The original by Drgong - http://aurora2.pentarch.org/index.php?topic=9805.0Technically a station can tow a tug but it will be limited to 1km/s. In C# the towed vessel's engines are powered down. This allows you to efficiently tow high power ships as well as ships that are out of fuel, both of which were problems in VB.
I wanted a version of this thread for the C# Section, so I made one!
- I'll start. :) Do tractor beams work if I place them on Space Stations, then use the Space Station to attach to a ship, then use that ship to tug. In other words, can I use tractor beams on the things I want to tug rather than make dedicated tugs. I usually have at least a couple of fast gunboats / corvettes / frigates lying around, and usually many of them; so I want to have a use for them. Also, that would make Fighter-Sized shunts a reality. So, can it be done?
Are financial centres affected by manufacturing efficiency?Financial centres are affected by the Wealth Generation tech.
No No, I want the tug to be a fast ship that doesn't have a tractor beam. I want to put the tractor on the station, move the ship I want to use as a tug to the station I want to tug, the attach that ship to the station using a tractor beam mounted on the station and tug the station with the ship I just flew over to it for that exact purpose.No. Sorry for not being clear. Only a hull with a tractor beam can act as a tug. The connected ship is dead-weight. What you are asking for worked in VB but was considered a bug due to causing the other problems I mentioned above.
Can I do that?
Can you sleeve the tractor beam? i.e put it into a fighter itself in a bay?
Are financial centres affected by manufacturing efficiency?Financial centres are affected by the Wealth Generation tech.
In C# the towed vessel's engines are powered down. This allows you to efficiently tow high power ships as well as ships that are out of fuel, both of which were problems in VB.That's huge, was that in the changelog somewhere or did you find out by testing? I assumed that both ships would run their engines.
I want to use playoon-sized Marines for boarding but I dont want majors to command them. I could just change the name of their rank, but then I'd have captains commanding battalions. Is there anything I can do to get around this?
PS: Similarly, is there a way to put Marine boarding squads stationed inside drop ships under the command of a Marine company HQ stationed on the mothership?
Are financial centres affected by manufacturing efficiency?Financial centres are affected by the Wealth Generation tech.
You didn't answer my question. Wealth generation is not what I was asking about.
On a planet with financial centres which also has a worker shortage, do I get 100% of the wealth bonus from them or does it get modified by the manufacturing efficiency factor?
I'm asking due to this situation: if I have a worker shortage and an income shortage, will building more financial centres help or will the increasing penalties from lack of workers make the financial centres provide diminishing returns?
I hadn't understood your question. Sorry.Are financial centres affected by manufacturing efficiency?Financial centres are affected by the Wealth Generation tech.
You didn't answer my question. Wealth generation is not what I was asking about.
On a planet with financial centres which also has a worker shortage, do I get 100% of the wealth bonus from them or does it get modified by the manufacturing efficiency factor?
I'm asking due to this situation: if I have a worker shortage and an income shortage, will building more financial centres help or will the increasing penalties from lack of workers make the financial centres provide diminishing returns?In C# the towed vessel's engines are powered down. This allows you to efficiently tow high power ships as well as ships that are out of fuel, both of which were problems in VB.That's huge, was that in the changelog somewhere or did you find out by testing? I assumed that both ships would run their engines.
Also, how can I see the Total Maintenance Capacity for my colonies?Economics window, Summary tab, middle column, top section between Commercial Shipyard Capacity and Military Academy. It won't be listed if it is 0.
Am I reading that correctly? Civilian mines can only be built in places that are a good source of Duranium, nothing else?
I was hoping I could rely on civilians to handle all the little asteroids with minerals while I focused on moon and planets, but it seems I have to micro-manage every little rock without some duranium as well...
Is there a problem with jump engines, or is it me missing something. I designed a ship say 3000 Tons then I designed a jump engine to cover ship weight plus itself. Say jump enging is 1500 tons then spend time researching said jump engine. Total of final ship weight should be 4500 . but it is always over. I have done this a few times with different ships wasted days of game time researching jump engines that are to small for final ship
Oh I thought it might have been that. But I assumed it would of been included. How do you work out weight of extra crew? Thanks for info on using prototypes. I didn't realise I could.Is there a problem with jump engines, or is it me missing something. I designed a ship say 3000 Tons then I designed a jump engine to cover ship weight plus itself. Say jump enging is 1500 tons then spend time researching said jump engine. Total of final ship weight should be 4500 . but it is always over. I have done this a few times with different ships wasted days of game time researching jump engines that are to small for final ship
You most likely forgot that Jump Engine has crew and they need crew quarters, that are automatically added to the ship and that of course increases size of ship.
I would advice to use Prototypes if you are not sure how big the final design will be.
I'm not aware of what the formula is for crew weight, but it will depend on the deployment time you select (ie a ship with 3 month deployment needs less than 12 month deployment).Oh I thought it might have been that. But I assumed it would of been included. How do you work out weight of extra crew? Thanks for info on using prototypes. I didn't realise I could.Is there a problem with jump engines, or is it me missing something. I designed a ship say 3000 Tons then I designed a jump engine to cover ship weight plus itself. Say jump enging is 1500 tons then spend time researching said jump engine. Total of final ship weight should be 4500 . but it is always over. I have done this a few times with different ships wasted days of game time researching jump engines that are to small for final ship
You most likely forgot that Jump Engine has crew and they need crew quarters, that are automatically added to the ship and that of course increases size of ship.
I would advice to use Prototypes if you are not sure how big the final design will be.
I have yet to figure how to use prototypes, shame on me.Prototypes is nearly the same as SM instant mode, just without being cheaty. Just make sure you have the "show prototypes" checkbox in class design turned on.
Can a ground force unit get upgraded to new tech?
I would expect not having nested GF HQ bonus would be a bug because analogous Admin Commands provide nested bonuses for ships. Can anyone confirm ground forces HQs provide no nesting bonuses and if that dynamic is WAI or an acknowledged bug?I want to use playoon-sized Marines for boarding but I dont want majors to command them. I could just change the name of their rank, but then I'd have captains commanding battalions. Is there anything I can do to get around this?
PS: Similarly, is there a way to put Marine boarding squads stationed inside drop ships under the command of a Marine company HQ stationed on the mothership?
You can add new rank, it will be put at the top, so you need to rename all the ranks.
As for the HQ, you can prepare HQ with several squads under its command on planet and then load them, game will remember that they are subordinates, but there will be no bonus from the HQ.
I believe that there is no bonus from superior HQs at all, but that is most likely bug.
How can you tell when ground units will need special capabilities like high temp, low pressure, etc? Eg, what counts as "low" or "high"? Will my Terran marines have trouble in martian gravity? Do boarding squads need low pressure because they are operating in space?
I was trying to figure out why civilian mining colonies were spawning so slowly and came across this explanation:I have also seen them do it on exeptional gallicite places.
"A suitable location is a system body with at least 10,000 tons of Duranium that has an accessibility of at least 0.7."
From:
http://aurorawiki.pentarch.org/index.php?title=C-Civilian_Economy#Civilian_Mining_Colonies
Am I reading that correctly? Civilian mines can only be built in places that are a good source of Duranium, nothing else?
I was hoping I could rely on civilians to handle all the little asteroids with minerals while I focused on moon and planets, but it seems I have to micro-manage every little rock without some duranium as well...
EDIT:
Also, how can I see the Total Maintenance Capacity for my colonies?
I was trying to figure out why civilian mining colonies were spawning so slowly and came across this explanation:I have also seen them do it on exeptional gallicite places.
"A suitable location is a system body with at least 10,000 tons of Duranium that has an accessibility of at least 0.7."
From:
http://aurorawiki.pentarch.org/index.php?title=C-Civilian_Economy#Civilian_Mining_Colonies
Am I reading that correctly? Civilian mines can only be built in places that are a good source of Duranium, nothing else?
I was hoping I could rely on civilians to handle all the little asteroids with minerals while I focused on moon and planets, but it seems I have to micro-manage every little rock without some duranium as well...
EDIT:
Also, how can I see the Total Maintenance Capacity for my colonies?
I have also seen them do it on exeptional gallicite places.
Rules for CMCs:
http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347
How do you get rid of future prototypes (besides obsoleting them)?I believe you would need to wait until the future tech is researched, create the prototype as a research project and delete the research project.
Normal prototypes can be turned into research prototypes which can then be deleted through the research screen. Can't get it to work for future prototypes though.
Future prototypes can't be made into research projects even after you get the required techs.How do you get rid of future prototypes (besides obsoleting them)?I believe you would need to wait until the future tech is researched, create the prototype as a research project and delete the research project.
Normal prototypes can be turned into research prototypes which can then be deleted through the research screen. Can't get it to work for future prototypes though.
