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61
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.   ;)
62
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?
63
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.
64
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?
65
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?
66
General C# Fiction / Exodus of the Hollow Suns
« Last post by Froggiest1982 on August 09, 2025, 12:18:45 AM »
Between Progress and Politics

The Trans-Newtonian era pressed forward, shaped as much by votes and visions as by the ruins unearthed beneath Earth’s scarred surface.

On 19 May 0008, the House of Representatives voted decisively on HSCR000053, a motion that reflected confidence in the Federation’s scientific leadership. After a successful campaign to reduce fuel consumption by ten percent, spearheaded by Atalanta Chiron, the promise of another ten percent saving was met with cautious optimism. The motion passed with 376 votes in favor against 171, underscoring a majority willingness to push efficiency further amid ongoing economic and logistical challenges.

Later that year, the Federation’s gaze turned sharply toward the weapons technologies glimpsed within the ruins. On 29 September, a suite of motions concerning laser armaments, labeled under HSCR000054, was debated. The vote to blueprint Federation-owned laser technology based on recovered Imperium designs passed resoundingly (434 to 113). This milestone marked a critical step in translating relics of the past into tools of future power. Complementary proposals to research 10cm laser focal sizes and infrared laser applications also succeeded, albeit with narrower margins, signaling cautious but determined investment.

Yet not all proposed research earned approval. Two motions, targeting spinal mount applications and capacitor recharge improvements, faced rejection by the House, revealing lingering disagreements about the pace and focus of military technology development. These setbacks tempered the momentum but did little to stall the broader campaign of innovation.

The dawning of 0009 brought a breakthrough with the mastery of pressurized water reactor technology. On 3 April, HSCR000055 passed (328 to 219), sanctioning the development of nuclear thermal engines that promised to redefine propulsion possibilities. However, attempts to leverage newly recovered research laboratories into expanded laser research met resistance. An initial proposal on 1 October was overwhelmingly rejected, only to be succeeded by a narrowly passed motion reallocating the lab for fuel efficiency projects under Chiron’s guidance. By late November, with a second recovered lab, laser research was finally given a robust green light, the House approving the motion with a commanding 423 votes.

Amid these legislative developments, leadership appointments reflected evolving priorities. Brigadier General Marenus Kaesoron’s promotion on 16 October 0008 to command Engineering Company 0004 II marked a subtle shift. Unlike his predecessors, Kaesoron’s academic background and expertise in decontamination, combined with two decades of service, brought a scientific rigor to the military-scientific effort. His trustful nature and methodical approach contrasted with the more politically minded or hard-edged commanders before him, signaling an institutional embrace of expertise alongside martial discipline.

The two engineering companies pushed forward relentlessly. From the first month of 0008 through the final days of 0009, their logs tell a story of steady accumulation: automated mines, deep-space tracking stations, maintenance supplies, and vast caches of fuel, often measured in millions of liters. Thousands of alien artifacts were retrieved, sometimes in the hundreds per month, offering tantalizing clues about the Imperium’s lost technologies and culture. Each recovery reshaped understanding and opened new avenues for research and production.

Especially the discovery of an abandoned genetic modification center in June 0009 was more than just another entry in the excavation logs; it was a fracture in the Federation’s collective conscience. For years, whispers had circulated in quiet corridors, rumours dismissed as relics of paranoia, that the pre-Fall Imperium had meddled not only with machines and metals but with flesh itself. The unearthed facility laid bare those shadows.

Inside the crumbling labs, engineers and scientists uncovered remnants of experimental biotechnologies, cryptic data archives, and the skeletal remains of beings whose very existence blurred the line between human, machine, and something altogether different. These were not simple augmentations or prosthetics, they were evidence of deliberate hybridization of a society striving to transcend mortality and physical limits through synthesis.

The revelation cut deep across the political spectrum. To some, it was proof of the Imperium’s hubris, a cautionary tale of tampering with nature that ended in collapse. To others, it was an opportunity, a forbidden knowledge that might propel the Federation into a new era of evolutionary advancement, securing supremacy through perfected bodies as much as perfected machines.

Debates erupted within the House and among the populace. Ethical quandaries surfaced: Was the Federation prepared to inherit this legacy, with its attendant risks and moral ambiguities? How far could progress be pushed before the essence of humanity was lost? Activists and traditionalists alike warned of a slippery slope, of sacrificing soul and identity at the altar of power.

Yet behind closed doors, whispers of research agendas and secret projects began to stir. The line between fear and fascination blurred, as the Federation grappled with the price it was willing to pay.

Regardless of the rumours and in reality, infrastructure remained a focus: financial centers, ordnance factories, naval headquarters, and construction factories reemerged from ash and dust. Each facility promised to accelerate the Federation’s recovery but demanded careful political balancing to ensure resources were allocated without igniting fresh tensions in an already fractured House.

In the closing months of 0009, as Engineering Companies 0004 I and II continued unearthing mines, laser components, and artifacts, the Federation stood poised between cautious optimism and the ever-present specter of internal dissent.  These recoveries, catalogued with clinical precision, fueled ambitions beyond mere survival; they sparked visions of reclamation, advancement, and renewed strength. The victories in research and recovery were hard-won and fragile. The political machinery that enabled them remained finely balanced, requiring steady hands and pragmatic coalitions.


Click Here for the Comments and Discussion thread

67
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by watchers78 on August 08, 2025, 03:04:28 PM »
Thank you, now I understand.
68
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Jacen on August 08, 2025, 03:02:44 PM »
Quasar is based on the old 2015 VB6 version of Aurora. Back then there was no ground unit design, you had a selection of preset ground unit types that you gained through research.

Also, Kyle hasn't posted in almost 3 years, so it seems unlikely that there are any fixes or updates in Quasar's near future.
69
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by watchers78 on August 08, 2025, 02:51:45 PM »
I don't know if it's a bug, but I can't design ground units. I couldn't find where to do it. It's not like in Aurora 4x.
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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.
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