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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by dsedrez on Today at 07:07:15 AM »

This probably is not a bug. I had a similar issue with survey ships and raised it with Steve, who told me that what happens is that if there are not enough Survey-skilled commanders, a survey ship can also be considered a generic military ship later in the auto-assignment routine and receive a Training/Reaction/Engineering/Tactical-skilled commander. In your case, you probably have run out of eligible Terraforming commanders (especially if many of them are consumed by more-important postings according to the auto-assign logic), and Logistics-skilled commanders are the very last command positions assigned before the sub-command modules are filled.

Class priorities for super-specialized ships like harvester/miner/former stations can address this by bypassing the usual assignment logic - a commander with those skills will correctly be assigned to those roles instead of being tapped for Fighter Pilot duty or whatever.

I don't think it's a bug, just a limitation of any algorithm when they try to "read the mind" of the human player. At least in the case of the terraforming station, I only have one. And both the highest qualified terraformers were of the correct rank and unassigned after the algorithm ran... so class priority wouldn't have solved that.

Maybe letting us change what category our ship class belongs to? My station *is* classed as "troop transport". If I could change that to "terraformer" in a pull down menu in the Misc tab, that would probably solve it.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by TMaekler on Today at 05:22:04 AM »
Wondering if we could get an addition to the new officer promotion system? If I want a specific officer to go through a certain career path (for RP reasons) I have to set him as "do not promote". This however is messy when I want to promote him and have to kick out other officers for him. So how about an extra flag? When "Do not Promote" is enabled I could also enable a new slot: If Position XY is vacant promote this officer to that position". That way I can steer some officers into certain places but do it all through the auto routine and all within the basic logic of the game.
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C# Installation / Re: aurora.exe issue
« Last post by Rewstyr on Today at 03:10:14 AM »
Try installing into a directory with no space in it.   If that doesn't work try running as administrator?
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C# Suggestions / Re: C# Suggestions
« Last post by ArcWolf on Today at 03:00:13 AM »
Kind of a random thought I had earlier today when looking at medals, and some of the conditions - it felt like it would be better if some of the medals could be assigned to the ship instead.   Not sure of the work required, but it would be interesting to grant decorations to the ship instead of officers crewing it, or even just the ability to add notes to a ship.

On this note, it would also be nice if conditional medals were assigned to all ships in a fleet which accomplished some task, not just the "first ship" in the fleet. Example of this: "Discover N Star Systems" is awarded to only one officer even if a whole fleet jumped into the system to do a survey. This should be awarded not only to commanding officers of all ships but also any sub-commanding officers. Similarly, medals for destroying N tons should be awarded to sub-command officers - which would make the higher conditions more achievable and commander careers as told by medals more interesting.

Agreed, i would also like to add having ground commanders in the command hierarch get some form of recognition for tonnage destroyed. My LTG leading the invasion is going to stay in the Rear echelon and probably have 0 kills during the combat, but they are heading the army, and if that army destroys some 1mil tons, he should get some credit other then the campaign ribbon i make and award to all officers involved.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by nuclearslurpee on Yesterday at 11:53:30 PM »
I've just tried "Reassign Naval" in my current game, it's the beginning of a new year so I thought it fit. There aren't yet too many officers and jobs so I could check them manually. Besides the micromanagement, I found that it thought many of my ships were "troop transports", because I'd put small troop transport bays in many ships for RP reasons. So my large terraforming station received a logistical specialist with zero terraforming skill instead of the Story Character/Do Not Promote Commander I've given it. My intelligence ship, with a small PD mount, received a tactical specialist with zero intelligence skill... With this setting, I'm not even sure if they'd acquire the necessary skills if I forgot to check on them...

This probably is not a bug. I had a similar issue with survey ships and raised it with Steve, who told me that what happens is that if there are not enough Survey-skilled commanders, a survey ship can also be considered a generic military ship later in the auto-assignment routine and receive a Training/Reaction/Engineering/Tactical-skilled commander. In your case, you probably have run out of eligible Terraforming commanders (especially if many of them are consumed by more-important postings according to the auto-assign logic), and Logistics-skilled commanders are the very last command positions assigned before the sub-command modules are filled.

