Recent Posts

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C# Tutorials / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on April 13, 2021, 12:08:04 PM »
Good afternoon all,

We have eight new videos in the past eight days!

Firstly, in version 1.12 news.

Jordi pc gamer has posted the next two parts of his Spanish-language playthrough (parts 3 & 4). Liquidor has also posted the first six parts of his new 'Dominion of Canada' playthrough.

So, for version 1.12 we now have 287 videos with a total running time of 8 days, 15 hours and 44 minutes.

Next, for other/unknown versions.

All videos posted were for v1.12.

So, overall, we now have a total of 792 videos with a total running time of 21 days, 22 hours and 23 minutes.

As usual, I have added the latest copies of the spreadsheets to the first post.

Andy
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The Academy / Re: What research speed is recommended?
« Last post by Jorgen_CAB on April 09, 2021, 03:02:39 PM »
I definitely agree about low survey speed. My current AAR campaign is at all default speeds as I wanted a lot of quick action, but most of my campaigns I have played around with 25% or 10% survey speeds to incentivize large survey fleets and making system surveys a full scale military operation instead of one ship flying around praying not to get killed by angry NPRs.

With tech speed I have been considering a house rule restricting the number of labs per scientist to much less than their actual maximum, e.g. 20% of maximum. I do like the feel of 100% tech speed in terms of building a realistic (to me) multi-generational fleet, but I also want to actually play with the low tech levels in the process. Restricting, say, the skilled P&P scientist with 25 admin skill to only, say, 5 labs prevents rushing the propulsion techs while keeping a good overall rate of progression - and might force spending more time in early tech lines usually relegated to the Ion+ era.

Don't get me started on house rules for labs or even industry... :)

When a lab is built it is always designated to ONE specific area of technology... I could change labs to another category later on but I would need to take two, destroy one and then transfer the other to a new field.

Scientists work in specific fields and there are limits to how many labs can switch between scientists in a single year even within the same technology area. The easy math here is a scientist can only receive its admin rating divided by 10 rounded up in a year, they may loose any amount. If they switch into a completely different field within an area (say researching railguns and then missile launchers) after a project is done they can only retain admin rating divided by 5 labs, the rest have to be allocated elsewhere.

I do similar thing with all industry too... no planet may switch more than roughly 10% industry capacity per year between projects. only if there is some sort of emergency can this rule be extended to about 20% in a year.

I can't just switch ordnance and fighter industry on and off for example either... they to can only add or remove about 10% a year unless there is some emergency. So... if my ordnance industry is idle on a world it would normally take me a decade to get up to full production again or five years if there is a war going on.

Sometimes when the military want a new type of ship or modernize an old one I have to write up a proposal for myself for the politician to accept... I better do a good job convincing myself it is worth the time and money to do just that ship and not something else... perhaps the politicians are more interested in completely other things and cut the military budget. I probably am a bit schizophrenic sometimes, surely feels that way... but it probably just are the role-player side that want to get out and play.  ;)


Limitation and role-play is what this game is all about in my opinion... so just go nuts...   ;)
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The Academy / Re: What research speed is recommended?
« Last post by nuclearslurpee on April 09, 2021, 02:49:30 PM »
What I have found in my last attempt in terms of survey is that a really low survey rate and low technology progression make it much harder to expand as it takes so much longer to find optimal places for early mining colonies, you also need to spend more resources and fuel on survey in general which is another strain on an early low tech empire. Your survey ships are both slower and require more fuel and you need allot of them and/or good survey rates.

I have gone as low as 5% survey in my last two attempts now and I like that quite allot.

A few other things that I have found with really low technology progress is that your economy grow at a bit different pace so you actually can grow your empire along side technological progression a bit more evenly. At 100% technology progression you rush through early technology so fast they might as well not even be there and then you eventually stall and have to wait for decades before the next technologies can be researched. With lower tech speeds, say at about 10% the ride up the technology tree feel more smooth and reoccurring events, this is because your economy have time to mature in between technology jumps so the next level does not seem so much vaster than the one before in comparison.

Another thing about slower and more steady growth is resource sinks... it will likely take much longer to reach a runaway economy which you eventually will reach as your population and mines are less efficient and you need more fuel to go a particular distance, it take more time to deliver facilities (more time they are idle) etc... This means you simply struggle a bit more economy wise for how you allocate your resources even if you have a relatively large population count.

Space just feels bigger for a much longer time... that is something that I like... in general I really like the time between Nuclear Pulse and Early Fusion drives in terms of technology levels. At later stages space just don't feel as epic anymore.

I definitely agree about low survey speed. My current AAR campaign is at all default speeds as I wanted a lot of quick action, but most of my campaigns I have played around with 25% or 10% survey speeds to incentivize large survey fleets and making system surveys a full scale military operation instead of one ship flying around praying not to get killed by angry NPRs.

