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61
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by GenStone on July 16, 2025, 12:38:28 PM »
In the missile design window, when you load an existing design, it does not load the separation range.
It sure would be nice if it did.
Every time I design mines or cluster missiles I'm briefly flashed with visions of terror as I fool myself into believing I accidentally left the separation range at the default value for the 20th time in a row, despite KNOWING it doesn't load that value when you look at the missile.
62
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by icekiss on July 16, 2025, 06:34:42 AM »
Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am getting the same error (#2661 and #2662, same PublicKeyToken). Happens sporadically, then multiple times. I have not constructed any ground forces yet, nor done anything else obvious to trigger it. My assumption: An NPR wants to access records that do not exist (Although I have not left SOL yet. I am playing with default settings - do NPRs get generated before leaving SOL?).

I am launching with AuroraPatch.exe, using DeepBlueTheme, no mods otherwise.
Game is running on Linux, via Steam/Proton.
63
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on July 16, 2025, 04:59:31 AM »
New Module type Drone Pilot.

Drone pilot would replace the need for an officer. With the main use case being for fighters up to FAC level.
Seen as a late game module when officers are scare and resources are plenty. Or for RP reasons.

Drone module would be expensive possibly adding double the cost to a fighter for example but would have the following bonuses/drawbacks.
Drones would remove the need for Crew upkeep so save components and with no crew would not be able to repair so MSP could also be removed from the craft.

The draw back being no chance of repair and making Drones a single use or have a timelimit depending on when they break. Further drone tech could improve realibily.

If you wanted to take it a step further and use drone as potential offcier replacements on larger ships or as potential Governors this could also lead to AI civil war events a random trigger event that turns all Drone controlled units into an hostile NPR. 
64
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on July 16, 2025, 04:24:12 AM »
In the FCT_Fleet table, the AssignedPopulationID and OrbitBodyID columns will acquire the corresponding ids of the last executed movement order, even if that order used a distance offset.

In my game, I gave a fleet an order to move within 1mkm of one of my colonies.
The fleet completed that order, and received no further orders.
I later noticed that these two columns were populated with the corresponding IDs.
(The fleet has never actually been in orbit of this population/body.)

I then gave the fleet a move order to a JP, and removed the order after a 5-sec increment.
This caused those columns to both reset to 0.

I'm not sure if these two columns are ever used by the game, but I rely on those columns for various database queries to determine which fleets are where.
65
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on July 16, 2025, 03:48:26 AM »
In the missile design window, when you load an existing design, it does not load the separation range.
It sure would be nice if it did.
66
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Froggiest1982 on July 15, 2025, 07:10:29 PM »
I guess since we just talked about it here: https://aurora2.pentarch.org/index.php?topic=11545.msg173967#msg173967
I may highlight this bug as it may have slipped through the cracks.

In short, you cannot load Decoys into magazines from ship design window and need a workaround to load the template.

Once the template is on, everything works fine so the issue must be at a magazine level.

It may be entirely possible this was fixed during any of the playthrough that is leading to release.
67
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on July 15, 2025, 06:24:24 PM »
What are the requirements for the ship to be commanded by the higher rank officer? (besides the CIC modules and Senior C.O. checkbox)

Sometimes the ship without any module and the checkbox unchecked will require CDR instead of LCDR. Is it the tonnage/mil modules tonnage/weapons tonnage or something completely different?

Most of the rules can be found here.

However, I believe the command requirement for a ship with weapons was reduced to +1 rank instead of the listed +2. Diplomacy Module and Primary Flight Control are not listed but require +2 ranks.
68
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Lastek on July 15, 2025, 02:33:48 PM »
What are the requirements for the ship to be commanded by the higher rank officer? (besides the CIC modules and Senior C.O. checkbox)

Sometimes the ship without any module and the checkbox unchecked will require CDR instead of LCDR. Is it the tonnage/mil modules tonnage/weapons tonnage or something completely different?
69
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Unclemestor on July 15, 2025, 10:57:34 AM »
I have been able to do this in the past without issues. Out of curiosity what is the reload time on your buoy launcher? If you use 30% size with a large buoy and low reload tech it might not finish reloading before reaching the POI.

This was a great suggestion and point, and an aspect I did not initially test.  I was originally using 30% launchers in my game.  So I created a scenario where I had both a "fast" launcher with a 45 sec reload, and a slow launcher, with a 3600 second reload

Both exhibited the same behavior, even when point to point transfer was hours > than the reload speed. 

Example test:  "Fast" [45 sec] reload buoy ship, Launch Ready Ordnance order at Sol Comet Wolf-Harrington [Current location] -> Temp Waypoint in between -> Enke - travel time required 11.3 hours total.  Waypoint is roughly halfway between.  Skip 1-day increment results in a 11:30 timeskip, Wolf-Harrington has a buoy, the temp waypoint is gone with no buoy, and the ship is awaiting new orders at a buoyless Enke.  Only the first buoy drops.

tldr; I can replicate this issue with a brand new aurora install, with a 45-sec reload launcher that should be ready during that time frame.
70
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by icekiss on July 15, 2025, 08:47:27 AM »
A new post for a new suggestion.  ;)

I like advancing time manually and reading the events, instead of just forwarding to the next decision.

However, of course there is stuff that just doesn't interest me. For example I want to know which new scientists I get, but I don't care about ground force officers. And so it's a god send that I can hide certain event types ("New Ground Force Officer").
Now obviously, if I don't care about new ground force officers, I don't care about their skill improvements either. But that is all one event type: "Commander Experience"  :(
This is obviously just an example. Sure, having "SO Experience", "A Experience", "NO Experience" and "GFO Experience" event types would help, but there will always be even more specialized things I would prefer to hide.

Suggestion: In the event window, have a button "Hide Pattern" which opens a new window with a list of strings. Each non-empty string is interpreted as a regexp. If it matches part of the event text, the event is hidden.

Now whenever I want to hide certain events, I can just add a pattern for it.
In my example: The pattern "(Ground Combat.*|Logistics|Survey) bonus of" would hide the types of experience increases I am not interested in (easily expanded with more skill names).
Another example: I am not interested in seeing retirements and health problems of unassigned officers. Pattern: "(retired from service|killed in an accident|medical problem).*: Unassigned$"
Anybody could use that list of patterns to filter their events however they wanted, it would be extremely flexible.
The already existing "Show All Events" checkbox can be used to see the events anyway, if you suspect something got hidden you actually wanted to see.

Especially once you filter the shown events strongly, lots of events in the event window are just "03 May 2030 20:00:00                     Last Time increment 432000 seconds (05:00:00)", followed by the next timestamp and the next. I am sure there is some use for that which I don't appreciate (e.g. knowing when you used which time step size). But can you give us at least a check box option "hide empty steps"? It would make the event window so much more compact!  ::)

That is all that I got. Thank you for a great game!  :)

PS: One problem my suggestion "Hide Pattern" would newly introduce, is that when you tick "Show All Events", it is unclear whether an event was hidden due to its event type or due to a pattern. If you want to fix that, make the background of all events normally hidden due to the event type a different color. That would make the two cases easily distinguishable.
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