So for practical purposes obsoleting them is the way to go. Might be worth putting in the suggestions thread.
How do you work out weight of extra crew?
Is it normal for precursors to have way more ships than in VB6?that number is very uncommon, but is certainly possible. you might also want some big shields, the larger sizes tend to be good at helping you deal with, and drain enemy AMM.
One system has around 80 16kt ships, and that is only the AMM class, there are a couple dozen more combat ships.
In a second system I just found another 39 combat ships and stations, and I already destroyed about a dozen there. Some stations way off course from any planet as well.
If I can destroy them and capture the harvesters, of which I found 156 in both systems combined, I probably won't need to build another one ever.
But I really need better PD to get through the AMM spam of 23 ships with 23 launchers each, let alone 80.
Is there a way for a fighter wing to land on a carrier and be retained as a subfleet within the carrier fleet?Land on assigned mothership as subfleet? Certainly ought to do it...
Am I missing something or are conquered aliens forced to adopt our commander name theme? I'd like to give them their own distinctive names so that it would be easy to see by looking at the name which species someone is.I haven't been in that situation yet, but that should probably be brought up in the suggestions thread.
I want to create Ground HQ Formations and leave them on a ship to command their sub-ordinate formations from from orbit.No. HQ formations only apply their bonuses to subordinate formations at the same location.
Can I do that and still get the bonus?
For example:
- Orbital Command [This one stays on the ship]
- Logistics Formation [This one might get landed piecemeal]
--- Everything Else [This get landed too]
Or not at all regardless of location, according to most reports...I want to create Ground HQ Formations and leave them on a ship to command their sub-ordinate formations from from orbit.No. HQ formations only apply their bonuses to subordinate formations at the same location.
Can I do that and still get the bonus?
For example:
- Orbital Command [This one stays on the ship]
- Logistics Formation [This one might get landed piecemeal]
--- Everything Else [This get landed too]
I'm going blind! Where do you select the spinal mount option when designing beam weapons (and yes i have researched spinal mount).
And note that, as this implies, it's an option specifically for lasers. Not beam weapons in general.I'm going blind! Where do you select the spinal mount option when designing beam weapons (and yes i have researched spinal mount).
In the design screen when designing lasers in the drop down list at the bottom it say "Standard Mount". Select that and change it to "Spinal Mount".
Will civilian ships use my commercial jump tenders? Or will I have to wait for the return gate to finish building?Civilians won't use your jumpships, only your stabilized points. (I'd forgotten that, so I had t ask about it not long ago.)
I'm on 1.10 and my jump point stabilization ships include a 45Kt rated commercial jump drive to allow my survey ships (who have commercial engines) access to/from the system while the gates are being built. I placed a civilian economy order for infrastructure to a colony in my most recently surveyed system which had a jump gate built to it but I'm still constructing the return gate. The infrastructure was delivered but now I see 9 civilian vessels which appear to be parked on the new colony.
How do I move maintenance supply between colonies?
Also it needs cargo shuttles, unless everything it wants to pick up or drop off MSP has a spaceport or shuttle installation.How do I move maintenance supply between colonies?
You need ship with Maintenance Storage and that is set as Supply Ship (upper right corner of Class Design window).
Hi noob here. o/
With time increment, it does not matter what I set the sub pulse to, my explorer ships with standard orders to explore nearest body never do more than one order per time increment.
e. g. when I use 8 hours they can often survey an asteroid within 8 hours (2 improved geological sensors per ship), certainly within one day, so if I do a 5 day increment with 1 day pulses I would expect them to survey 5 asteroids, or 30 days 30 asteroids but they dont they only ever do one.
Am I doing something wrong? I thought the pulse length was supposed to enable the AI to proceed with multiple tasks. (And if they are not then what is happening to NPRs when I am doing research instead of survey and using 30 day increments?)
Shields.. how do they work? Does any size shield work with any size ship regardless of tonnage? Or does shield size only fit a certain size ship?
Just asking. I am gonna try a having ago
I have researched up to Epsilon . Regen rate 3. How does strength size work? say size 55 , Does it mean 55 hit points then collapsesShields.. how do they work? Does any size shield work with any size ship regardless of tonnage? Or does shield size only fit a certain size ship?
Just asking. I am gonna try a having ago
Any size of shield will work on any ship. Provided the ship can actually carry it, of course XD
Shields start out quite weak compared to armor, but become stronger and stronger as your technology improves. So keep that in mind.
They are very useful once your technology is decent.
I have researched up to Epsilon . Regen rate 3. How does strength size work? say size 55 , Does it mean 55 hit points then collapses
I have a Maintenance Production Rate 50 MSP tech, 220 maintenance facilities on Earth and an Annual Production on Earth of 50,600 MSP. Help me with the math, how can I related these values as each facility is producing 230 MSP per year? Where does the 50 fit in?Your planetary governor gives a 15% production bonus.
Someone please tell this here silly human how to actually attack another population on the same body with ground forces.You need to set the other race as hostile and have ground units in the Forward Attack position.
Do I need to set the empire I want to attack to hostile, or something else first? There does not seem to be a button for attacking another population in the F8 ground forces menu.
Ah, that was my mistake! I forgot to yell "CHAAAARGE!"
...omygod, there's there's hundreds, thousands of messages in the log. All the verbosity that was cut out of the ship combat reports made it back in here, it seems.
Edit: okay, my limited comet mining colony conquest turned into total war on earth. I'm guessing there is no such thing as a limited engagement?
I can't tell if my orbital support is having an effect. Are there any messages I should look out for?
Ah, that was my mistake! I forgot to yell "CHAAAARGE!"
...omygod, there's there's hundreds, thousands of messages in the log. All the verbosity that was cut out of the ship combat reports made it back in here, it seems.
Edit: okay, my limited comet mining colony conquest turned into total war on earth. I'm guessing there is no such thing as a limited engagement?
starting a game now i have a projected usage of minerals extremely high ( more minerals than in the planet) and appears in red, it says that is for "maintenance" in the minerals window but i don't understand why. i have not played since 1. 4 or soMaintenance facilities consume minerals to produce the MSP they need to maintain your ships.
starting a game now i have a projected usage of minerals extremely high ( more minerals than in the planet) and appears in red, it says that is for "maintenance" in the minerals window but i don't understand why. i have not played since 1. 4 or so
ok i found out, for some reason everything is multiplied x100 because of , and . diferences en decimals, so my race has x10. 000 % ( 100,00 %) in everything, including RP production, so it makes the game unplayable and i can't edit it in the race window for some reason. . .
Restrictions (these are things that will not change)
you will need to change your decimal separator to a period, rather than a comma
Is it normal for each time increment that the summary window goes to the front?Aurora has focus stealing issues when it refreshes windows. There is a checkbox on the tactical map called 'Keep Tactical in Background' that affects how the glitch occurs but such things are considered 'normal'.
Is it normal for each time increment that the summary window goes to the front?Aurora has focus stealing issues when it refreshes windows. There is a checkbox on the tactical map called 'Keep Tactical in Background' that affects how the glitch occurs but such things are considered 'normal'.
Does Ground Unit Fortification go down if I remove the Construction Units?No. Removing construction or changing the command structure should have no effect on already fortified units. Keep in mind that setting a formation to Forward Attack or loading it onto a ship will reset its fortification to 0.
So let's sat I have a few formations, STOs for example. I place them under a command with Construction vehicles and wait for Max Fortification. Once I have that, I take that max fortified STO formation out from under the Construction Team and add it back into whatever command I had for it.
Will that Max Fortification begin to roll back?
Low Gravity
What does "LG-time" stand for in the system display menu?
Oh wow. Wow! I'm going to have to use that.What does "LG-time" stand for in the system display menu?
It is the time needed (in years) to stabilize the Lagrange point (http://aurora2.pentarch.org/index.php?topic=8495.msg116230;topicseen#msg116230) for that body
Quote from: AdmiralBaldo link=topic=11545. msg137225#msg137225 date=1592295737What does "LG-time" stand for in the system display menu?
It is the time needed (in years) to stabilize the Lagrange point for that body
Sorry I misunderstood your request context
Oh wow. Wow! I'm going to have to use that.What does "LG-time" stand for in the system display menu?
It is the time needed (in years) to stabilize the Lagrange point (http://aurora2.pentarch.org/index.php?topic=8495.msg116230;topicseen#msg116230) for that body
...Does the capability of the stabilization module matter? The post doesn't seem to say it does, so I'm thinking the small stabilizer module would be the best choice there...
Small stabilizers normally take a year, so it works out either way for them.Oh wow. Wow! I'm going to have to use that.What does "LG-time" stand for in the system display menu?
It is the time needed (in years) to stabilize the Lagrange point (http://aurora2.pentarch.org/index.php?topic=8495.msg116230;topicseen#msg116230) for that body
...Does the capability of the stabilization module matter? The post doesn't seem to say it does, so I'm thinking the small stabilizer module would be the best choice there...