Class priorities for super-specialized ships like harvester/miner/former stations can address this by bypassing the usual assignment logic - a commander with those skills will correctly be assigned to those roles instead of being tapped for Fighter Pilot duty or whatever.
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C# Suggestions / Re: C# Suggestions
« Last post by nuclearslurpee on Yesterday at 11:46:33 PM »
Kind of a random thought I had earlier today when looking at medals, and some of the conditions - it felt like it would be better if some of the medals could be assigned to the ship instead.   Not sure of the work required, but it would be interesting to grant decorations to the ship instead of officers crewing it, or even just the ability to add notes to a ship.

On this note, it would also be nice if conditional medals were assigned to all ships in a fleet which accomplished some task, not just the "first ship" in the fleet. Example of this: "Discover N Star Systems" is awarded to only one officer even if a whole fleet jumped into the system to do a survey. This should be awarded not only to commanding officers of all ships but also any sub-commanding officers. Similarly, medals for destroying N tons should be awarded to sub-command officers - which would make the higher conditions more achievable and commander careers as told by medals more interesting.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by dsedrez on Yesterday at 11:21:51 PM »

So I think there'll be a need for tours of duty again. Either that, or the player may use the button "Reassign Naval" to simulate tours of duty. There'll be a need for a similar button for ground officers too. There's already a "Reassign All Colony Governors" for administrators, but it's located in the Governor tab in the Economy window.

Which leads to another problem. With the current scheme, I can set some officers with critical skills with "do not promote" so they won't be promoted (and then reassigned). But the "Reassign Naval" button ignores that and reassigns them all, and that's the reason I almost never use it now.

I suggest changing the checkbox "Do not Promote" to "Do Not Remove", and that the "Reassign" buttons respect that in the new version. It would go a long way towards minimizing this problem.


I already do this to simulate the ADF practice of MIMO (March In, March Out) which generally results in mass changes in assignment on a three year cycle (usually around the summer holidays in Jan/Feb).  One year of the three has around 40% of people changing jobs, the other two are a bit lighter and have 20-30% personnel switching. It was a bit easier in VB with the Tour of Duty mechanic but its still adequate.  I do notice though that sometimes the reassignment has the same person back in the same slot several times.

I've just tried "Reassign Naval" in my current game, it's the beginning of a new year so I thought it fit. There aren't yet too many officers and jobs so I could check them manually. Besides the micromanagement, I found that it thought many of my ships were "troop transports", because I'd put small troop transport bays in many ships for RP reasons. So my large terraforming station received a logistical specialist with zero terraforming skill instead of the Story Character/Do Not Promote Commander I've given it. My intelligence ship, with a small PD mount, received a tactical specialist with zero intelligence skill... With this setting, I'm not even sure if they'd acquire the necessary skills if I forgot to check on them...
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C# Installation / Re: aurora.exe issue
« Last post by Perelandra67 on Yesterday at 09:56:36 PM »
C:\Aurora 4x
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C# Installation / Re: aurora.exe issue
« Last post by ZimRathbone on Yesterday at 09:45:07 PM »
Where have you installed Aurora?

If its in Program Files or a subdirectory of that then there are sometimes access permission issues (especially with newer versions of Windows)

I install in a separate directory (C:\Games\Aurora) to avoid this.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by ZimRathbone on Yesterday at 09:34:48 PM »

So I think there'll be a need for tours of duty again. Either that, or the player may use the button "Reassign Naval" to simulate tours of duty. There'll be a need for a similar button for ground officers too. There's already a "Reassign All Colony Governors" for administrators, but it's located in the Governor tab in the Economy window.

Which leads to another problem. With the current scheme, I can set some officers with critical skills with "do not promote" so they won't be promoted (and then reassigned). But the "Reassign Naval" button ignores that and reassigns them all, and that's the reason I almost never use it now.

I suggest changing the checkbox "Do not Promote" to "Do Not Remove", and that the "Reassign" buttons respect that in the new version. It would go a long way towards minimizing this problem.


I already do this to simulate the ADF practice of MIMO (March In, March Out) which generally results in mass changes in assignment on a three year cycle (usually around the summer holidays in Jan/Feb).  One year of the three has around 40% of people changing jobs, the other two are a bit lighter and have 20-30% personnel switching. It was a bit easier in VB with the Tour of Duty mechanic but its still adequate.  I do notice though that sometimes the reassignment has the same person back in the same slot several times.
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