.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 10, 2025, 01:11:45 PM »
I'm trying to design an ambush ship: I feel a bit reductive calling it a scout (by the way, there is no "Ambush something" class type  :) ).

Would be fun to have some space submarine equivalent. Substellar? Subcosmic? Subcelestial?

I am designing that ship with high level cloaking: it shall appear as 7% of the ship mass (and I'm studying 5%).
I think of it as a submarine-like vessel.   ;)
43
General Discussion / Re: Unrest on colonies
« Last post by paolot on August 10, 2025, 01:01:52 PM »
I haven't played Aurora 4x for few years and not I started new. I run into new problem in every game.

Civilian ships will move so many colonist and Protection Required will sky rocket. Example in Alpha Centauri Protection need is 26 650 / 813. No matter how many ships or troops I move there I can't lower it. Alpha Centauri have spaceport and I am terraforming it too. It can support 67 012m people and have 70 428m, but I think infrastructure is not the problem.

How to lower unrest? I can't build enough ships to fulfil my colonies protection.

Maybe your population is much larger than the support that planet can house. This produce the unrest. And a lot of deaths.
I think you should move some colonist elsewhere.
You can also stop the civilians bring there new people.
In the Economics window, Civilian/Flags tab, at the top of the window, you can decide if the planet is a source or a destination of colonists, or if it is a stable population.

Buy, really have you 70 billion people on the planet??!!
How many people have you started the game?
44
General Discussion / Unrest on colonies
« Last post by dersavage on August 10, 2025, 12:48:48 PM »
I haven't played Aurora 4x for few years and not I started new. I run into new problem in every game.

Civilian ships will move so many colonist and Protection Required will sky rocket. Example in Alpha Centauri Protection need is 26 650 / 813. No matter how many ships or troops I move there I can't lower it. Alpha Centauri have spaceport and I am terraforming it too. It can support 67 012m people and have 70 428m, but I think infrastructure is not the problem.

How to lower unrest? I can't build enough ships to fulfil my colonies protection.
45
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by DNAturation on August 10, 2025, 02:51:11 AM »
I'm trying to design an ambush ship: I feel a bit reductive calling it a scout (by the way, there is no "Ambush something" class type  :) ).

Would be fun to have some space submarine equivalent. Substellar? Subcosmic? Subcelestial?
46
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on August 09, 2025, 08:04:50 AM »
TL;DR:
1) Does a colony governor add half their Logistics bonus to mass driver capacity?
1a) If so, does this only apply to non-CMC colonies?
2) A CMC colony (with minerals being purchased) that also has non-CMC mining assets (surface mines, automines, or orbital modules) flings two packets each day. Is that intended?

Observations:

I have a colony that is a CMC, to which I have added some surface mines (and enough population to work them).

I also added two additional mass drivers.
The colony summary shows the expected Mass Driver Capacity of 15,000 tons.

I am purchasing the minerals from the CMC.

The total mining rate of the colony is about 27.6 kt/yr.
The CMCs make up about 56% of the total. (15 CMCs and 117 mines; 150/(150+117) ~= 0.562).
So that's ~15.5kt/yr from the CMCs, and ~12.1kt/yr from the surface mines.

The colony has a stockpile of 4867 minerals, all of which have reserve levels:
Three are not mined here. Total stock 4827. Each has a reserve level of 999,999.
Four are mined here. Each has 10 stock and a reserve level of 10.

So, all of the stock is reserved.
I would expect the colony to create 15kt of mineral packets per year, and gain stock at a rate of 27.6 - 15 = 12.6 kt/yr.

But this colony is flinging two mass packets per day. (I am running 1-day const cycles.)

One packet each day travels 1000km/s.
The size of this packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for const cycle timing, the average packet size implies a yearly mass driver capacity of ~15.71 kt.

The speed of the other packet each day varies from 1343 to 1347 km/s.
Again with these, the size of the packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for the speed bonus (relative to 1000km/s) and also for const cycle timing, the average packet size implies a yearly mass driver capacity of ~15.03 kt.

The governor has a 10% logistics bonus.
The size of each of the slow packets in flight exactly matches the rounded daily value calculated by adjusting 15.75kt/yr by the length of the const cycle on which that packet was created.
So it seems like the slow packet might be benefiting from a mass driver capacity bonus equal to half of the governor's logistics bonus.

The second packet does not seem to get that benefit.
Maybe the second packet is coming from the CMC, which does not get that bonus?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 08, 2025, 10:26:17 AM »
Where can I find the details of a new component that I designed, and while its research is still pending? after some real-life days, I don't remember my decisions during the design.
48
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on August 07, 2025, 06:38:34 AM »
...And just like that, naval combat was fixed forever.  ;D

Not even kidding, this is huge. Will these changes affect the AI's general eagerness to attempt a JP assault? I.e. no such thing as vast Swarms refusing to follow a slow, unarmed, commercial-engined survey ship through a jump point anymore?

Quote from: Steve Walmsley
If there is only one jump ship and the jump point is not stable, the fleet will use a standard transit.

This might be a minor nitpick, but could the entire fleet minus the jump squadron perform a standard jump, followed by the jump ship's squadron jump 5 seconds later? This would largely accomplish the same result, but also put a squadron's worth of combat-ready ships in the player's face while otherwise the entire NPR fleet will be defenseless until the long standard jump shock expires. Ditto for the many jumpships - unstable JP scenario, most squadrons can jump together with the standard transit group while the last squadron will follow 5 seconds later after enabling the transit, resulting in an extra combat-ready squadron on the field.

Also, have you considered taking a look at the Fire at Will command during JP assaults? Because I'm pretty sure there's still some unfair player advantage to be had.

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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on August 06, 2025, 04:02:32 PM »
Really just add your own names , it takes a lot less time than posting something to this forum.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 06, 2025, 11:06:57 AM »
Thank you, MarineAres.
I would like a "more permanent" option anyway.
Now, there is only a Stealth Scout class type. Having also a Stealth Craft type would be enough, for me.
I'm trying to design an ambush ship: I feel a bit reductive calling it a scout (by the way, there is no "Ambush something" class type  :) ).
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