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Image Enhancements / Re: Browser based planet surface generator
« Last post by Marski on Today at 02:16:46 AM »


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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kiero on Yesterday at 01:27:38 AM »
I've got another autoroute problem.  This time I can't autoroute through Waddeson, which is one of my primary systems.  Autorouting from this system works, just not to or through.  There's been no combat in this system in decades, so its danger level is zero (I have one non-zero system, Isengard).  As it is a primary system there is also significant civilian traffic to/from and through the system.  I have no systems currently flagged as alien-controlled, and all internal warp points have been stabilized. 

To duplicate, give orders to one of the following fleets:
Grav Survey 1 is in Wolcott (on the periphery)
Geo Survey 1 is in Veron (a core system) but cannot route to Waddeson, Wolcott, or Brocchi
Hercules 029 Wad is in Waddeson (can autoroute to any system, but Isengard requires turning off the danger rating check)

Waddeson system is marked with "Block Fleet Movement Auto Route"
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by bankshot on September 20, 2023, 08:50:41 PM »
I've got another autoroute problem.  This time I can't autoroute through Waddeson, which is one of my primary systems.  Autorouting from this system works, just not to or through.  There's been no combat in this system in decades, so its danger level is zero (I have one non-zero system, Isengard).  As it is a primary system there is also significant civilian traffic to/from and through the system.  I have no systems currently flagged as alien-controlled, and all internal warp points have been stabilized. 

To duplicate, give orders to one of the following fleets:
Grav Survey 1 is in Wolcott (on the periphery)
Geo Survey 1 is in Veron (a core system) but cannot route to Waddeson, Wolcott, or Brocchi
Hercules 029 Wad is in Waddeson (can autoroute to any system, but Isengard requires turning off the danger rating check)
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C# Mechanics / Re: Mineral uses (2.1)
« Last post by Navalgazer420XX on September 20, 2023, 03:52:24 PM »
Neutronium is also used for regular ship armor (at least past a certain tech level), which ends up being a big user.
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C# Mechanics / Re: Mineral uses (2.1)
« Last post by Bremen on September 20, 2023, 12:42:11 PM »
I seem to recall hearing that as you tech up the cost of armor starts to switch from duranium to neutronium, but I don't think I ever checked.
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Image Enhancements / Browser based planet surface generator
« Last post by Marski on September 20, 2023, 09:26:06 AM »
This website isn't created by me.

https://topps.diku.dk/torbenm/maps.msp



Convenient site for generating various types of maps for planets, plenty of settings to tinker with.
To see water percentage, switch "Projection"setting to "Peter"
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C# Mechanics / Mineral uses (2.1)
« Last post by Bryan Swartz on September 20, 2023, 07:41:37 AM »
In the 'Understanding Aurora Economy' topic, I looked for summaries of what the minerals are used for and found nothing up to date.  So I decided to make my own.  The reason being, I want to have a baseline of information so that when 2.2 comes out, I can just adjust for the changes that are there instead of starting from scratch. 

I've divided the uses into four categories: 

28 Installations (INS) - For now this doesn't include the Genetic Modification Centre since it doesn't have a purpose, but these are the facilities that are built in the Industry tab of Economics on a body. 
42 Standard Ship Components (SSC) - Components like Cargo Holds, Tractor Beams, and so forth that don't require the design process but come 'as-is'. 
28 Designed Ship Components (DSC) - Engines, Fire Controls, and others that have variable design specifications and require their own research. 
Missiles, Turrets, and Ground Units - They don't really fit into the other categories but minerals are still needed for them. 

Duranium - Half of Shipyard modification.  19 of 28 INS, 50% for those responsible for building things such as construction factories, shipyards, research facilities, etc.  Half of Infrastructure also, a third of Mass Drivers, 40% of MSP.  35 of 42 SSC, including 100% of Armour, Cargo Holds, and Engineering Spaces.  25-50% of many of them.  11 of 21 DSC, typically about 20% of them.  Small amounts for turret gearing. 

Neutronium - 50% modifying Shipyards, 8 of 28 INS.  Shipyards, Construction Factories, Maintenance Facilities, Ground Force Construction Complexes. Also a third of mass drivers.  6 SSC; maintenance, repair, damage control, and troop transport.  Only 2 DSC: Magazines and Railguns.  Armour on turrets for some reason. 

Corbomite - 4 INS; 100% of Financial Centre costs, small amount of 3 others.  11 SSC.  100% of ECM and ECCM, most of the command and control components such as flag bridge, main engineering, etc.   2 DSC, all of Cloaking Devices and Shield Generators. 

Tritanium - 2 INS;  full cost of Ordnance Factories, small amount of Military Academies.  2 SSC; most of Commercial Magazines,  small part of Recreational Modules.  2 DSC;  75% of Missile Launchers and some in Magazines.  Variable amount for missiles.

Boronide - 10 INS.  100% of Fuel Refineries, almost half of Spaceports, half or more of Low Gravity Infrastructure, Ordnance Transfer Stations, Refuelling Stations, and Terraforming Installations.  11 SSC;  anything related to fuel storage or transfer incl. Sorium Harvesters, also Ordnance Transfer components and Terraforming Modules.  7 DSC, mostly 20% usage in various weapons, but also the sole mineral for Power Plants. 

Mercassium - 7 INS, usually as minority contributor.  50% of Research Facilities and Infrastructure.  7 SSC, Crew Quarters/Cryo Transport/Troop Transport, also most of Tractor Beams. 1 DSC - 50% share of Meson Cannons. 

Vendarite - 1 INS, all of Fighter Factories.  3 SSC;  Cargo Shuttle Bays and Hangar Decks.  2 DSC; all of Fighter Pod Bays and Gauss Cannons.  Full cost for training Ground Forces. 

Sorium - No INS, but the sole ingredient for Fuel.  1 SSC -  Jump Point Stabilization Modules.  1 DSC - 80% of Jump Engines.    Fuel is definitely the main concern. 

Uridium - 5 INS, including half of Deep Space Tracking Stations.  20% of MSP.  6 SSC, all of ELINT and both types of Survey Sensors, smaller role in Damage Control.  5 DSC, all of Active Sensors, Beam Fire Controls, EM Detection Sensors, and Thermal Sensors.  Also has a role in CIWS. 

Corundium - 5 INS, the only ingredient in all types of mines, half of Forced Labour Mining Camps.  1 SSC;  Orbital Mining Modules. 5 DSC - all energy weapons as the main ingredient, 60% of cost. 

Gallicite - No INS or SSC.  1 DSC - sole requirement for Engines, and 40% of MSP.  Variable amount for missiles. 

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General Discussion / Re: Recreating a saved game in a new version
« Last post by Garfunkel on September 19, 2023, 03:00:08 AM »
I've only done it for campaigns that have not expanded outside of Sol. As you said, recreating other systems and the connections is extremely difficult.
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General Discussion / Re: Recreating a saved game in a new version
« Last post by Velociranga on September 18, 2023, 11:49:54 PM »
Hmmm thats a good point, I hadn't realised the number of minor changes in the 2.2 update, damn.

Thanks Slurpee

Well in that case I will probably just start a new game.

Has anyone had any success re-creating a save inside Aurora? I've never tried because it seems like a minor nightmare. The tech and what not is doable but I feel like recreating the systems would be nigh impossible. Even using real stars I feel like your only ever going to get close
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