I'm using the small module in my current game, and the time required matches the displayed LG-time (adjusted for commander Production bonus).
It could be that the bigger modules provide a proportional discount.
Thanks, that is a good idea.I think those would be the 'medium cost' worlds.
Something else mystifying me, can anyone tell me why some planets are listed in red in the system view, is that the blood of my researchers leaking out? Maybe that is where the alien bounty hunters took them to be disposed of!
it's possible to create more colony in a single world?Not of the same species, but if your civilization has multiple species then yes it is possible.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
Wait you said 10cm Advanced Railgun? Is this some sort of ruins only tech that isn't properly implemented yet?
I might be confused but if you got normal railgun tech it should just be called "10cm Railgun". The advanced variant sounds like it might be something else entirely. Can you discern any sort stats from what little the game has told you about it or do you just know the name?
Also for completeness double check whether this is a tech or some component you found - this could just be 10cm Railgun that is just called a 10cm advanced railgun.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
Wait you said 10cm Advanced Railgun? Is this some sort of ruins only tech that isn't properly implemented yet?
I might be confused but if you got normal railgun tech it should just be called "10cm Railgun". The advanced variant sounds like it might be something else entirely. Can you discern any sort stats from what little the game has told you about it or do you just know the name?
Also for completeness double check whether this is a tech or some component you found - this could just be 10cm Railgun that is just called a 10cm advanced railgun.
FTFY.
Please edit your post to respect and continue the OP's use of spoiler tags.
it's possible to open multiple system map?Yes. Shift-clicking on the buttons at the top will open multiple windows of most types.
it's possible to open multiple system map?Yes. Shift-clicking on the buttons at the top will open multiple windows of most types.
AFAIK, the tactical map is one of the few that you can only ever have one of. The Race Creation and the Game Information windows being the others.it's possible to open multiple system map?Yes. Shift-clicking on the buttons at the top will open multiple windows of most types.
So, then, which button opens a new tactical map?
The tactical map is one of those windows that could be exceptionally useful to have several of. Leave a window watching your spy craft, or other important activity that you'd prefer not loose sight of.This would probably be a good one for the Suggestions thread.
Do Air-to-Air pods benefit from onboard ECCM?Is air to air combat even possible in the game? All references to it I've seen have been as something to be added eventually, not a current feature.
Do Air-to-Air pods benefit from onboard ECCM?Is air to air combat even possible in the game? All references to it I've seen have been as something to be added eventually, not a current feature.
What's a dormant construct? A bit of a way off getting xenoarchaeologist (sp?) to the planet and am curious
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
Did a little DB dabbling to get myself started on the Adv lasers and Adv railguns, I can make normal of either, cannot select the advanced versions in the create tech menus. I suspect they are bugged atm.
A little screwing around in the DB, it seems they are missing entries from DIM_ResearchCategories - adding them in myself enables them to show up as a design-able component. Note that I have not tried to design, research, build and then use one, I only tried to test the theory they were omitted and it seems plausible they were given that their component entry is missing.
Advanced components as well as compressed fuel tanks were technologies that were recoverd from ruins in VB6 Aurora, so that seems to work correctly in C# Aurora. Now it is some time I played VB6 but I think it was necessary to disassemble them to get the necessary research to show up.
It was mostly general comment not aimed at anything specific. But I wonder, if you check "use alien components" in class design, can these recovered components be used in design? To use recovered components you do not necessarily need to research them, but you are limited by the number of components you recovered.
Sounds like this really needs to be reported as a bug. I want my advanced components XD
There is a way to obtain a Temperate Forest Biome (Earth base biome) on a planet?
Until now i obtain on 4 planet a Prairie, on mars a Chapparal and only on Io a Forested biome.
There is a way to obtain a Temperate Forest Biome (Earth base biome) on a planet?
Until now i obtain on 4 planet a Prairie, on mars a Chapparal and only on Io a Forested biome.
I might be misunderstanding something, but doesn't Railgun require two technologies - a Railgun tech and a Railgun Launch Velocity tech? If you don't have any Railgun tech yet you'd be missing the latter.
It's like how you need three different technologies to make your first jump drive.
I did wonder this but ive not got the techs required and i still cannot seem to make the more advanced tech components that i acquired from the ruins.
Did a little DB dabbling to get myself started on the Adv lasers and Adv railguns, I can make normal of either, cannot select the advanced versions in the create tech menus. I suspect they are bugged atm.
A little screwing around in the DB, it seems they are missing entries from DIM_ResearchCategories - adding them in myself enables them to show up as a design-able component. Note that I have not tried to design, research, build and then use one, I only tried to test the theory they were omitted and it seems plausible they were given that their component entry is missing.
As an aside: Would it be possible for you to check to see if they have any stat changes - not necessarily actually design them just to see if any of their planned/intended functionality is reflected, i.e. how much better/different is an adv. railgun from a standard one. Im curious as to what Steve was thinking with them if anything.
Just want to check if this is a bug or a mechanic I was not aware of.
I am starting to terraform a planet and noticed 34% ammonia but no dangerous gas penalty.
When I look at the wiki, ammonia is specified as a dangerous gas and the specified safe range for ammonia is 0. 005% but this planet is very cold at -90°C which is below the freezing point of ammonia, it also has a 66% hydrographic extent.
Do the temperature or hydrographic factor cancel out the ammonia or is this a bug?
hxxp: aurorawiki. pentarch. org/index. php?title=Terraforming#C. 23
Where / when do you modify the green text to make higher HQ ratings?
I have tried in unit design and in formation template in 1. 11. 0 and it does not seem to work for me.
e. g. I made a Medium Vehicle with HQ and Heavy Bombardment, edited the HQ value to 10000 and created it, researched it and it came out with 1000.
I added the HQ vehicle to a formation by editing the green text to say 10000 and the formation shows 1000.
I have seen posts saying you have to edit the value in green but I cant see how to do that. Where am I going wrong?
*whimpers*
*bangs head on keyboard*
Where / when do you modify the green text to make higher HQ ratings?Above the big block of green text (which really shouldn't be editable) there is a line of yellow that says 'Headquarter Capacity'. To the right of that is a green number. That is what you need to change.
I have tried in unit design and in formation template in 1. 11. 0 and it does not seem to work for me.
e. g. I made a Medium Vehicle with HQ and Heavy Bombardment, edited the HQ value to 10000 and created it, researched it and it came out with 1000.
I added the HQ vehicle to a formation by editing the green text to say 10000 and the formation shows 1000.
I have seen posts saying you have to edit the value in green but I cant see how to do that. Where am I going wrong?
*whimpers*
*bangs head on keyboard* ijuok98,nl,l,plo;k./[',0ip[;-'o=]l0/-=9i8uojk7087ui9yj
Is there an easy way that I can tell my tanker to refuel a particular vessel in a task force, so that they can make it back to Earth to fully refuel, rather than totally refuel the first one on the list but ignore the one further down the really needs it?
For Commanders to give their Bonus they must have a strict heirarchy (eg R1-R2-R3-...) in the Naval Organisation, right?
Well right now I have the problem that my ship officers keep getting promoted so ALL my admin commands must be highest rank, but then I cant have
Whole Navy Command
L Survey Ships
L Survey Ship 1
L Survey Ship 2
L Attack Ships
L Attack Ship 1
L Logistics Ships
etc because the "Whole Navy Command" is not a higher Rank, so I wont get its bonus.
How can I solve this? I already turned of "Realistic Promotions", and manually flagging 3500+ officers as "Do Not Promote" wont happen. And manually demoting every X days is tefious as well.
(AFAIK I cant just make all my naval commands highest rank and get the bonuses from the "Whole Navy Command" and "Survey Ships", is this true?)
How do you get on good terms with an NPR? They usually demand I leave their systems even if I only have a diplomatic vessel.
They were demanding, but it was their home system. A colony I found couldn't detect me, so there was no communication. Their home system was 2j from earth, they had more population and a large fleet while I had a few survey ships and some civilans.
In other games, if I didn't leave they usually shot my diplomatic ship after a while.
...1) Turn on auto-assignment for commanders.
...
2) Build a deeper admin command tree.
...
3) Build more academies.
...
4) Forget all that, just keep promotions from happening without spending an entire Sunday clicking a checkbox.
If you like, I will write a SQL script that will uncheck that box for you, for all your commanders.
If you just want a one-time fix, you can send me your DB and I will run the script on it.
If you would like to be able to do it on an ongoing basis, I can send you the script and explain what you need to do to execute it.
Send me a PM if you want to go this route.
