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Posted by: RaidersOfTheVerge
« on: May 16, 2022, 05:40:53 PM »

Ah had to zip
Posted by: RaidersOfTheVerge
« on: May 16, 2022, 05:37:13 PM »

So my take on the first 10- years - db file below.
So semi spoiler if you haven't gotten to the end of Ep 5.
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Broadly very similar, biggest difference seems to be surrounding star systems, not sure how much of that is random.

I've definitely been light on the military, more on exploration - my default nature.

I deliberately postponed my first JSS since I had the civ jump ships. It's now one of my top priorities.

The scanner sats(fighters) are kinda fun, though I'm not sure they will be useful, still its nice to play around with the formation editor. I have deployed a set at all inhabited planets in Seranus.
I have come to the conclusion they need to be viewed as disposable. After their deployment time runs out 16+ years, just replace and scrap (with possibly better ones), way faster the overhaul
and probably cheaper.

I have somewhat become a fan of the Tyrder exploration cruisers in this neighborhood of giant star systems. Still augmenting them with my larger Mil Jump Tender and grav survey frigates (esp the new high endurance ones)
has been very helpful. My hybrid tanker/resupply ships also help.

The fact that that the Mil JTs need the Civ JTs (or stabilized JP) to transit is an annoyance.

I'm having fun starting with a different concept and not instantly changing it. I've kept the character of all of the planets, with only minor exceptions. I did use a new CivSY to build the first tug before moving the SY to Ephus where it belongs
and am moving some Const Fact to Thodalia to start converting more mines to Auto Mines. The under 20 year supply of duranium there is a bit scary. There are other sources but most will be easier with auto mines.

Just like SpaceMarine I mostly survived the fuel shortage while expanding the fleet. I'm trying to accumulate enough for an expedition to my 25 Aquilae system, the smallest of what I have found by far. Any serious work in the others will
need to wait for significant supporting populations or much better (faster/more fuel efficient) tech.

Not letting me attach my file
Posted by: RaidersOfTheVerge
« on: May 15, 2022, 08:48:38 PM »

Just noticed something I didn't think was possible. Thje Outreach Military Jump Tender has a military jump drive but civ engines and can be built at a Civ yard. I'll roll with it here, but this sounds sketchy to me.

It's a little counterintuitive, but both types of jump drives are commercial components.
So as long as your military jump tender doesn't have any actual military components, it does indeed count as a commercial ship.

And I just found out they can't self jump. The Military JT can let a military ship jump, but needs a commercial JD ship to be able to make a transit.
Posted by: skoormit
« on: May 15, 2022, 07:10:07 AM »

Just noticed something I didn't think was possible. Thje Outreach Military Jump Tender has a military jump drive but civ engines and can be built at a Civ yard. I'll roll with it here, but this sounds sketchy to me.

It's a little counterintuitive, but both types of jump drives are commercial components.
So as long as your military jump tender doesn't have any actual military components, it does indeed count as a commercial ship.
Posted by: SpaceMarine
« on: May 14, 2022, 11:11:52 PM »

Thats normal, a military jump drive can jump with commercial engines.
Posted by: RaidersOfTheVerge
« on: May 14, 2022, 09:15:42 PM »

Just noticed something I didn't think was possible. Thje Outreach Military Jump Tender has a military jump drive but civ engines and can be built at a Civ yard. I'll roll with it here, but this sounds sketchy to me.
I'm planning to make a variant that is a true transit support ship, as fast as the Tyrders and with refuling and resupply abilities.

