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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Xkill on Today at 07:02:05 PM »
Answer

Oops, was running on super obsolete info.
Thanks!
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Box launcher reloading! Does the maintenance location need to have enough capacity to match the tonnage of the ship(s) being reloaded or simply being a maintenance location is good enough?

Per the changes post:

Quote
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Xkill on Today at 02:15:24 PM »
Box launcher reloading! Does the maintenance location need to have enough capacity to match the tonnage of the ship(s) being reloaded or simply being a maintenance location is good enough?
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Yeah, I was hoping for more like some sort of diplomatic action with another empire so that you would treat their population as a colonist source, and could set up colonies of their population in your empire, or something along those lines.

Alas, it means I get to do fun dumb things instead involving colonies and SMing population numbers around.
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The Academy / Re: Civilian Mining Complex
« Last post by skoormit on Today at 11:03:10 AM »
If you search for Civilian Mining here:
https://aurora2.pentarch.org/index.php?topic=10666.0

You can find the C# Detailed change post specifying exactly what changed here:
( https://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347 )

Unfortunately, the post you linked has not been updated to reflect the inclusion of Gallicite in the qualification, which Steve mentioned in this AAR comment thread.

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...I do agree though that the maintenance changes add extra strain, so I'll change the civilian mining location checks to Duranium or Gallicite
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I seem to be laboring under a misconception.  In conducting a jump assault, I thought it went this way:

Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there.  Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire.  Defending fleet can fire.

But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one.  Is this right?

I ended up developing a doctrine of sending in a carrier wing or two for scouting/fire absorption before sending in my main assault force partially because of this issue.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on Today at 07:09:26 AM »
Could you guys explain what you are talking of? Something like emigration?
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That still exists.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Today at 02:22:47 AM »
I assume that there's no system in place for colonists to be moved between populations of different empires?

There was at one point the notion of a neutral empire that any other empire could draw colonists from. I can’t recall now if that’s still a thing or not.
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I assume that there's no system in place for colonists to be moved between populations of different empires?
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