Is there any benefit to Damage Control above 100?The percentage chance of repair is equal to ((Increment Length in Seconds / Repair Cost) * Damage Control Rating) / 1000
...1) Turn on auto-assignment for commanders.
...
2) Build a deeper admin command tree.
...
3) Build more academies.
...
4) Forget all that, just keep promotions from happening without spending an entire Sunday clicking a checkbox.
If you like, I will write a SQL script that will uncheck that box for you, for all your commanders.
If you just want a one-time fix, you can send me your DB and I will run the script on it.
If you would like to be able to do it on an ongoing basis, I can send you the script and explain what you need to do to execute it.
Send me a PM if you want to go this route.
Ok, I think I should have done a better job of providing this info, so here it goes:
1-Auto Assignment is on (forgot that in the post)
2-Im not sure a deeper command tree would help, since I couldnt get 2 levels without ships having too high of a rank
3-I have THOUSANDS of unused Naval Commanders. I have hundreds/dozens of high level commanders. I sincerely hope this is not the problem :s
4-Thanks for the offer, but you offered up another solution to the problem:
Decades ago I had assigned some commanders to the diplomatic ships bc they wouldnt get commanders. Somehow they survived decades and kept getting promoted, until reaching a level that messed up the heirarchy. Since they were spread out it took a while to figure out that it was the diplo ships causing the problem.
Does anyone else notice the time needed to save the game gets very long as time goes on?
My own game is in 2074 (started 2025) and I just timed the save game function at 21.6 seconds.
Does anyone else notice the time needed to save the game gets very long as time goes on?
My own game is in 2074 (started 2025) and I just timed the save game function at 21.6 seconds.
I would look at the logs, especially if they are filled by allot of ground combat reports that could be a potential bottleneck. I know this will hamper turn times allot during extensive ground combat. I have seen that when I ran several long ground combat in sequence that each took a few moths to conclude, especially with lots of aircraft involved as each on make a single entry in the logs. If you have a few hundred fighters that adds up over time and ground fighters tend to be rather small as that soaks enemy AA fire allot more effectively than large fighters.
Does anyone else notice the time needed to save the game gets very long as time goes on?
My own game is in 2074 (started 2025) and I just timed the save game function at 21.6 seconds.
I would look at the logs, especially if they are filled by allot of ground combat reports that could be a potential bottleneck. I know this will hamper turn times allot during extensive ground combat. I have seen that when I ran several long ground combat in sequence that each took a few moths to conclude, especially with lots of aircraft involved as each on make a single entry in the logs. If you have a few hundred fighters that adds up over time and ground fighters tend to be rather small as that soaks enemy AA fire allot more effectively than large fighters.
Does anyone else notice the time needed to save the game gets very long as time goes on?
My own game is in 2074 (started 2025) and I just timed the save game function at 21.6 seconds.
How can I get my Geosurvey Ships to not enter Alien Territory? They have Standing Orders to Automate them, but I have flagged the Alien System as under their control, banned all bodies, restricted fleet automovement and military restricted it.
Stupid ships STILL try to enter it, pissing off the Aliens I want to befriend.
How can I get my Geosurvey Ships to not enter Alien Territory? They have Standing Orders to Automate them, but I have flagged the Alien System as under their control, banned all bodies, restricted fleet automovement and military restricted it.
Stupid ships STILL try to enter it, pissing off the Aliens I want to befriend.
On the Movement Orders tab for each fleet there is an "Exclude Alien-Controlled" checkbox.
Have you checked it?
Is the Ancient Constructs tab in Economics working? I have identified Ancient Construct (Const/Prod 70%) on one of my colonies with 80m population so it should be active. But there is nothing in Ancient Construct tab.
How do I increase protection level on a colony?
I've built some STO's and delivered them to a colony but protection level is still 0.
How do I increase protection level on a colony?
I've built some STO's and delivered them to a colony but protection level is still 0.
I have a definite problem with unloading automines from freighters.
I tell them for example unload 1 automines out of 6 on board, by filling in the bit at the bottom which says "maximum items" and the order states unload Automine x1, see screeny.
So I expect them to unload 1 leaving 5 and add one to the target which has 7 (see screeny) but on completing the order they unloaded all 6 on board.
Is this a bug or is it expected behaviour ?
Is maximum items not intended to work with unload?
It's a known bug.
http://aurora2.pentarch.org/index.php?topic=10637.0
It's a known bug.
http://aurora2.pentarch.org/index.php?topic=10637.0
Aha! Thanks Steve, I had a feeling I was missing something obvious.
Am enjoying Aurora C# btw so thanks for sharing :) glad you are enjoying making it.
I've now fixed it for installations and minerals in V1.12.
CIC is only for very specific ranks. Make sure that the officers are of that rank.
Captain Control Rating 4 BRG AUX ENG CIC DIP
5) Combat Information Centre (CIC) is 3 HS and 75 BP. Allows the assignment of a Tactical Officer to the ship who will apply his Tactical Bonus to various combat-related function (TBD). The required rank for the ship commander is two above racial minimum.
So I captured some NPR ships that I think are Civ vessels. They are freighters. They have the status F. They will not let me unload the infastructure I loaded into them. Does anyone know how to get them working normally?
Do they have cargo shuttles?
So I captured some NPR ships that I think are Civ vessels. They are freighters. They have the status F. They will not let me unload the infastructure I loaded into them. Does anyone know how to get them working normally?
I've looked through all the tabs and can't find the button to pause fuel production. I'm out of
Sorium and need to shut my refineries down. It used to be on the production tab in VB6. Can someone please tell me where this button is?
Thanks for replying but it isnt working. I have tried every single officer in the list, every rank at least once and no tactical officer listing shows up. Could it be because I have several modules on the ship? (see screeny)I find that I have to select an officer of the correct rank before the window will show the executive officer positions.
Thanks for replying but it isnt working. I have tried every single officer in the list, every rank at least once and no tactical officer listing shows up. Could it be because I have several modules on the ship? (see screeny)I find that I have to select an officer of the correct rank before the window will show the executive officer positions.
It basically acts as if the "Eligible only" box is always ticked.
How do i stop following threads?
During development Steve and others spoke about a function that you could define a unit or task force as being an enemy ship/fleet so you could basically test and see if you could detect them, fire at them etc. Is that implemented in the game? Has anyone seen this functionality?
Yes that is what I am saying, I have clicked on officers showing all the ranks, many times over. There are seven and I tried them all without the position showing up i.e. LCDR CDR CAPT CDRE RADM VADM ADM. With the same method I was able to get the Chief Engineer and Exec to show, so I think its probably a bug or unimplemented re: Tactical Officer, I haven't built enough battleships to work out if its an edge case or unimplemented or what !? And I dont want to be a nuisance and waste Steves time with a bogus bug report if its simply unimplemented and on the to do list.Thanks for replying but it isnt working. I have tried every single officer in the list, every rank at least once and no tactical officer listing shows up. Could it be because I have several modules on the ship? (see screeny)I find that I have to select an officer of the correct rank before the window will show the executive officer positions.
It basically acts as if the "Eligible only" box is always ticked.
Do Construction Vehicles work on ships?
That is, do they provide a fortification bonus to units that are aboard ships?
Where do you reduce ship speed?Select the fleet in the Naval window, the button to set speed will appear in the bottom left.
I don't know if this is a bug or WAI, can't find anything about it.
I have a body under survey from a ship in its orbit. At around half the SP required to survey, I order the ship to break off and come back after crew rest. The SP points required for the full survey reset to the initial value. Is this how it's supposed to be?
Meaning also that 2 ships can't do a joint effort to survey a body?
yes true, but then it still feel a bit artificial to have say a geo-missile useless if it can't gather enough survey points to finish a planet.
Now I think geo missiles are a thing of the past in anycase ;)
yes true, but then it still feel a bit artificial to have say a geo-missile useless if it can't gather enough survey points to finish a planet.
Now I think geo missiles are a thing of the past in anycase ;)
yes true, but then it still feel a bit artificial to have say a geo-missile useless if it can't gather enough survey points to finish a planet.
Now I think geo missiles are a thing of the past in anycase ;)
You need to send a geosurvey buoy as the second stage of a missile. It will stay until the job is done.
Is it just me or are the prototypes not working in the current release?
In fact also when I do instant research for components, I need to close the window and then open it to get the component to show.
1. Civilian Mining Colonies - can they appear on bodies with existing player-controlled colonies? IIRC they could not do that in VB6, but maybe it changed in C#?In my experience they only appear on bodies with no player controlled colony. I don't remember seeing anything in the changelog about that aspect changing.
2. Is it okay if I put naval officers in the OOB that are of higher rank than required? I do this to prevent them being underranked in future if I decide to change the lower branches of the OOB. Can you do the same with Ground Units & their OOB?I don't think it matters if you put higher rank officers in admin commands. However I think you still need to maintain rank order within that in order for it to provide bonuses. So if you put an Admiral in one position, the command above him/her should be assigned a higher ranker.
