Author Topic: C# Aurora v0.x Questions  (Read 106884 times)

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Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Questions
« Reply #930 on: June 04, 2020, 12:55:45 AM »
Is there a way to scrap and repair fighters and stations without using a shipyard?

You're not seriously intended to use yards made for capital ships to repair one lousy fighter when you have hundreds of fighter factories, do you?

Also, said fighters keep having maintenance problems despite being in a fleet orbiting a colony with sufficient facilities.
Presently shipyards are the only option.

Have you run out of MSP to run the maintenance facilities?
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #931 on: June 04, 2020, 07:36:15 PM »
Is there a way to scrap and repair fighters and stations without using a shipyard?

You're not seriously intended to use yards made for capital ships to repair one lousy fighter when you have hundreds of fighter factories, do you?

Also, said fighters keep having maintenance problems despite being in a fleet orbiting a colony with sufficient facilities.
Presently shipyards are the only option.

Have you run out of MSP to run the maintenance facilities?

No, it just during training some of the fighters randomly explode.

Why are civilians transporting my automines to a colony where I don't have any automine demands?
 

Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Questions
« Reply #932 on: June 05, 2020, 05:46:08 PM »
Is there a way to scrap and repair fighters and stations without using a shipyard?

You're not seriously intended to use yards made for capital ships to repair one lousy fighter when you have hundreds of fighter factories, do you?

Also, said fighters keep having maintenance problems despite being in a fleet orbiting a colony with sufficient facilities.
Presently shipyards are the only option.

Have you run out of MSP to run the maintenance facilities?

No, it just during training some of the fighters randomly explode.

Why are civilians transporting my automines to a colony where I don't have any automine demands?
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #933 on: June 06, 2020, 08:39:21 PM »
I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
« Last Edit: June 06, 2020, 09:46:31 PM by BasileusMaximos »
 

Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Questions
« Reply #934 on: June 08, 2020, 01:01:42 AM »
I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
I can confirm that the production bonus applies to construction vehicles working as industry.  I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.

Bombardment pods are for attacking ground forces.  Anti-air pods are for attacking other fighters.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #935 on: June 08, 2020, 03:15:44 AM »
I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
I can confirm that the production bonus applies to construction vehicles working as industry.  I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.

Bombardment pods are for attacking ground forces.  Anti-air pods are for attacking other fighters.

Whoops, I meant what advantage d bombardment pods have over auto-cannons?

I can answer that myself: Bombardment does more damage but auto-cannons pierce more armor.
 

Offline UberWaffe

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Re: C# Aurora v0.x Questions
« Reply #936 on: June 08, 2020, 02:52:44 PM »
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.
 

Offline Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #937 on: June 08, 2020, 03:35:07 PM »
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #938 on: June 09, 2020, 12:14:39 AM »
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.

Ehhhh, that's kinda smeg. Unit in training should automatically take a break to refuel, resupply and have a shore-leave if they are above a planet that can support them. There is no reason the player should have to manually take them out of the training Admin whenever they complain about deployment times or maintenance equipment.

Honestly, there should also be a standing order for the ship telling it to take a shore leave until moral is restored when it exceeds deployment.
 

Offline Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #939 on: June 09, 2020, 03:52:36 PM »
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.

Ehhhh, that's kinda smeg. Unit in training should automatically take a break to refuel, resupply and have a shore-leave if they are above a planet that can support them. There is no reason the player should have to manually take them out of the training Admin whenever they complain about deployment times or maintenance equipment.

Honestly, there should also be a standing order for the ship telling it to take a shore leave until moral is restored when it exceeds deployment.

And I full agree with this... I sort of complained about this to Steve too when he announced the feature and that it would be a bit too much micro management otherwise. I actually do think it is too much micromanagement and I simply have not used training admins all that much. Since I tend to have 6-12 month deployment on most capital ships I have to switch them out and in too often and overhaul them to bother with it.
 
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Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #940 on: June 10, 2020, 02:05:10 AM »
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?
 

Offline Droll

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Re: C# Aurora v0.x Questions
« Reply #941 on: June 10, 2020, 05:58:03 AM »
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.
 

Offline Borealis4x

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Re: C# Aurora v0.x Questions
« Reply #942 on: June 10, 2020, 11:19:23 AM »
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.

No, the advanced spoilers are disabled.

EDIT: Might it be because I checked the option to 'Generate New Races and NPRs" at the start of the game that a race generated despite putting the number of Non-Player races to 0?
« Last Edit: June 10, 2020, 04:07:02 PM by BasileusMaximos »
 

Offline Droll

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Re: C# Aurora v0.x Questions
« Reply #943 on: June 17, 2020, 09:19:33 PM »
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.

No, the advanced spoilers are disabled.

EDIT: Might it be because I checked the option to 'Generate New Races and NPRs" at the start of the game that a race generated despite putting the number of Non-Player races to 0?

The edit doesn't explain the fact that your crab friends are spontaneously combusting. If you still have the DB it might be interesting to look at because I've got no clue why their homeworld is a graveyard. You might try SM building a ship with sensors to see if there are any contacts above their homeworld.
 

 

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