With tech speed I have been considering a house rule restricting the number of labs per scientist to much less than their actual maximum, e.g. 20% of maximum. I do like the feel of 100% tech speed in terms of building a realistic (to me) multi-generational fleet, but I also want to actually play with the low tech levels in the process. Restricting, say, the skilled P&P scientist with 25 admin skill to only, say, 5 labs prevents rushing the propulsion techs while keeping a good overall rate of progression - and might force spending more time in early tech lines usually relegated to the Ion+ era.
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The Academy / Re: What research speed is recommended?
« Last post by Jorgen_CAB on April 09, 2021, 02:40:05 PM »
What I have found in my last attempt in terms of survey is that a really low survey rate and low technology progression make it much harder to expand as it takes so much longer to find optimal places for early mining colonies, you also need to spend more resources and fuel on survey in general which is another strain on an early low tech empire. Your survey ships are both slower and require more fuel and you need allot of them and/or good survey rates.

I have gone as low as 5% survey in my last two attempts now and I like that quite allot.

A few other things that I have found with really low technology progress is that your economy grow at a bit different pace so you actually can grow your empire along side technological progression a bit more evenly. At 100% technology progression you rush through early technology so fast they might as well not even be there and then you eventually stall and have to wait for decades before the next technologies can be researched. With lower tech speeds, say at about 10% the ride up the technology tree feel more smooth and reoccurring events, this is because your economy have time to mature in between technology jumps so the next level does not seem so much vaster than the one before in comparison.

Another thing about slower and more steady growth is resource sinks... it will likely take much longer to reach a runaway economy which you eventually will reach as your population and mines are less efficient and you need more fuel to go a particular distance, it take more time to deliver facilities (more time they are idle) etc... This means you simply struggle a bit more economy wise for how you allocate your resources even if you have a relatively large population count.

Space just feels bigger for a much longer time... that is something that I like... in general I really like the time between Nuclear Pulse and Early Fusion drives in terms of technology levels. At later stages space just don't feel as epic anymore.

We all have different likes and approaches to the game and there really are no wrong way to go here. You can crank up the tech speed to 200% and enjoy a very different type of game. The question is what you prefer.
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by db48x on April 08, 2021, 09:47:20 PM »
The author is in Britian, and the long date format in the en_GB locale is shorter than the long date format we use in the en_US locale; it doesn’t include the day name.

it'd be super easy to format datetimes to any arbitrary format to store in the DB or to display. same for the decimal separator issue. who knows why Steve doesn't do this. :'(

Luckily they’re stored in the database in a locale–neutral way, which reduces the amount of problems people have.

I think that Steve has ended up in a local minimum. The implementation he’s got is good enough for his use–case, and working on it requires temporarily breaking things, or even just the tedium of finding every place that prints a date and changing it to use a different date format. Since that work has a cost but no benefit to Steve, it doesn’t get done. I even offered to do the tedious work for him once, but sadly he turned me down.
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by bsh on April 07, 2021, 08:29:47 AM »
The author is in Britian, and the long date format in the en_GB locale is shorter than the long date format we use in the en_US locale; it doesn’t include the day name.

it'd be super easy to format datetimes to any arbitrary format to store in the DB or to display. same for the decimal separator issue. who knows why Steve doesn't do this. :'(
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by db48x on April 06, 2021, 10:31:20 PM »
Why does aurora use the long date format? Cuz windows 10 has both short and long formats and aurora forces me to change the long one to short which is a bit annoying.

Is it an OS compatibility thing?

The author is in Britian, and the long date format in the en_GB locale is shorter than the long date format we use in the en_US locale; it doesn’t include the day name.
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by Droll on April 06, 2021, 09:18:55 PM »
Change your windows date display setting to a shorter date format.

Why does aurora use the long date format? Cuz windows 10 has both short and long formats and aurora forces me to change the long one to short which is a bit annoying.

Is it an OS compatibility thing?
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by davidb86 on April 06, 2021, 04:42:04 PM »
Change your windows date display setting to a shorter date format.
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C# Tutorials / Re: Adjusting submenu display sizes.
« Last post by zirman on April 06, 2021, 04:33:59 PM »
Hello, i just started to play C# and i found the following "issue" in the Research tab, see attached file.
As you can see the Completion Date is not displayed correctly.
The same issue is happening into the tabs of Shipyards; Shipyard Tasks; GU Training.

The Windows setting is on the "smaller" 100% for the font size, the screen resolution is 1440 x 900 as recommended.

What can i do?? i know in principle is not a big issue, but is really annoying and bothering me.
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