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FAQ / Re: Slow down reasons and possible fixes - An Aurora C# guide
« Last post by Garfunkel on November 20, 2021, 07:13:16 PM »
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FAQ / Re: Slow down reasons and possible fixes - An Aurora C# guide
« Last post by AuraNoob on November 20, 2021, 04:54:38 PM »
ty for guide

as ships count has exploded in my game (947 civilian ships atm) would it be relatively safe to open the ship page in db editor and filter out the class names i want to clear out
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The Academy / Re: The Non-Player Races (NPRs), and how to set them up
« Last post by dsedrez on November 17, 2021, 02:25:28 PM »
Hi! I'm setting up a scenario, and reading about features I'm trying to address, and I've stumbled upon this thread.   I'd like to add a couple of things to the discussion, that may help in improving the fun of mid-to-late game even in the current version. 

First, Steve is going to fix it in the v.  1.  14 code, but currently, in 1.  13, any randomly-generated NPR in the middle of the game always use the default research rate to calculate its research points.   That means that if you've reduced the rate (to 15% or even 10% as I'm going to try) that means the new NPR most likely will get a massive research advantage over the player races, even accounting for all the player advantages.   Unless, of course, it's so late in the game that the player's advantage is already massive, regardless of the tech rate, and those other advantages (cloaking etc), that the NPR doesn't know how to use effectively, are now in the player's hands.   The recommendation, therefore, is to set up a reduced research rate from the start, that will result in increased advantages to the random NPRs. 

Second, I've found you can manually generate the NPR in a place of your choosing, without the problems resulting from taking over control of the NPR (BD editing etc).   In the beginning, start with 0 NPRs, and be sure to set the chance of NPR generating other NPRs to 0.   Create a race specifically to set up the game, but instead of exploring the whole universe with it, simply go to SM mode, and "Create System".   If it's real stars, you can choose the system you want, at a given distance from Sol, number of stellar components etc.   Note that this new system is *not* yet connected to Sol, therefore there'll still be an element of surprise to when and how the new NPR will meet you.   Choose a planet, terraform it, give it all the minerals you want etc.   Be sure to also put a gas giant in the system: the NPRs love to use harvesters for fuel.   

Then you create the NPR, choosing any advantages to give it in terms of pop, facilities etc, but be sure to click the "Non-player race" checkbox.   You can even choose whether it's xenophobic and other characteristics, or simply go with what was rolled.   And you can give it the system already surveyed, thus accelerating its expansion.   Maybe even adding more jump points, and exploring ahead to set up more minerals, gas planets, neutral colonies etc.  .  . 

Your set-up race can always go back to the NPR system to check up on things, and I plan to use this to learn how the NPR evolves, and how I might be able to "help" it later on. 

An added suggestion is that you can "seed" the new system with neutral "colonies" of the same race (it can be chosen from the pull-down menu) in the system, to be annexed by the new NPR.   I don't know if this works as intended, but I'm going to try in my new scenario.   By being neutral, they're unarmed, so they should be easy pickings.   Though I'm not sure if the AI will try to conquer them.   If you give these new colonies some facilities (no shipyards, but mines certainly), they'll end up being "inherited" by the race if/when it conquers them. 

Another advantage is that you can do this at *any* point in the game, creating more NPRs to challenge yourself.   You don't know how it'll be set up and where you'll meet them.   I hope this will be enough to keep the game interesting much farther into the game. 

I hope this helps.   When my scenario is ready I intend to try writing an AAR for it, maybe.   I have a whole background story for it :)

[edit] I forgot to add, but when creating the game, set both NPR generation chances to 0, so you don't accidentally create a NPR just by creating the system. . .  Once the game is set up, you can choose to allow NPR random generation by the player races, if you wish.


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The Academy / Re: Early game weapons
« Last post by Gabethebaldandbold on November 12, 2021, 06:34:38 PM »

For me Microwave only become a secondary consideration late into empire tech progression because of the range factor throw on top the fact their usefulness is very situational and they're just not something I'd ever consider as a primary use. Especially early-mid empire tech when many of your intended targets are likely going to be flooding you with AMMs at range then spamming you with hundreds of AMM per volley as you close in but still don't have any kind of energy weapon range, the time taken to close in just to disable something just isn't viable when you could just be killing them from further out without taking a lot more hits.

And those rare times when you are engaged with a enemy that isn't flooding you with thousands of missiles each engagement, they're typically going to be hitting you with longer range lasers and particles, and not something you really want to be letting get 2 or 3 free shots off whilst you close in even further to use Microwave weapons.


When I would start to consider Microwave weaponry is once I am considering deploying very large 40,000+ ton missile or laser military ships that I know will have the tech to dictate the situation of a fight, a couple of times I have made a variant of the main combat ships that can house a handful of very fast disposable Microwave only destroyers. The main fleet transits to the battle, then the 3-4k ton microwave destroyers launch and quickly charge toward the engaged enemy and focus on any secondary targets that my large combat ships are unable to concentrate fire on at the moment due to lack of additional fire control/weapons.

So far I've really only bothered to do it a handful of times when focusing on Missiles and gauss-PD where the main fleet is going to be engaging at some distance away and I know 1 or 2 twin gauss PD on the destroyers will help them cover each other from missiles using final fire whilst deployed. But due to the extremely restrictive fire control hard limit on laser distance by the time the main fleet got into range there would be little point having a deployable microwave ship over just closing the main fleet a little closer and deploying one additional 40,000+ ton ship in the fleet focused to the task.

