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91
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by dsedrez on December 02, 2021, 08:30:49 AM »
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.

The neutral doesn't even detect my race, though. I'm not sure it'd work if one side doesn't recognize the other.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on December 02, 2021, 08:16:24 AM »
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.
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Russian Board / Re: Ветка для вопросов и ответов по Авроре
« Last post by Илья on December 02, 2021, 07:59:31 AM »
Доброго времени суток.  А как исследовать новые прыжковые точки.  Вот вижу я в солнечной системе 30 survey locations.  Но в редакторе нет привычного мне Gravitational Survey Sensors и в исследованиях его нет.  С простым геологическим сенсором мои кораблики висят в точках бесполезными буйками.  Какая-то новая механика в C# или мой личный баг(ну или крайне серьёзные проблемы со зрением)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by dsedrez on December 02, 2021, 06:19:49 AM »
Neutral cannot be NPR.

Neutral is for multi-faction Earth starts, where you might want to simulate the non-imperialistic, non-space faring powers. The neutral power can be named as "Rest of humanity" or whatever you want. It will never do anything except breed.

What's the use then? Immigration. Your civilian shipping lines will not carry colonists from the Neutral power but your government-owned colony ships can do so. This is to simulate the sort of immigration flux that the United States (to give the most prominent example) benefited from throughout the 19th and 20th centuries. It can also be a tool for RP, as you can get exact numbers for your story about immigrants coming from outside your actual nation/faction/power.

Just make sure that they are the same human race as your other faction. The most common mistake in multi-faction Earth starts is to have each faction be its own race which means that their colonies cannot be ever merged as Aurora always keeps races/species in their own colonies on a body.

How exactly can I order my ships to load colonists from this neutral pop? It only appears to me as a "contact", and there's no order to load colonists from a contact.

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C# Suggestions / Re: Generalize "Senior C.O." Option
« Last post by dsedrez on December 02, 2021, 06:06:56 AM »
How about full reaction bonus in the fleet and half reaction bonus in the system?

I'd ask though what would happen if I had two fleets with two flag officers: would both bonuses apply so each fleet gets full bonus from its officer and half from the other? What about a third fleet, what bonus would it get? Just seeing the complications :)

The natural answer would be that the bonus from the highest ranking/most senior officer would apply, but would it stack with the bonus of the other flag officer? I'd suggest that in this case only the highest bonus would apply (either the fleet's own flag officer's full bonus or the half from the other...)

I don't like it. It's natural for the fleet/squad, not for some locus.
However, I must admit, it's mechanically simple, have some anchors in natural lore parts of Aurora, and, maybe, will free from some micro burden, especially if there will be simple way to see which officer is currently senior flag officer in this system / for this fleet.

I agree: it would be confusing unless there's an easy way to see whose is the highest ranking flag officer in the system.
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C# Suggestions / Re: C# Suggestions
« Last post by Jorgen_CAB on December 02, 2021, 06:04:42 AM »
Question & Suggestion:

In the DB under FTC_ShippingLines there is a column maned "MaxAssets". Am i right to assume that means the maximum number of ships the shipping line can have?

If so can we have that added as a setting so we can adjust? I had a campaign recently where one shipping line had well over 100 ships, and i had 11 shipping lines in total numbering well over 800 ships. IF we could limit the Number of ships a line could have and possibly the number of shipping lines per empire it could help with late game slowdowns.

Make sure that you always SM the fuel efficiency technology so it is at minimum 0.5 after you research it. This makes the civilian build more expensive but more efficient ships so will have less of them but are a bit more efficient. This will help with overall performance... it does require some micromanagement as you need to SM in the actual level of efficiency that you researched when designing a more efficient engines for your commercial designs, but can be worth it for overall game performance.

I pretty much do this all the time now in my games. Your civilian fleet will develop a bit slower but it is probably worth it overall from a game performance perspective.

I would like if there were an option in the game that civilian ships always built their ships with the more expensive 0.5 engine as that will save game resources so I did not need to deal with this manually. I know it might not be realistic and they should use the more fuel efficient engine. But mechanically it does not really matter as they don't consume fuel anyway and game performance is more important.
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C# Suggestions / Re: C# Suggestions
« Last post by Steve Walmsley on December 02, 2021, 05:06:46 AM »
In the DB under FTC_ShippingLines there is a column maned "MaxAssets". Am i right to assume that means the maximum number of ships the shipping line can have?

Its the most total assets (cash plus ships) that the shipping line has ever had.
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C# Suggestions / Re: Generalize "Senior C.O." Option
« Last post by Steve Walmsley on December 02, 2021, 05:05:31 AM »
How about full reaction bonus in the fleet and half reaction bonus in the system?
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C# Suggestions / Re: Generalize "Senior C.O." Option
« Last post by serger on December 02, 2021, 04:55:07 AM »
Presently if there are multiple flag bridges in a fleet (not uncommon to occur) the highest-ranking, then most-senior officer is chosen I believe. Same system should apply if multiple flags are in a system.

I don't like it. It's natural for the fleet/squad, not for some locus.
However, I must admit, it's mechanically simple, have some anchors in natural lore parts of Aurora, and, maybe, will free from some micro burden, especially if there will be simple way to see which officer is currently senior flag officer in this system / for this fleet.
100
C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Steve Walmsley on December 02, 2021, 04:44:59 AM »
Quote
Even though v2.0 introduces the concept of promotion on-demand, an Empire will still need an initial officer corps. This will be created used the current method of promotion based on ratios, using 2:1 for naval and 4:1 for ground. Once the game begins, promotion will be on-demand (or manual) only.

I think it would be good to start with no officer corps (it's the dawn of a new era, start with a clean slate, just like ships and ground units). How about instead having a number of "officer points" similar to "build points" and "research points" to kickstart games? That way we can set up the commander naming schemes properly before any are created. It also means we can rename all the ranks without it looking odd in the commanders' history for the first few decades. And it would mean we can immediately promote the right ones, rather than leaving it up to the gods of random. Each such "officer point" allows the creation of one officer of the lowest rank. We can then promote them on demand ourselves. The button could then even be used in SM mode to add more commanders (just like the insta-build-and-add-to-fleet on the ship design misc ta).

What do you think?

If you want to do this, just use the 'Replace All' option after game start and choose 0 for the number of commanders.
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