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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by LiquidGold2 on March 17, 2023, 09:00:27 PM »
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal.  But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval.  There were multiple ships working in there though, so I thought nothing of it.  But then it happened again.  And then again.  And again.  I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system.  Of the 30 Survey locations, 18 of them have been surveyed.

This has to be a bug, right? Save file is attached.

The system in question appears to be a black hole (according to the DB; I've examined it but not loaded it up in-game). Black holes, per Steve:
Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.

Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.

The listed mass in the DB is 60, so I assume it is capable of generating quite a massive number of jump points indeed! Not a bug, though.

I think you might be right. This is my first time seeing one pop up; I'd forgotten they were a thing. Thanks.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on March 17, 2023, 08:04:38 PM »
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal.  But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval.  There were multiple ships working in there though, so I thought nothing of it.  But then it happened again.  And then again.  And again.  I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system.  Of the 30 Survey locations, 18 of them have been surveyed.

This has to be a bug, right? Save file is attached.

The system in question appears to be a black hole (according to the DB; I've examined it but not loaded it up in-game). Black holes, per Steve:
Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.

Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.

The listed mass in the DB is 60, so I assume it is capable of generating quite a massive number of jump points indeed! Not a bug, though.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by LiquidGold2 on March 17, 2023, 04:39:38 PM »
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal.  But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval.  There were multiple ships working in there though, so I thought nothing of it.  But then it happened again.  And then again.  And again.  I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system.  Of the 30 Survey locations, 18 of them have been surveyed.

This has to be a bug, right? Save file is attached. 
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by papent on March 17, 2023, 12:32:57 PM »
Its honestly pretty standard for nato box launchers to support quad or octuple stacking by default.  They are not MIRV they just put multiple missiles into the box in a 'bus' that holds the missiles and handles firing them individually.  So there is space inefficiency but they aren't constrained to 1 missile per tube or 'all at once'.

I was thinking something like this:

~Snip~

My suggested mechanic to have something similar to this for Aurora is to have smaller missiles may be assigned to the larger launchers as suggested by GrandNord.
  • A Multi-packed Missile launcher utilize firing mode options (similar to the PD mode options) such as X missile per launch or launch all loaded missiles (with the default option being launch all loaded missiles).
  • A loaded launcher with missiles remaining rate of fire could be every 5 seconds or perhaps the racial ROF for whatever size missile is packed inside divided by 2 rounded up to the nearest 5 seconds.
  • Reloading multi-Pack Missile launcher is based on launcher size and perhaps with a extra delay of 1 second per missile rounded to the nearest 5 seconds.

Plus the additional suggestion by Jorgen_CAB to have minor size and cost increase as this launcher would be more sophisticated.

Combining all these great ideas: Would create a missile launcher that could launch 1 missile at a time, double-taps, or burst launch everything in the launcher. Flexibility for a increase in cost and size.
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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by doodle_sm on March 17, 2023, 10:49:00 AM »
Return of the King, thanks for the update!
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by boolybooly on March 17, 2023, 10:21:17 AM »
if you set a waypoint at a planet and launch a probe (i.e. a missile with active sensor operating in flight not a buoy), to the waypoint, the waypoint orbits with the planet and the probe hits, stays with the planet a few days and vanishes as expected

if you delete the waypoint, the probe stops orbiting with the planet and stops dead in space which is unexpected, I would expect it to stay in orbit like buoys

Code: (Example Probe) [Select]
Missile Size: 1 MSP  (2.5 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 3,200 km/s     Fuel: 100     Flight Time: 1,305 hours     Range: 15,037.7m km
Active Sensor Strength: 0.29   EM Sensitivity Modifier: 11
Resolution: 10    Maximum Range vs 500 ton object (or larger): 2,170,967 km
Cost Per Missile: 0.484     Development Cost: 110
Chance to Hit: 1k km/s 32.0%   3k km/s 10.7%   5k km/s 6.4%   10k km/s 3.2%
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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on March 17, 2023, 09:56:40 AM »
Good afternoon all,

I'm back! After burning out and having a close relative passing during the pandemic, I have now taken early retirement, taken a few months to destress and I'm ready to get back into it.

So what did I miss?

The spread of Aurora 4X to other countries has led to an increase in videos being created in non-English languages such as Portugese and Russian such that Aurora videos are now available in seven different languages.

The release of 2.0 seems to re-invigorated the 'Let's Play' community and even now we have continuing series from;

Count Cristo
Defran Strategy
Jordi PC Gamer
Kevin Walsh
Kourgath223
MyTurn2Game

The Aurora 4X video community is stronger now than 18 months ago.

I have attached two files to the first post; one is of all Aurora 4X C# videos. The second is of videos covering versions 2.0.0 to 2.1.1.

I have considered the changes coming for version 2.2 and it looks like many older videos will no longer be relevant for players of v2.2 so, when it is released, i will start a new spreadsheet of 2.2 videos only. I will produce three spreadsheets for about a month before stopping the v2.0 to v2.2.2 spreadsheet and folding that back into the overall spreadsheet.

The V2 spreadsheet lists 200 videos with a total running time of 6 days, 23 hours, and 10 minutes.
The whole spreadsheet now lists a whopping 1565 videos with a total running time of 50 days, 15 hours, and 18 minutes.

I am slowly checking all the videos on that list as I know some have been renamed (or even deleted) and playlists have changed. If you find a link that doesn't work please let me know.

For content creators, the Aurora Videos (C#) forum exists to promote your content and you should definitely use it to advertise your work.

Thanks,

Andy
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