Code: [Select]
Outreach ER class Military Jump Tender      19,850 tons       384 Crew       1,994.5 BP       TCS 397    TH 640    EM 0
1612 km/s    JR 3-50      Armour 1-65       Shields 0-0       HTK 79      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 5,062    Max Repair 1487.2 MSP
Cargo Shuttle Multiplier 2   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Ephus Jump Systems EJS-25K Jump Drive     Max Ship Size 25000 tons    Distance 50k km     Squadron Size 3

Tropiska Drive Systems TDS-160C Nuclear Pulse Engine (4)    Power 640    Fuel Use 7.07%    Signature 160    Explosion 5%
Fuel Capacity 2,400,000 Litres    Range 307.8 billion km (2209 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 48 hours
Posted by: RaidersOfTheVerge
« on: May 14, 2022, 08:19:05 PM »

I do it per planet, feel free to adjust the rules to how you want though, as I stated this is just how I like to play aurora normally.

The main issue was 50% of 1 is 0.5 so so it wasn't worthless I did round up, but only for 1. So 5 is still 2,2,1.

I was really worried about fuel until I realized there was 8mil in each of the 3 tankers.

Already a year 1/4 in. I love how fast AC# is early game! I'm saving every year if you want to compare at some point.
Not changing any of the scenario rules. But I'm sure things will diverge, my default play style is a bit different though my last
game has 50 research, 50 % Terra and50Z% survey as well so not as different as my previous ones.

Next new game I want to be the Bugs. probably my 50% defaults for research, terra and survey but like for racial 20% research, always hostile, 200% industry, 200%+ pop growth, 2-4 time density, wide range of temp, pressure, %O2, maybe slightly narrower gravity or skewed higher.
Posted by: SpaceMarine
« on: May 14, 2022, 03:12:00 PM »

I do it per planet, feel free to adjust the rules to how you want though, as I stated this is just how I like to play aurora normally.
Posted by: RaidersOfTheVerge
« on: May 14, 2022, 12:04:08 PM »

I think I'm going to give this a try. I'm sure probably have other questions, but 1 right off. How are you handling the 50% of labs max per project on worlds with small numbers of labs? Especially the world with only 1 lab? Is the 5 labs world limited to 2, 2, 1 lab per project? The world with 10+ labs are easier to deal with.
Posted by: SpaceMarine
« on: May 12, 2022, 10:08:01 AM »

Posted by: SpaceMarine
« on: May 07, 2022, 09:50:19 AM »

Posted by: SpaceMarine
« on: April 24, 2022, 12:22:34 PM »

Posted by: SpaceMarine
« on: April 23, 2022, 09:44:57 AM »

Posted by: SpaceMarine
« on: April 23, 2022, 12:14:29 AM »

quick things I noticed loading your DB:
1) it will throw errors if you don't have the AIstar stations and Shadow's Images races installed - for other players, these are located in the sticky threads in the Image Enhancements subforum (or you can just change them yourself in the race screen)

2) there is a huge problem with jump points - every so often it throws a "1.13.0 Function #2586: Object reference not set to an instance of an object" while surveying JP locations normally, or a whole pile at once if you SM a full grav survey.  Not sure what's going on but it seems like it can't generate new systems when you normally would discover a JP (and no JP is generated either).  Unless you want a real short LP you'll need to fix that  :)

Thanks a lot for bringing this to my attention I can tell you that I have now fixed both:

1-A, I have added both packs to the 7zip download with of course full credit provided, so anyone who downloads the zip file should be able to get up and running easier

2-A, I looked in the database and it looks like the issue was that during the period i was creating the system the game seemingly confused jump points of "sol" the starting system with that of the new system, as such they had the same ID in the database and that was causing issues when you surveyed or added new jump points, I have changed these values and it is now working, let me know if you have anymore issues and I am sorry about this but I didnt expect this to be a problem, this will require people to restart if they are playing but its good we caught this early.

Note: Was a tiny thing basically, if you want to save your "save" and want to go into the DB, all you have to do is gone in, find the jump point table, edit the game ID from 68 to 67 for 3 of the supposed jump points in the seranus system under system ID 4967, and then write those changes, head back into the game, turn SM on and add 4 jump points or however many you wan
Posted by: Fistandantillus7
« on: April 22, 2022, 09:18:28 PM »