Well I agree maybe not as a primary. I was being hyperbolic, but still, you dont need that much more tech than your enemies, if you have your ships be fast enough to dictate the range of your engagements, you can win consistently against enemies with much greater ranged weaponry. I usually go for it in the early-mid game, when I have my big ion engines with good speed modifiers, I can often get 8000 km/s on some ships, after that is just a matter of cramming enough shields and gauss cannons to endure the AMM storms (not nescessarily all in one go, just come in and hop out of range and you should be fine most of the time), and enough AMM to deal with their missiles, and then charging in. It does wonders for jump point warfare too, but you need to build around very agressive beam combat doctrines, which you may not find fun, and I suppose that is fine. but for close range beam fighting, its a must, and it makes you punch way above your weight class
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The Academy / Re: How do I find a socalled 'dormant jump point'?
« Last post by Fistandantillus7 on November 10, 2021, 06:57:32 PM »
Thanks for the reply.

It appears the AI gave up after they saw me (so far). From their perspective we met in the third completely empty system in a row. Putting tiny space stations with the smallest thermal sensor possible at every jump point turns out to be a great idea.

I looked in the database, thinking my survey team survey team would be drawn to the correct point by 'anomalous readings'. Turns out they have two more 'dormant' jump points back to my empire. One into a system I revealed and then had to go refuel before surveying (I'm on my way back) and the other into what is already the neutral system between our empires. I decided all that poking around in the db was enough effort and SMed the first and third into view.
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The Academy / Re: How do I find a socalled 'dormant jump point'?
« Last post by nuclearslurpee on November 10, 2021, 01:55:37 PM »
Steve has added a button to designate a system as 'not gravsurveyed' for v2.0 but until then, how do I go about finding a new jump point in a system I have already surveyed? It is actually somewhere in one of two completely empty systems that form a dead end spur. With no planets, asteroids or comets to put DST stations on do I simply manually re-assign the 60 survey points for resurvey?

This is the only option for now, yes. In fact the change in 2.0 is motivated because Steve had to do this and got annoyed by it.

You can narrow down the search if you can set up reconnaissance to at least narrow down the area of space the JP might be in by spotting NPR fleet movements - if you're very lucky you'll see them jump in or out, but at least you can see that their ships approach from a certain direction and direct your search there.
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The Academy / How do I find a socalled 'dormant jump point'?
« Last post by Fistandantillus7 on November 10, 2021, 01:51:28 PM »
Steve has added a button to designate a system as 'not gravsurveyed' for v2.0 but until then, how do I go about finding a new jump point in a system I have already surveyed? It is actually somewhere in one of two completely empty systems that form a dead end spur. With no planets, asteroids or comets to put DST stations on do I simply manually re-assign the 60 survey points for resurvey?
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The Academy / Re: How do your fighter survie the size1 missle spam?
« Last post by Jorgen_CAB on November 06, 2021, 08:09:33 AM »
If you know the location of the launching ship, and you know the range of their AMMs, and your fighters are faster than the target ship then it isn't really a problem.

You simply have your fighters enter enemy AMM range, and withdraw out of range.  Over and over until the enemy runs out of AMMs.

The trick is finding out what the maximum range of those AMMs, and ensuring the enemy launches when your fighters can get out of that range.

Or build some over-engined scouts, with more endurance than your strike fighters, which go ahead of your strike fighters to bait out AMMs.

A lot of my campaigns are scouting forays with the intent of finding out the specific ranges of enemy weapons, sensors, ship speeds, etc.  These scouting expeditions may take significant casualties, but if they get accurate information they can lead to very efficient victories.

While it is effective to taunt the AI to waste missiles like you suggest it is a bit gamey to do so as a smart opponent would wait and fire at the point of not return, the NPR don't really have that logic coded as far as I know.

You could do the same with enemy ASM missiles too... build some 500kt commercial ship filled with just armour and CIWS system and send them up against the enemy and have them shoot themselves dry on them too... but what is the fun in that... ?!?
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The Academy / Re: How do your fighter survie the size1 missle spam?
« Last post by Michael Sandy on November 06, 2021, 01:32:16 AM »
If you know the location of the launching ship, and you know the range of their AMMs, and your fighters are faster than the target ship then it isn't really a problem.

You simply have your fighters enter enemy AMM range, and withdraw out of range.  Over and over until the enemy runs out of AMMs.

The trick is finding out what the maximum range of those AMMs, and ensuring the enemy launches when your fighters can get out of that range.

Or build some over-engined scouts, with more endurance than your strike fighters, which go ahead of your strike fighters to bait out AMMs.

A lot of my campaigns are scouting forays with the intent of finding out the specific ranges of enemy weapons, sensors, ship speeds, etc.  These scouting expeditions may take significant casualties, but if they get accurate information they can lead to very efficient victories.
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The Academy / Re: Diplomacy Rating
« Last post by db48x on November 02, 2021, 11:59:57 AM »
That number also represents the effort that the aliens have put in to your opinion of them, in an effort to make peace with you. However, I do agree that your diplomats should be able to find out something of their opinion of you. Even if they could only find out if it was positive/neutral/negative it would be an improvement.

But generally if you are using a small commercial–engined diplomatic ship, and it’s the only ship in their territory, then their relationship with you will be going up even if they are asking that ship to leave every week. You get a penalty from having your diplo ship in their system, but the diplomat can usually raise their opinion by a greater amount than the penalty. Might not work if your diplo ship is trespassing in their home system though; I would have to reexamine the numbers.
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