Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 760309 times)

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Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4215 on: August 09, 2024, 10:57:50 PM »
Also you can reduce the intended deployment times of a lot of those ships. Combat ships tend to stay in orbit of a planet with maintenance facilities until sent out on a specific mission. Usually that mission will be two or three jumps from the nearest maintenance facility, so it probably won’t take them 6 months to get there, attack and defeat the enemy, and 6 months to return home. A month might be more than generous, and that will reduce the size of the crew quarters required. Then reduce the engineering spaces and msp storage to bring the maintenance life down to something reasonable, like a year. Between the two you can save a lot of mass and either make your ships faster, or put more weapons on them.

I would argue this point. I usually design my large warships with a 12-month deployment time, because I frequently need ships that can stay on station for an extended period for various missions, where fleet basing facilities are either not yet available or impractical. This is especially true in v2.0+ due to Raiders, as you often need to defend colonies or shipping routes before basing facilities are in place, but it is also a common situation when defending a jump point or other fixed position in an active combat zone.

Both approaches are perfectly valid for different doctrines or even for different ships types/roles in the same doctrine, so I don't think we should presume a one-size-fits-all answer to the question of deployment times (or maintenance lives).


Random thought: is it realistic in the current iteration to do a fully "nomadic" empire? That is, using ark modules and deep space populations and the like to play a fully functional empire without ever needing a planetary population?

You still need planetary populations for some things, so a "nomadic" empire would have to settle in a system for a period of time, accumulate minerals/facilities/MSP + fuel/etc. before moving on again.
 
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Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4216 on: August 10, 2024, 05:58:59 PM »
Okay, I'm having a problem I can't figure out. 

Short summary: I created a fleet, the Retribution Fleet.  I had my various battlegroups join this fleet as sub-fleets.  This has worked well for several campaigns in the past, and I've no problems I didn't cause myself.  However, in my latest campaign I've run up against an issue I can't get a handle on.  Basically, the fleet is showing a speed of 1 km/s.  If I try to manually change this speed it won't change, and I noticed that its not showing a maximum speed, as it would if I had set it to a lower speed for some reason. 

This happened after I launched a strike group of fighters, which then suffered some damage in battle.  The 1 km/s speed appeared after they rejoined the fleet and landed on their carriers.  Only one of the fighters suffered damage which slowed it down, and it still had a top speed of more than the fleet's normal maximum.  None of the other ships have suffered damage, and they all have fuel.  I detached all of the individual battlegroups, and all of them showed the normal 7,500 km/s speed once detached, but when they rejoined the fleet it continued to show a 1 km/s speed even though each individual battle group showed a normal speed when detached. 

I'm stumped. 

Edit: I closed and restarted Aurora, and that seems to have resolved the problem.  Should have thought about that to begin with. - KB
« Last Edit: August 10, 2024, 08:11:58 PM by Kurt »
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4217 on: August 11, 2024, 07:09:18 AM »
Okay, I'm having a problem I can't figure out. 

Short summary: I created a fleet, the Retribution Fleet.  I had my various battlegroups join this fleet as sub-fleets.  This has worked well for several campaigns in the past, and I've no problems I didn't cause myself.  However, in my latest campaign I've run up against an issue I can't get a handle on.  Basically, the fleet is showing a speed of 1 km/s.  If I try to manually change this speed it won't change, and I noticed that its not showing a maximum speed, as it would if I had set it to a lower speed for some reason. 

This happened after I launched a strike group of fighters, which then suffered some damage in battle.  The 1 km/s speed appeared after they rejoined the fleet and landed on their carriers.  Only one of the fighters suffered damage which slowed it down, and it still had a top speed of more than the fleet's normal maximum.  None of the other ships have suffered damage, and they all have fuel.  I detached all of the individual battlegroups, and all of them showed the normal 7,500 km/s speed once detached, but when they rejoined the fleet it continued to show a 1 km/s speed even though each individual battle group showed a normal speed when detached. 

I'm stumped. 

Edit: I closed and restarted Aurora, and that seems to have resolved the problem.  Should have thought about that to begin with. - KB

It's a weird display thing, freshly launched fighters display 1 km/s speed since they were previously in a hangar not moving under engine power. You can also just increment time and the fighters will move at their usual speed.
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4218 on: August 12, 2024, 11:06:53 AM »
Having a weird problem that popped up recently.  As always, I assume its something I've done, but if so, I can't figure it out. 