3. Is there anything bad that can happen to Ground Unit stats during space transportation? Like there used to be a morale drop in VB6 if you used drop module for transporting.The moral drop has been removed so if you want you can keep troops permanently on board troop ships.
4. What is "OM Eligible" in System Generation and Display?OM stands for Orbital Mining. There is a research line in CP to increase the size of the body which is allowed to use orbital mining modules.
5. If your survey ship does NOT have EM/THERMAL passive sensors on board, will it miss alien ruins/population/something else interesting when surveying the body? Because there's no more built-in 1/1 EM/TH, right?I think it should fail to notice populations but I don't know about the ruins. I think ruins are generated as part of the geosurvey roll so I assume finding them would be part of that whole event trigger thing.
It's not an available project, so no. It is listed on the technology screen, but can't be researched.
Do I need to create a research project as well as a prototype?
Quote from: midikiman link=topic=11545. msg139074#msg139074 date=1595441298It's not an available project, so no. It is listed on the technology screen, but can't be researched.
Do I need to create a research project as well as a prototype?
Yes, you need to do that. In Class Design window, there is checkbox - Prototypes, it is under components list. If you select prototype component, new button will apear - Research Proto, click this and you will see research project in Research window.
I got two questions:
-Is there a way to load an entire army, more than one formation, in a transport ship without selecting every formation on its own?
-Is there a way to get rid of radiation on a body?
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.
Need more info here: slowdown as processing turns? slowdown as turns interrupted after x amount of seconds/days? How long have u been playing? Are the civilian within a reasonable size? How many systems?
I have succesfully completed (killed by the aliens) a 180 years campaign with over 130 systems and discovered 5 races plus spoilers with 5 days turns running between 3 to 6 seconds which could be considered a slowdown to those who havent run the vb6 version ever.
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.
Need more info here: slowdown as processing turns? slowdown as turns interrupted after x amount of seconds/days? How long have u been playing? Are the civilian within a reasonable size? How many systems?
I have succesfully completed (killed by the aliens) a 180 years campaign with over 130 systems and discovered 5 races plus spoilers with 5 days turns running between 3 to 6 seconds which could be considered a slowdown to those who havent run the vb6 version ever.
I'm curious--after 180 years, how long did a save game take?
NPR missiles going 33000 kph, my twin gauss turrets R400-100 i am using with beam fire controls R32-TS12000 with active sensors AS58-R100 are not shooting down missiles. I do not even see the missiles . i just get message ship destroyed by missiles in events.
Do I need to up my TS to over 33K My fire control speed rating is currently at 4000km/s or am I doing something wrong
Minor correction, in C# if the missile can cover the entire span in 5s or in other words 1 increment, then PD will fire at it. You can find it in the v1.00 changelogs. :)
Minor correction, in C# if the missile can cover the entire span in 5s or in other words 1 increment, then PD will fire at it. You can find it in the v1.00 changelogs. :)
Can I do shore leave in deep space if I have a station with recreation facilities out there, or does it have to be done at a colony?
I want to have rec facilities at jump points so I can have monitors on station all the time.
Beam Fire Control only does normal size, normal speed 50% 2,3,4 times ETC. unless you mean I use missile FC for beam weapons.NPR missiles going 33000 kph, my twin gauss turrets R400-100 i am using with beam fire controls R32-TS12000 with active sensors AS58-R100 are not shooting down missiles. I do not even see the missiles . i just get message ship destroyed by missiles in events.
Do I need to up my TS to over 33K My fire control speed rating is currently at 4000km/s or am I doing something wrong
The sensor is the problem. Resolution 100 sensors are not made to detect missiles. In fact, they are targeted at detecting 5000+ tons ships.
In the design you should see what the MCR is, that's the distance your sensor can see size 6 and below missiles.
If your MCR is smaller than what the distance the missiles can cover in the 5seconds period (in this case, 33000x5 km), the enemy missiles will not be detected and the gauss turrets will not shoot.
You generally need a second sensor for missile (and possibly fighters) detection. Resolution 1 is the way to go for that usage. You'll notice that the MCR is much higher than your Res100 sensor.
A good rule of thumb I use is to have at least 1-2 million km MCR, so that you can also get bonus tracking if you researched the appropriate tech (it's called max tracking bonus against missiles or somethign similar). As tech gets higher, range should get higher to accomodate for enemy missiles being faster, especially if you use AMM too.
When setting a priority for your commander, what is a higher priority 1 or 10?
I feel stupid. I have a survey ship that can carry its own ground survey team. I can order it to load ground units just fine, but I can't order it to unload ground units anywhere but Earth. The ship has cargo shuttles.
When setting a priority for your commander, what is a higher priority 1 or 10?
It was 1 to 10 and you will find it like this in all other documentation, however it was change by Steve over the C# development as a few people asked for it. To me it's still makes sense that number 1 priority is higher being my number 1 priority
however and bottom line:
Priority goes with higher number. The higher the number the higher the priority.
I feel stupid. I have a survey ship that can carry its own ground survey team. I can order it to load ground units just fine, but I can't order it to unload ground units anywhere but Earth. The ship has cargo shuttles.
I did not, that would explain it. I included cargo shuttles just in case, are they required as well?
I have the option to issue an unload order before I increment time at all, but only on Earth. No other planet gives me the option. This is the first time I've done anything with ground units, I think there's just something silly I'm missing.I think the planet you are unloading to must be tagged as a colony
How do you create genetically modified populations?
I have Genetic Modification centers and I have designed a new species. I cannot find an option to order them to start producing the new species
Question: is there any way to refit space stations to a new design that are constructed through Construction Factories (i. e. not via shipyards)?
Question: is there any way to refit space stations to a new design that are constructed through Construction Factories (i. e. not via shipyards)?
No, right now the only way to refit is with a shipyard.
Even though you made the station with factories, if you have a large enough yard you can use it to refit them.
Yes, check "assign all" in the top right.That just assigns all Missiles to one MFC when I drag and drop them. It helps for the last 30 Missiles from the last MFC, but thats kinda it
I had individual commercial ships surrender after I opened fire on them. I also had ships surrender to me after I captured planet they were orbiting. But even after I conquered their homeworld and they had no colonies left, there still were hostile ships I had to hunt down.
I don't remember exact wording of the mesage but it was something like that - XX Example 001 has surrendered. You will get fleet with the ship in your Naval Organization and you can give it normal orders. You also get design of the ship in your Class Design tab.Awesome, thanks! Then its just my NPRs being stubborn...
Beam weapons have a 1% chance of breaking every time they fire. Is that per increment or per shot? Like will a railgun actually roll against 3% since it fires 3 shots per increment?
Yes, check "assign all" in the top right.That just assigns all Missiles to one MFC when I drag and drop them. It helps for the last 30 Missiles from the last MFC, but thats kinda it
Forgot the fuel transfer module, thanks for the heads up. Do colonies need spaceports or fuel transfer systems if the tanker has cargo shuttles?
The one I mentioned is a 120kt capital ship, but the same problem applies in a broader sense.Yes, check "assign all" in the top right.That just assigns all Missiles to one MFC when I drag and drop them. It helps for the last 30 Missiles from the last MFC, but thats kinda it
Unless those are AMMs you'll have to designate the target for each fire control by hand as well I think. And unless you want to fire on 200 different targets there isn't really a point to giving each launcher a fire control. You can save a lot of space ... for more launchers!
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors? This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors? This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.
Can you dig the Precursor robots in C# Aurora? I play with high amount of ruins and it never happened to me.
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors? This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.
Can you dig the Precursor robots in C# Aurora? I play with high amount of ruins and it never happened to me.
Not at the moment. I might add that back at some point though.
I seem to recall that commercial hangers can reload ordnance for box launchers
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?
I've read the changes thread and understood it as them being the latter but I just wanted to make sure.
Quote from: Dreadder link=topic=11545. msg139398#msg139398 date=1596114238Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?
I've read the changes thread and understood it as them being the latter but I just wanted to make sure.
ELINT Modules stack.
Thank you, that's good to know. I guess I can tell the crews of my intelligence ships they'll probably make it home by Christmas afterall. :DQuestion about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?
I've read the changes thread and understood it as them being the latter but I just wanted to make sure.
ELINT Modules stack.
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?
I've read the changes thread and understood it as them being the latter but I just wanted to make sure.
ELINT Modules stack.
I noticed an issue some time ago but never got to post about it. In Naval Organization I have sometimes cut part of the text on the right side, namely Travel Time Required is not shown if there is lot of text on that line. Is this issue someone else also encountered? I am using 1920x1080 resolution and scale and layout is set to 100%.
