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51
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on August 06, 2025, 08:11:40 AM »
I am trying to turn a population into an automated mining site.
But there are a lot of Infrastructure on the planet (more than 70,000), and the civilian lines are much slower in removing them than picking up the colonists. So, when the colonists are zero, in the Civilian/Flags tab, the option "Destination of Colonists" turns back on, and the civilians bring the colonists again.
How can I deselect the option "Destination of Colonists", when these ones are zero?
The implication "Infrastructures = colonists needed" is not always true, at least for me.

The best workaround i know of is to use SM mode to move the infrastructure to some other nearby body (you can edit installation amounts in the left pane of the Civilian/Flags tab) and have the civs pick it up from there.
52
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by MarineAres on August 06, 2025, 05:42:31 AM »
Could we have more stealth classes?

If you're talking about class types like 'Stealth Fighter', 'Stealth Scout' etc. You can add more yourself by clicking the 'New Hull' button in the class design screen. This doesn't persist over database updates i.e. major patches, but can be done just as easily the second time.
53
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on August 05, 2025, 04:59:50 PM »
AI Jump Point Assaults

For v2.6, the AI will attempt to use squadron transits for jump point assaults. This applies to military ships only.
  • If there are sufficient military jump ships to jump all military ships in squadrons, they will be split up accordingly and the squadrons will jump independently
  • If there is only one jump ship and the jump point is not stable, the fleet will use a standard transit.
  • If there is only one jump ship and the jump point is stable, the jump ship will form a squadron and any other ships will use a standard transit.
  • If there is more than one jump ship and a stable jump point, but insufficient jump ships to jump everything in squadrons, each jump ship will bring other ships in a squadron transit (based on its jump rating) and any remaining ships will come through in a standard transit.
  • If there is more than one jump ship, an unstable jump point and insufficient jump ships to jump everything in squadrons, one jump ship will use a standard transit to bring through the main fleet. The other jump ships will each jump a squadron.
After transit, the various squadrons will try to link up, although that goal may be overridden by immediate combat necessities.

This is a complex situation - more easily resolved by a human brain than an AI given the number of variables - so I expect an occasional weird outcome. I will optimise the code based on AAR feedback.
54
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 05, 2025, 01:59:01 PM »
Could we have more stealth classes?
55
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on August 05, 2025, 01:35:44 PM »
I don't know if it's WAI:
in the View Technology window, when the Cloaking Device tech is selected, the "Size in Tons" option doesn't change the "Cloak Ship Size".
56
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 05, 2025, 11:16:49 AM »
I am trying to turn a population into an automated mining site.
But there are a lot of Infrastructure on the planet (more than 70,000), and the civilian lines are much slower in removing them than picking up the colonists. So, when the colonists are zero, in the Civilian/Flags tab, the option "Destination of Colonists" turns back on, and the civilians bring the colonists again.
How can I deselect the option "Destination of Colonists", when these ones are zero?
The implication "Infrastructures = colonists needed" is not always true, at least for me.
57
Image Enhancements / Re: Shadow's Race images
« Last post by Walter on August 04, 2025, 12:31:29 PM »
Does the link still work for anyone else?
For me today (04/08/2025 - dd/mm/yyyy) it didn't.
58
Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by Walter on August 04, 2025, 12:13:51 PM »
When attempting to use this medal .csv I get the following error upon import: 2.5.1 Function #175: D:\Aurora 4x\Medals\57.png

I have no idea what this is or how to fix it, the 57th medal image is there, and seemingly the spreadsheet properly references it. If I remove the line requiring 57, it then gives the error as 39, and so on. Something is not working as designed, and I am not smart enough to know what to do to fix it.

Upon restarting Aurora the new error I am receiving is: 2.5.1 Function #175: Input string was not in a correct format.

I encountered a similar error.
Since my method of fixing computer stuff is "FAFO" (not smart enough for actual debugging) I then copied the numbered *.pngs from this pack into the Aurora251/Medals folder to keep Steve's named *.pngs company and whaddaya know? - then it worked.
The location of the .csv seems irrelevant as long as you can point Aurora to it.
Your mileage may vary, as I never got to the "not in a correct format"-stage. - If it doesn't work, maybe try and recover an old save or worst case start a new game.

Best of luck.
59
Custom Ribbon Maker / I really Like Ribbon Maker!
« Last post by 2hard2bhit on August 01, 2025, 08:49:05 PM »
I really enjoy using Ribbon maker to create my own military style ribbons. I also like the fact that I can save them to my computer and create my own ribbon rack image to save for later and use on anything I want.
60
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by MinuteMan on August 01, 2025, 04:22:42 PM »
Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.

I just tested with 2.5.1
New game, changed no settings.
Enabled SM.
System view
Start hitting regen min.
And as soon as a ruin appears it will always be a ruin.
Sometimes the type of ruin changes, but it seems to stay a ruin.
No additional colonies were made.

So is this a bug or WAI?
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