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The Academy / Re: Best route to mining Io
« Last post by vorpal+5 on Today at 04:27:00 AM »
I'm in a similar situation, with Io having many interesting minerals. I settled it and let it develop around 2 M, and then it kicked automatically, with civilian freighters transporting extra infrastructures and then pop.
I'm basically doing nothing and it is already at 11 M.
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The Academy / Re: Best route to mining Io
« Last post by Zap0 on Today at 04:13:07 AM »
Any of those options are valid. Terraforming the body to habitable and manned mining will of course be the cheapest option in the long run. Calculate the costs for how much automines vs orbital habs vs infrastructure would cost you if you want to know how it is right now.
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The Academy / Best route to mining Io
« Last post by legemaine on Today at 03:36:53 AM »
Hi all, just thought I'd ask the collective wisdom about some potential decisions

I've been fortunate enough to get a lot of minerals on Io - enough with other in system resources to help sort out the potential minerals crunch - in particular 3m (1) Duranium, 1m(0.9) Vendarite, 2m(0.4) Corundium and 3m(0.4) Gallicite.

Now how best to extract? I'm currently establishing a ground colony (6.2 CC) and relying on injecting greenhouse gas to get the temp up and the CC down, but I could automine or use an orbital habital I suppose. Bear in mind I want a really substantial mining operation here, to get all those lovely minerals out of the ground.

How would others suggest?

Legemaine

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General Discussion / Re: Removing commanders
« Last post by Froggiest1982 on Yesterday at 06:01:06 PM »
Perhaps a checkbox before the ship name would make you jump to the commander?

It's a good idea and has been suggested multiple times.

Meanwhile, back to your question:

And how do I know who is commanding what?

You have all the info already, just need to use multiwindowed mode. You know the name of the ships and on the fleet view you are able to see the commander in charge.

Also, in terms of changing, you can just select a more suitable commander and just assign it, which will relieve the current commander of the ship with the one you are selecting.

Don't get me wrong, far from ideal especially when you have thousand commanders to look at, however, what you are trying to do is already possible; time consuming, but possible.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Froggiest1982 on Yesterday at 05:53:39 PM »
I don't know, IMHO everything will be easy sorted if the no body/location/system wouldn't trigger an interrupt. In that way you could just keep your fleet stationed on your preferred/closest maintenance location and as soon as a new body/location/system is available all ships would leave station on their way. I too get pretty annoyed at manually changing the conditional orders every time.

The above wouldn't interferer with either players that would not mind the automation and the other which are more manually exploring.

Yes there will be issues still with the message triggered every new interval, and if you decide to hide it from the list, then when your fleet is actually exploring you wouldn't know when to recall, but there are ways to overcome that as well with the current settings (IE ticking show all messages from time to time).

Eventually, everything ties up with a recent repost over having the ability to select which events should or should not trigger an interruption. I don't think everything should be editable though, but some things are really arbitrary, like: production in all forms (either planetary, ground units, ships, and so on), some discoveries (ruins, artefacts, mineral prospecting possibility, and so on), maintenance and overhaul, just to name a few.
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C# Tutorials / Re: Such a long time since I was involved in combat
« Last post by legemaine on Yesterday at 02:12:07 PM »
Hi JacenHan, thanks for this. You were right - that's what I had forgotten.

Playing Aurora is NOT like riding a bicycle - you certainly can't just pick up where you left off. But it probably wouldn't be as engrossing if you could

Regards
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Yesterday at 01:23:00 PM »
With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.
You bring up good points - I've never fooled around with multi-race or cohabitating with NPR starts, so didn't consider that.

Maybe just a warning in the log, then? "Ship XXX was fired upon by NEUTRAL alien race! We are currently holding fire as per rules of engagement." (or somesuch.)

I've been enjoying his AAR, but haven't read it in the last week or so; if he managed to get shot by filthy neutrals, then he's just another in the pile - I was actually reacting to a recent Reddit post.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Yesterday at 12:26:13 PM »
Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"

I like the principle, but I think there's a lot of annoying "edge" cases where this wouldn't work.

Generally there are plenty of roleplay circumstances where you would want relations to remain nominally neutral after firing or being fired upon, which could range from warning shots fired at a scout or survey ship infringing your territory up to a conflict limited to only one or several systems but not a full-scale galactic war. In this case, automatically setting races to Hostile status can lead to some undesired expansion of the conflict, such as:
  • STOs in "non-involved" systems may fire on the now hostile ships.
  • Ground forces on shared bodies in non-involved systems will engage each other.
  • Mines (of the explosive variety) may trigger unexpectedly.
  • Specific to NPRs, but in "warning shot" situations additional unintended fire in other locations, for example from fire controls set to fire at will (e.g., "Oops, there goes the alien diplo ship"), will worsen relations and make it much harder to restore neutrality after firing said warning shots.
Note that shared bodies are particularly relevant in games with multiple player races, but also can be relevant in games with NPRs - particularly in cases with mixed player race and NPR starts in Sol, which is not an uncommon setup.

At the very least, it needs to be a toggled behavior which isn't something we have a lot of in the Aurora UI, and would likely cause just as many issues for the kinds of players who are likely to run into the above scenarios (e.g., NATO vs Soviet, "I shot at their survey ship, why are the Soviets invading Poland?" situations).

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.

P.S. Is this by any chance a suggestion motivated by recent events in the Blue Emu AAR @ Pdox forums? If so, I'd hesitate to draw a lot of conclusions from that experience, as Blue Emu is a great authAAR but really doesn't read the documentation very well and this is far from the first fairly basic error in understanding he's made in that AAR.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Yesterday at 10:33:11 AM »
Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Garfunkel on Yesterday at 05:29:35 AM »
Would definitely not start a flamewar over your suggestion. I explore a lot because that the part of the game i enjoy, well not the surveyship micromanagement but the discover new system and mine them. I dont find much fun in the war mechanism against the AI, so usually I completely turn off the AI, meaning I never use warships.  I simply like to explore and extract resources build colonies, expand population, etc. I just the way i like to play, and that require a lot of surveyeing because i never meet any ressistence and use a lot of resources very fastly.
Oh, I see, my apologies for assuming how you want to play. Your best bet is to probably follow the example of other players who build large, extremely long duration survey ships that can largely operate on their own.
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