Oh and where is the unload 90% of fuel order for tankers? I can`t seem to refuel or transfer fuel to colony or other ships even though I have the tanker box ticked.
Oh and where is the unload 90% of fuel order for tankers? I can`t seem to refuel or transfer fuel to colony or other ships even though I have the tanker box ticked.
You've probably forgotten to put a fuel transfer system on your tankers. Once you do, you'll see the order to "transfer fuel to colony". Instead of transferring a fixed 90% of the fuel in the tanker, it transfers down to a minimum level set in the class design; it's on the Misc tab of the Class Design window.
How do the new fighter autocannon, air-to-air and bombardment pods work? Are they worth researching if you already have fighters with regular missile launchers. Do you just bring them along for ground assault or whats the deal?
I know that - you're talking about power requirements from ship description but what I'm asking about is the Required Power in Ship Design Display in Naval Organization window. It's written as a percent together with crew grade, training, shields, fuel percentage and so on.I think I see what you are seeing, and I think it should be 100% all the time unless your reactors are destroyed. I actually noticed it was 0% on some ships with gauss only (which shouldn't require power) but they had no trouble shooting.
The more that I look at it, the more it seems to me that it should be percent of required power available but unless my math is way off, then those numbers seem to be way too low. Is it perhaps possible that SM editing an already existing class led to power consumption being calculated wrong or something similar?
Ah, I figured it out - it seems it takes into account shields as well - though it's not supposed to, so I'll report it in the bugs thread. Exploratory ship I used was showing only 4% of Required power, even though her reactors were considerably larger than required and she had no problems maintaining her fire rate but when I removed the shields the Power required went to 188%. I think that perhaps mr. Walmsley wanted to make shields use reactor power but then scratched that idea and the "issue" I posted about is a remnant of that.I know that - you're talking about power requirements from ship description but what I'm asking about is the Required Power in Ship Design Display in Naval Organization window. It's written as a percent together with crew grade, training, shields, fuel percentage and so on.I think I see what you are seeing, and I think it should be 100% all the time unless your reactors are destroyed. I actually noticed it was 0% on some ships with gauss only (which shouldn't require power) but they had no trouble shooting.
The more that I look at it, the more it seems to me that it should be percent of required power available but unless my math is way off, then those numbers seem to be way too low. Is it perhaps possible that SM editing an already existing class led to power consumption being calculated wrong or something similar?
For some reason, the station was added to a random civilian fleet.
Quote from: midikiman link=topic=11545. msg139523#msg139523 date=1596460977For some reason, the station was added to a random civilian fleet.
This sounds like a bug related to the "Space Stations" fleet selection dropdown on the Industry tab.
Perhaps if the selected fleet gets deleted while a station is being constructed, the game doesn't always correctly pick a replacement fleet to use.
Quote from: skoormit link=topic=11545. msg139528#msg139528 date=1596472165Quote from: midikiman link=topic=11545. msg139523#msg139523 date=1596460977For some reason, the station was added to a random civilian fleet.
This sounds like a bug related to the "Space Stations" fleet selection dropdown on the Industry tab.
Perhaps if the selected fleet gets deleted while a station is being constructed, the game doesn't always correctly pick a replacement fleet to use.
The fleet wasn't deleted, but it did change composition.
Now I'm having a different issue with the station. I tractored it to a gas giant where it eventually with some fiddling started harvesting sorium. Civilian colony ships are stopping there to fill its hab modules. However, no population shows up. This may be because I can't put a colony there, which is a disappointing glitch/feature. If I have a station that can house 200,000 people, it shouldn't matter what the planet looks like.
Currently you cannot make colonies at Gas Giants, nor in deep space.
Quote from: midikiman link=topic=11545. msg139532#msg139532 date=1596475096Quote from: skoormit link=topic=11545. msg139528#msg139528 date=1596472165Quote from: midikiman link=topic=11545. msg139523#msg139523 date=1596460977For some reason, the station was added to a random civilian fleet.
This sounds like a bug related to the "Space Stations" fleet selection dropdown on the Industry tab.
Perhaps if the selected fleet gets deleted while a station is being constructed, the game doesn't always correctly pick a replacement fleet to use.
The fleet wasn't deleted, but it did change composition.
Now I'm having a different issue with the station. I tractored it to a gas giant where it eventually with some fiddling started harvesting sorium. Civilian colony ships are stopping there to fill its hab modules. However, no population shows up. This may be because I can't put a colony there, which is a disappointing glitch/feature. If I have a station that can house 200,000 people, it shouldn't matter what the planet looks like.
Currently you cannot make colonies at Gas Giants, nor in deep space. So your orbital habitat is useless in orbit of a gas giant. Although it shouldn't even have been able to create a colony there, and so civilian ships should not be going there at all. Are you definitely playing on version 1. 11?
On the Contacts tab of the Tactical map, there is a checkbox for "Distances."It's distance from whatever fleet you clicked on last.
When this checkbox is checked, the text for each alien contact on the map has a distance at the end.
What is this distance? The distance to what?
I would have thought it was the distance from the (closest?) ship of mine that has that contact on its sensors, but that does not seem to be the case.
Hi everyone! I'm new to the forums (and the game), and this thread seemed like a good place to post my question. I'm trying to figure out how I can turn on notifications (I'd like to know when a research project gets finished without going to the research tab), but I can't quite figure it out for the life of me. Any direction that you all can provide would be greatly appreciated!
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.
Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.
I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.
Would that function as I intend it too?
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.
Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.
I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.
Would that function as I intend it too?
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.
Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.
I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.
Would that function as I intend it too?
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.
Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.
I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.
Would that function as I intend it too?
If I recall correctly, I once messed with Abandon Ship in VB6... the PDC exploded prettily, with heavy casualties and life pods scattered about. So if that holds, it's not a way to evacuate your ships, just a self-destruct that goes off a maximum of five seconds after the button is pressed. That may or may not be something you can ignore for the suggested piece of roleplay.
All military ships/stations require maintenance eventually, you can make station that has long deployment time and large supply of MSP to have longer time bofore overhaul and rest for the crew is necessary.
...
All military ships/stations require maintenance eventually, you can make station that has long deployment time and large supply of MSP to have longer time bofore overhaul and rest for the crew is necessary.
...
Are there a special way to make stations or are they simply ships with no engine?
All military ships/stations require maintenance eventually, you can make station that has long deployment time and large supply of MSP to have longer time bofore overhaul and rest for the crew is necessary.
...
Are there a special way to make stations or are they simply ships with no engine?
"Station" is just a convenient term for ships with no engines.
You can use the "No Armor" checkbox to make an armorless station, which saves a good bit of cost (and weight) and can be built by construction factories, but may not use any military components.
What is the use for the Production Skill?
What is the use for the Production Skill?
Orbital miners and fuel refineries produce more faster when commanded by an officer with higher production skill
When is the amount of minerals on a object decided? At the start of the game, when surveyed or when the system is discovered?
If I for instance would like minerals on the moon, could I survey and if I find nothing exit without saving and try again or would that not work?
When is the amount of minerals on a object decided? At the start of the game, when surveyed or when the system is discovered?
If I for instance would like minerals on the moon, could I survey and if I find nothing exit without saving and try again or would that not work?
To partly answer my own question, I have just tested and it is not when they are surveyed. The objects have the exact same minerals in a number of surveys.
When is the amount of minerals on a object decided? At the start of the game, when surveyed or when the system is discovered?
If I for instance would like minerals on the moon, could I survey and if I find nothing exit without saving and try again or would that not work?
To partly answer my own question, I have just tested and it is not when they are surveyed. The objects have the exact same minerals in a number of surveys.
If I for instance would like minerals on the moon, could I survey and if I find nothing exit without saving and try again or would that not work?
What is the use for the Production Skill?
Orbital miners and fuel refineries produce more faster when commanded by an officer with higher production skill
I'm having issues with my tanker, I can't get it to fuel a ship that has run out of fuel with the order "refuel from own tankers" or "join and refuel target fleet". What am I doing wrong?
Benjamin Harrison class Tanker 8,686 tons 78 Crew 250.6 BP TCS 174 TH 600 EM 0
3454 km/s Armour 1-37 Shields 0-0 HTK 25 Sensors 0/0/0/0 DCR 1 PPV 0
...
Fuel Capacity 1,500,000 Litres Range 1,075 billion km (3602 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 30 hours
This design is classed as a Commercial Vessel for maintenance purposes
And Tanker checkbox is selected in ship design, and "refuel own fleet" in ship overview.
I'm having issues with my tanker, I can't get it to fuel a ship that has run out of fuel with the order "refuel from own tankers" or "join and refuel target fleet". What am I doing wrong?
Benjamin Harrison class Tanker 8,686 tons 78 Crew 250.6 BP TCS 174 TH 600 EM 0
3454 km/s Armour 1-37 Shields 0-0 HTK 25 Sensors 0/0/0/0 DCR 1 PPV 0
...