The problem is that some of my fleets are disappearing from the main system display.  In the current situation, there are two fleets in this system.  There is the jump cruiser Annihilator, which is visible at the jump point, and the 9th DD Group, which is not visible.  It should be about where the waypoint is:



The DD's entered the system with the jump cruiser.  I detached the jump cruiser and ordered the DD's to head in-system to probe one of the planets.  Immediately after leaving the jump point the DD group disappeared.  The Naval organization screen shows it is in the system and heading towards the destination I set for it, but it is not showing on the system map.  I did close Aurora and restart, just to see if that made a difference, but it didn't help. 

This happened one other time in this campaign, a few game-months ago, during an attack against an enemy in a different system.  The main fleet disappeared and reappeared several times during the battle, which mostly involved fighter operations.  I was more focused on the battle than diagnosing the problem, but I thought it might be related to launching and retrieving fighters. 

Has anyone else had this problem? 
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4219 on: August 12, 2024, 11:37:23 AM »
Having a weird problem that popped up recently.  ...

I've had fleets disappear from the map when they were near a waypoint while the Waypoints box was unticked in the Display options.
In such cases, I could see the fleets if I zoomed in enough.

Perhaps something similar is happening here? Maybe try checking and unchecking various display options...particularly anything in the vicinity of the invisible fleet.
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4220 on: August 12, 2024, 12:07:07 PM »
Having a weird problem that popped up recently.  ...

I've had fleets disappear from the map when they were near a waypoint while the Waypoints box was unticked in the Display options.
In such cases, I could see the fleets if I zoomed in enough.

Perhaps something similar is happening here? Maybe try checking and unchecking various display options...particularly anything in the vicinity of the invisible fleet.

I'll try the next time this shows up, but I don't think its the waypoint. I only added that to the map to show approximately where the DD's were for the post above. 
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4221 on: August 12, 2024, 12:15:29 PM »
New Question!

An xenos attack has occurred in the Empire, in a location that I did not anticipate, so there are no defense forces present.  That's going to cause a major strategic problem, but I've got a more immediate issue to deal with. 

This attack is in an uninhabited and uninteresting system whose only importance lay in it being in between the homeworld and most of the interesting parts of the Empire.  Thus there are almost always both Imperial ships and civilian ships transiting the system.  A civilian transport came under attack by an unknown ship, bringing my attention to the system.  Fortunately there were other ships in the system, including a group of Imperial fuel transports returning from refueling at the Empire's primary fuel harvesting site.  The fuel transports were about 100,000,000 kilometers from the attack location, and there was a group of civilian freighters about 50,000,000 kilometers from the location, as well as several other groups of civilian ships further away.

In response from the attack, the fuel ships turned away and began running for the jump point to the nearest naval base.  I also declared the system off-limits to civilian ships.  The unknown attacker destroyed the colony transport, and then began attacking the group of freighters that had been closest to the attack location.  I noticed that they just stopped.  In fact, most of the civilian ships in the system had just come to a halt.  They weren't retreating or reacting in any way. 

Is there any way I can get to make them leave the system before they all get hunted down?
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4222 on: August 12, 2024, 02:27:55 PM »
New Question!

An xenos attack has occurred in the Empire, in a location that I did not anticipate, so there are no defense forces present.  That's going to cause a major strategic problem, but I've got a more immediate issue to deal with. 

This attack is in an uninhabited and uninteresting system whose only importance lay in it being in between the homeworld and most of the interesting parts of the Empire.  Thus there are almost always both Imperial ships and civilian ships transiting the system.  A civilian transport came under attack by an unknown ship, bringing my attention to the system.  Fortunately there were other ships in the system, including a group of Imperial fuel transports returning from refueling at the Empire's primary fuel harvesting site.  The fuel transports were about 100,000,000 kilometers from the attack location, and there was a group of civilian freighters about 50,000,000 kilometers from the location, as well as several other groups of civilian ships further away.

In response from the attack, the fuel ships turned away and began running for the jump point to the nearest naval base.  I also declared the system off-limits to civilian ships.  The unknown attacker destroyed the colony transport, and then began attacking the group of freighters that had been closest to the attack location.  I noticed that they just stopped.  In fact, most of the civilian ships in the system had just come to a halt.  They weren't retreating or reacting in any way. 

Is there any way I can get to make them leave the system before they all get hunted down?

