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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by icekiss on Today at 08:00:28 AM »
Commanders Window:
Within each Rank, sort all entries by name.

When you see the name of an officer in an event and want to look them up, or you want to relieve an officer from duty, and then you have to scan through hundreds of entries because they aren't sorted... That is just needlessly painful.

They are sorted in order of seniority. I could add an alphabetical sort option though.

Ah, good to know there actually is a sort order right now!
But yes, the option to sort them alphabetically would be so much appreciated!  :)
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I'm enjoying the short form news blurbs. Also - of course there are ethical discussions. Just wait until someone gets ambitious and starts terraforming the moon!

"Won't someone think of the poor Martian microbes?!"
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Gothic V / Re: Gothic V Comments Thread
« Last post by Froggiest1982 on Yesterday at 08:10:57 PM »
I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

We could have a random zero-time jump shock, valid also for the player.

Yes, but I am quite sure we had this conversation other times before and after these

https://aurora2.pentarch.org/index.php?topic=8495.msg113856#msg113856

https://aurora2.pentarch.org/index.php?topic=12523.msg157641#msg157641

So I don't really recall why the current solution was applied

 ;D ;D ;D

EDIT: As you will see NPR already worked on a reduced Jump Shock basis.
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I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.

I see what you mean, but that is just a bug with a simple workaround.

You design your Replenishment ship adding decoys launchers to load the template of Decoys required.

Once you remove the decoy launchers, the amount of decoys to be loaded will still be there and you will be able to load and unload decoys without any problem using the load and unload ordnance order.

I am so used to it that I forgot there was this bug still  ;D
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I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.
6
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on Yesterday at 06:24:06 PM »
2.5.1 Issue - Launch Ready Ordnance order only happens once per increment

Expected result - Launch Ready Ordnance order takes effect as many times as was ordered and completed per increment

Impact:
With a suitably fast engine, and JPs close enough together, this issue causes me to have to babysit my buoy dropping ships to ensure I am skipping time slow enough for each buoy to drop successfully.

Steps to reproduce:
In Missile Designer, create an engineless buoy
Create a ship, engine, launcher, FC, and magazine capable of supporting & launching the buoy
Build the ship
Assign the launcher and buoy to the appropriate FC
Identify a system with points of interest close enough for your ship to reach them all within a 5 day increment -- or alternatively create waypoints close enough together to reach all within a 5 day increment
Set ship orders to Launch Ready Ordnance at all locations
Pass time for 5 days

Expected result
Buoy dropped at each POI reached during that increment

Actual Result
First buoy dropped, others skipped that were reached during that increment


Note:  Same issue occurs if using fleet order "Move to location" followed by "Launch Ready Ordnance", tested in case that was part of the problem.  The temp waypoints I used in my test all disappeared, so I feel somewhat confident in thinking that the destinations were actually reached by my ship, just nothing [other than the first buoy] was dropped.

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.
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Gothic V / Re: Gothic V Comments Thread
« Last post by paolot on Yesterday at 06:02:44 PM »
I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

We could have a random zero-time jump shock, valid also for the player.
8
I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.
9
Gothic V / Re: Gothic V Comments Thread
« Last post by Froggiest1982 on Yesterday at 04:45:25 PM »
I was reading and waiting to see where this was going. I can see only a couple of solutions that would not end up in a Risk stalemate where you just piling up armies on the other side of a jump point:

  • Going back to the old advantage where NPR have no jump shock to deal with, effectively "cheating", or by giving them a reduced jump shock, so that you are still getting the advantage but for limited amount of time compared to the current and player
  • AI would send a scout in advance prior jumping and if an enemy fleet is on the other side would decide if the mission they are carrying over justifies the risk and pretty much still ending up wiped out eventually

The problem with 1 is that we are trying to get away from cheating AIs in favor of a more "smart" one. The problem with 2 is that we could go back to the old peeking problem with scouts jumping in and out systems every cycle.

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Announcements / Re: Hosting Donations
« Last post by Bughunter on Yesterday at 01:35:24 PM »
It's a database corruption issue :(

I have experience with such things so just let me know if any help is needed.
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