Fuel Capacity 1,500,000 Litres Range 1,075 billion km (3602 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 30 hours
This design is classed as a Commercial Vessel for maintenance purposes
And Tanker checkbox is selected in ship design, and "refuel own fleet" in ship overview.
Unfortunately, there is no way to tell a tanker to give fuel to another ship.
Instead, move your tanker to the empty ship, then give the empty ship orders to refuel from stationary tankers (targeting the tanker).
Now the empty ship will slurp fuel off of the tanker.
All military ships/stations require maintenance eventually, you can make station that has long deployment time and large supply of MSP to have longer time bofore overhaul and rest for the crew is necessary.
Some people build one use stations/ships, that are simply abandoned after their maintenance gets too high. But I have no experience in designing such specialized ships, so someone who uses those would have to elaborate more.
What type of micromanagement (if any) would be needed for a military station at the same location as a civilian station with Maintenance Modules, a Recreational Facilities, and a Refueling Hub?
can civilian ships transit through stabilized jump points
Just to check if I got that right - when launching fighters from the carrier in Aurora C#, you have to manually detach every single one, right?In the Ship List, you can drag a box over multiple ships, and detach them as one fleet
If that's truly the case, then designing and building a massive (and obscenely expensive) battlestar, meant to carry 90 fighters, wasn't one of my better ideas... :(
Just to check if I got that right - when launching fighters from the carrier in Aurora C#, you have to manually detach every single one, right?
If that's truly the case, then designing and building a massive (and obscenely expensive) battlestar, meant to carry 90 fighters, wasn't one of my better ideas... :(
You can put them in a sub-fleet and detach/rejoin the sub-fleet as a fleet (easiest), or you can use multiple select from the ship list using ctrl-click or shift-click and then click detach.Thank you, I really didn't know that. That actually makes using carriers a viable option. :)
...The only micro management would be to regularly ship MSP (and fuel, if using ships) to the station. That can be done easily using a fleet with Cycle Orders turned on.
That can be done easily using a fleet with Cycle Orders turned on.
it always require some manual intervention.
I think you can use order delay to time your runs as I assume you are going A to B where both are Stationary (if either A or B are moving this will be impossible).
I think you can use order delay to time your runs as I assume you are going A to B where both are Stationary (if either A or B are moving this will be impossible).Unfortunately, the ultimate source of fuel or MSP is always a moving target.
Fuel comes from either a colony or a sorium harvesting fleet at a body.
MSPs come from a colony.
Quote from: Silverkeeper link=topic=11545. msg139474#msg139474 date=1596263815Oh and where is the unload 90% of fuel order for tankers? I can`t seem to refuel or transfer fuel to colony or other ships even though I have the tanker box ticked.
You've probably forgotten to put a fuel transfer system on your tankers. Once you do, you'll see the order to "transfer fuel to colony". Instead of transferring a fixed 90% of the fuel in the tanker, it transfers down to a minimum level set in the class design; it's on the Misc tab of the Class Design window.
Can overhauls be carried out at Maintenance Modules?
[NOOB POST]
i've recently downloaded the 151 full instalation and started a game. then, i updated it to 195 and created a new game. now, both research AND constructon speed are immensively high and this is just confusing. . . are there some recommendet settings for a "normal" game that feels like 151?!?
How do I bring down the annual failure rate other than adding engineering bays?
Here is an example design.
Town class Cruiser (P) 15 000 tons 376 Crew 2 231.4 BP TCS 300 TH 602 EM 1 200
4010 km/s Armour 5-54 Shields 40-300 HTK 106 Sensors 24/24/0/0 DCR 7 PPV 60
Maint Life 1.93 Years MSP 660 AFR 254% IFR 3.5% 1YR 231 5YR 3 466 Max Repair 180.465 MSP
Magazine 662
Commander Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Eurojet M-240 Ion Drive (5) Power 1203.1 Fuel Use 50.45% Signature 120.310 Explosion 10%
Fuel Capacity 839 000 Litres Range 20 billion km (57 days at full power)
Gamma S20 / R300 Shields (2) Recharge Time 300 seconds (0.1 per second)
Sunfire-5 Missile Launcher (12) Missile Size: 5 Rate of Fire 25
FC50 Missile Fire Control (1) Range 53m km Resolution 100
Meteor Anti-Ship Missile (132) Speed: 19 040 km/s End: 44.9m Range: 51.3m km WH: 4 Size: 5 TH: 76/45/22
SA-50 Active Search Sensor (1) GPS 4800 Range 51.3m km Resolution 100
MK-2 Thermal Sensor (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
MK-2 Electromagnetic Sensor (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
How do I bring down the annual failure rate other than adding engineering bays?
Here is an example design.
Town class Cruiser (P) 15 000 tons 376 Crew 2 231.4 BP TCS 300 TH 602 EM 1 200
4010 km/s Armour 5-54 Shields 40-300 HTK 106 Sensors 24/24/0/0 DCR 7 PPV 60
Maint Life 1.93 Years MSP 660 AFR 254% IFR 3.5% 1YR 231 5YR 3 466 Max Repair 180.465 MSP
Magazine 662
Commander Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Eurojet M-240 Ion Drive (5) Power 1203.1 Fuel Use 50.45% Signature 120.310 Explosion 10%
Fuel Capacity 839 000 Litres Range 20 billion km (57 days at full power)
Gamma S20 / R300 Shields (2) Recharge Time 300 seconds (0.1 per second)
Sunfire-5 Missile Launcher (12) Missile Size: 5 Rate of Fire 25
FC50 Missile Fire Control (1) Range 53m km Resolution 100
Meteor Anti-Ship Missile (132) Speed: 19 040 km/s End: 44.9m Range: 51.3m km WH: 4 Size: 5 TH: 76/45/22
SA-50 Active Search Sensor (1) GPS 4800 Range 51.3m km Resolution 100
MK-2 Thermal Sensor (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
MK-2 Electromagnetic Sensor (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Are Naval Admin jobs supposed to be skipped by auto-assignment? If so, is there a different way to enable auto-assignment for this?
I really like the idea of a deeply structured naval command, but I am way too lazy to keep appointing people to the same post over and over again ;D
I`m designing an anti-missile escort, it has 15 size 1 launchers and my plan is to have 5 missiles for every incoming salvo. My question is do I need 3 fire controls or will 1 do?
How do I change ship/fleet speed?
Is there a way to copy the characters of your game and paste them in a document? (Excel, preferably).
I tried selecting them and ctrl+c but it does not work.
What are the penalties imposed (if there's any) on ground units which are over their group's HQ points?The ground unit will not benefit fully from the commander's stats.
For example, I recently created a small garrison template with the usual 1000 HQ points but with a size of 2750. Will this create any sort of issues if that garrison is ever forced to take part in an engagement?
Second question, do purely defensive (not expected to partake in ground combat) STO units (laser batteries in this case) need HQ points to function properly?A unit without an HQ can't benefit from any commander bonuses (but can be assigned a commander).
Also related to this. I tried to design a 10000 HQ points unit to use as some kind of Sector-Wide ground forces command for one of my key systems. The issue is: when I try to edit that green text on the right panel and substitute 1000 with 10000, while the preview on the lower right shows me the correct result (10000 HQ points) the researched (and built) unit actually provides only 1 HQ point. Does this have to do with the decimal issue? Because I've already fixed it in the regional settings of Windows 10. For now I'm sticking with the standard 1000 HQ points unit, but it's severely limiting the expansion of my ground forces.HQs with capacity above 1000T show their capacity in units of 1000T (which is pretty confusing if you don't know about it). I think that also applied to supplies.
As for the commander stats, I'm now trying to figure out if adding HQs on STOs is worth the marginal size increase. Some commanders do have rather hefty bonuses, so I think I'll end up assigning enough HQ units to take care of that :)
30cm Ultraviolet Laser STO (2205)
Transport Size (tons) 592 Cost 210.42 Armour 36 Hit Points 36
Annual Maintenance Cost 26 Resupply Cost 0
Dutka Precision Arms 30cm Adv Spinal C2 Near Ultraviolet Laser
Range 320,000 km Tracking 5,000 km/s Damage 24 / 2 Shots 1 Rate of Fire 60
Maximum Fire Control Range 320,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 2,018,503km Max Range vs Missile 181,665 km
Non-Combat Class
Quad R20-100 Gauss Turret STO (2205)
Transport Size (tons) 1,651 Cost 504.72 Armour 36 Hit Points 36
Annual Maintenance Cost 63 Resupply Cost 0
Quad TS20k Tyler & Mcclure Kinetics R20-100 Gauss Cannon Turret
Range 20,000 km Tracking 20,000 km/s Damage 1 / 1 Shots 8 Rate of Fire 5
Maximum Fire Control Range 80,000km Chance to Hit at Max Range 75%
Maximum Sensor Range 2,018,503km Max Range vs Missile 181,665 km
Non-Combat Class
...you have contributed greatly to saving the Terran Confederation. (Well, until next patch's heat death of the universe. )
As far as I know Static units are larger and usually much more costly but also have better damage/penetration. I usually use Medium Vehicle HQ units with improved armor for better survival chances. . . but I'll be honest and say it's mostly for RP reasons. Also, I always try to make formations of a very, very specific size, so I keep everything tidy and mostly easy to track/transport.