Have you run a time increment of at least 3 hours since declaring the system off limits?
An increment needs to be that long for civilians to decide on a new order to pursue.
 

Offline Nappy

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4223 on: August 12, 2024, 10:27:04 PM »
Hello, I am having trouble with my turns cutting off extremely early, especially for 30-day increments. I have been playing this recent campaign for roughly 30 in game years, and other than the game generally slowing down, even when I click the 30 day time-lapse ( I haven't encountered any aliens yet, I'm still building up my fleets), it cuts off at anywhere between the 26 day mark to only 6 hours, and recently it has gotten much closer to the 6 hour mark while "not responding" appears on top of the window. Is there anything I can do to reasonably fix this? Im playing on a decent laptop, but I am unsure if I have enough on it to play a full aurora 4x campaign.

Thanks!
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4224 on: August 12, 2024, 11:09:33 PM »
Hello, I am having trouble with my turns cutting off extremely early, especially for 30-day increments. I have been playing this recent campaign for roughly 30 in game years, and other than the game generally slowing down, even when I click the 30 day time-lapse ( I haven't encountered any aliens yet, I'm still building up my fleets), it cuts off at anywhere between the 26 day mark to only 6 hours, and recently it has gotten much closer to the 6 hour mark while "not responding" appears on top of the window. Is there anything I can do to reasonably fix this? Im playing on a decent laptop, but I am unsure if I have enough on it to play a full aurora 4x campaign.

Thanks!

This has nothing to do with your computer specs. This happens because the alien races elsewhere in the galaxy stop the increment for some reason or another so their AI can respond to some event.
 
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Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4225 on: August 13, 2024, 11:25:56 AM »
New Question!

An xenos attack has occurred in the Empire, in a location that I did not anticipate, so there are no defense forces present.  That's going to cause a major strategic problem, but I've got a more immediate issue to deal with. 

This attack is in an uninhabited and uninteresting system whose only importance lay in it being in between the homeworld and most of the interesting parts of the Empire.  Thus there are almost always both Imperial ships and civilian ships transiting the system.  A civilian transport came under attack by an unknown ship, bringing my attention to the system.  Fortunately there were other ships in the system, including a group of Imperial fuel transports returning from refueling at the Empire's primary fuel harvesting site.  The fuel transports were about 100,000,000 kilometers from the attack location, and there was a group of civilian freighters about 50,000,000 kilometers from the location, as well as several other groups of civilian ships further away.

In response from the attack, the fuel ships turned away and began running for the jump point to the nearest naval base.  I also declared the system off-limits to civilian ships.  The unknown attacker destroyed the colony transport, and then began attacking the group of freighters that had been closest to the attack location.  I noticed that they just stopped.  In fact, most of the civilian ships in the system had just come to a halt.  They weren't retreating or reacting in any way. 

Is there any way I can get to make them leave the system before they all get hunted down?

Have you run a time increment of at least 3 hours since declaring the system off limits?
An increment needs to be that long for civilians to decide on a new order to pursue.

I did.  It seemed like two of the civilian groups retained their movement orders from before the attack, while two large groups of freighters just sat still in space, allowing one of them to be run down and destroyed.  The threat has been resolved, and I am going to redesignate the system as open, so we'll see what happens to those civilian ships. 
 

Offline minaev_lukav3

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4226 on: August 14, 2024, 09:12:33 PM »
Hello.
1. Is there a view of annual mineral upkeep cost for the whole fleet. at least in orbit. (i know its 1/16th of a operating fleet)

im an old VB6 player just back for C#, i vaguely remember in the mining tab annual cost (in minerals) of my fleet in orbit upkeep.
now its just cost for my MSP production. its hard to estimate how big a fleet i can afford to maintain.

Cheers!. ;D ;D
 

Offline Steve Zax

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4227 on: August 14, 2024, 11:54:17 PM »
Maintenance no longer costs minerals. It just costs MSPs (which, of course, cost minerals)
 
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Offline minaev_lukav3

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4228 on: August 15, 2024, 12:03:21 AM »
I see, is there a way to know how much total MSP idle fleet is consuming a year.

Thank you the reply. :)

 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4229 on: August 15, 2024, 03:56:34 AM »
I see, is there a way to know how much total MSP idle fleet is consuming a year.

Thank you the reply. :)

Yes, its on the fleet window in the information at the top.
 
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