How do I delete a buoy?
I launched a 2 stage missile that deployed an active sensor buoy. That buoy is no longer necessary and I want to remove it from the game.
I feel like this is probably a dumb question with a very obvious answer, but how do I take a formation out of its parent formation? For example, if the 42nd Battalion is parented to the 24th Brigade, what do I do if I want it to not have a parent any more? I tried dragging it to the planet, which almost works: the 42nd Battalion is moved to be under the planet rather than the Brigade, but it has no permanent effect. An order to load the Brigade onto a transport still shows the Battalion as a dependent formation, and refreshing the ground units window puts it back where it was.Use the button Clear Hierarchy (you may need to select a unit for it to appear).
In principle I could move the Battalion to a different Brigade, but I don't actually have another formation to move it under in this case.
Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Colony cost is 0. But temp goes down each month
(http://)
Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Colony cost is 0. But temp goes down each month
(http://)
A few possibilities, depending on what exactly you terraformed:
- If you terraformed a small body, there's a chance it doesn't have the gravity to maintain an atmosphere, and so the atmosphere is leaking into space. There's nothing you can do about this, unfortunately.
- Are the colonies themselves able to have that much max population? Each body has a maximum number of people it can support - if you go over this you'll see massive population decreases until the numbers line up. It doesn't explain the temperature drop though. . .
Quote from: Elvin link=topic=11545. msg140177#msg140177 date=1597819632Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Colony cost is 0. But temp goes down each month
(http://)
A few possibilities, depending on what exactly you terraformed:
- If you terraformed a small body, there's a chance it doesn't have the gravity to maintain an atmosphere, and so the atmosphere is leaking into space. There's nothing you can do about this, unfortunately.
- Are the colonies themselves able to have that much max population? Each body has a maximum number of people it can support - if you go over this you'll see massive population decreases until the numbers line up. It doesn't explain the temperature drop though. . .
These are planets and moons. Example Io in Sol started with a pop max of 1784 fully terraformed to 0 cost added colonists to roughly 200 million and then it started changing. Now it's population max is 27 and continues to lose temperature at about 1 degree per month of game time. The planet says atmosphere retention and I have disasters turned off. Haven't had this problem prior to this. It's happening to 5/6 planets across 3 different systems.
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916Question on terraforming. I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m. There are no notices and Earth and Mars are stable. It's starting to happen in my out lying systems now as well.
It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Colony cost is 0. But temp goes down each month
(http://)
Is the completion time for research projects not entirely visible or is it just a quirk of my screen?
In VB6, in the ship design screen you could see what other vessels could also be built at the same shipyard. I have not seen this in C#. I know a shipyard can build multiple ships, but I can't tell which ones necessarily go together ahead of time.Unfortunately, it is not implemented in C# yet. Although you can try my ship/missile optimizer (http://aurora2.pentarch.org/index.php?topic=10999.0) which has a function to just do that in the ship planner tab. It can also try to design bridging hulls for you if your designs are too different to be built from the same yard.
I recommend you get AuroraMod, since it fixes things like that without having to change Windows settings.
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?
Col Cost | Population (M) | Manu. Workers (M) | |||
6.0 | 60 | 9.3 | |||
6.0 | 70 | 9.49 | |||
6.0 | 80 | 9.45 | |||
6.0 | 179 | 0 |
Col Cost | Population (M) | Manu. Workers (M) | |||
5.0 | 90 | 13.7 | |||
5.0 | 100 | 13.8 | |||
5.0 | 110 | 13.7 | |||
5.0 | 240.1 | 0 |
Col Cost | Population (M) | Manu. Workers (M) | |||
4.0 | 90 | 19.37 | |||
4.0 | 100 | 19.44 | |||
4.0 | 110 | 19.36 | |||
4.0 | 240.1 | 12.01 | |||
4.0 | 387.1 | 19.36 |
Col Cost | Population (M) | Manu. Workers (M) | |||
3.0 | 160 | 26.81 | |||
3.0 | 170 | 26.84 | |||
3.0 | 180 | 26.76 | |||
3.0 | 240.1 | 24.01 | |||
3.0 | 268.4 | 26.84 |
Col Cost | Population (M) | Manu. Workers (M) | |||
2.0 | 200 | 36.25 | |||
2.0 | 210 | 36.34 | |||
2.0 | 220 | 36.33 | |||
2.0 | 240.1 | 36.02 | |||
2.0 | 242.25 | 36.34 |
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?
Agricultural is 5% * (colony cost + 1).
Service is 100% * the fourth root of the colony population (in billions), but no higher than 70%, and also no higher than whatever is left after the agricultural sector is manned.
Manufacturing is 100% minus the other two, but no lower than 0% (obviously).
Source: My own observations and reverse engineering. I've never seen a non-conforming case.
s = max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼))
then, ignoring the constraints temporarily:
ds/dp = -0.05*c - 0.222285*p¼ + 0.95
s = max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼))
then, ignoring the constraints temporarily:
ds/dp = -0.05*c - 0.222285*p¼ + 0.95
if we set ds/dp to zero and solve for p, we discover that
pmax = ((19 - c)/4.457)4
which will be true as long as 1.7 <= c <= 19, and p is less than 0.2401 billion. pmax will be a good number to put in that spreadsheet…
Edit: this forum doesn't really like unicode, does it?
max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼)) is the percentage assigned to the manufacturing center, so multiplying that by p gets us the _population_ of the manufacturing center.
pmax = ((19 - c)/4.457)4
Quotepmax = ((19 - c)/4.457)4
But 0.222285 * 20 = 4.4457.
Your version is missing a 4?
I am at bit of a loss as to what else to try, so does anyone have any suggestion, perhaps even encountered something similar or have I by chance encountered a bug?
Any idea what the max agricultural sector size is? Is it just 100% at a 19cc world?
Hmm, I'll wait for a while if anyone else has any other idea and report it as a bug if not.I am at bit of a loss as to what else to try, so does anyone have any suggestion, perhaps even encountered something similar or have I by chance encountered a bug?
It could be a bug. In my current game I can't gain any diplomatic points for one empire while I can gain them for another. It's not the ship design, since it's the same ship in both cases. I know of one planet for each of them where there are always ships. If I hang out at the first one, I get no diplomatic messages. If I hang out at the second one, I get diplomatic messages as well as threats (I think that's their capital, so it's understandable that they would be touchy.) In both cases they're running their active sensors (the contacts show a GPS strength for them). If I "hang out" near some precursors, I get messages saying that no diplomatic progress has been made because they refuse to talk. It certainly seems like a bug, even if there's some factor that the game doesn't tell us about.
Any idea what the max agricultural sector size is? Is it just 100% at a 19cc world?
Since nobody else has answered, I'll say that this is the case if I've done the math correctly. Maybe for science I'll find an 18.9cc and a 19cc world and colonize them to compare.
Why is it that Aurora4x's updates are not save game compatible? Since it seems like all the savefile data is stored in separate tables from global data, wouldn't a script be able to cut+paste the old save data to the new aurora4x database? Or is there another reason?
Is it possible to stop on new neutral contacts?
Is it possible to stop on new neutral contacts?
There's a mod for that. Check the approved mods forum for the event toggler mod. Once you run the program, select your database and find the box you're looking for.
I dumped the dbs of 1.9 and 1.11 and ran WinMerge. It said they were the exact same.
Quick question regarding ships with Sorium Harvesters. I sent them out to collect fuel from a gas giant, and now they're returning back to Earth to unload their tanks. How do I order the ships to unload their tanks? I don't know how to set the fuel amount on the ship. For reference, I have the ship class in question checked as tankers.
Quick question regarding ships with Sorium Harvesters. I sent them out to collect fuel from a gas giant, and now they're returning back to Earth to unload their tanks. How do I order the ships to unload their tanks? I don't know how to set the fuel amount on the ship. For reference, I have the ship class in question checked as tankers.
There should be an order called "Transfer fuel to Colony" if the ship is set as a tanker.
Quick question regarding ships with Sorium Harvesters. I sent them out to collect fuel from a gas giant, and now they're returning back to Earth to unload their tanks. How do I order the ships to unload their tanks? I don't know how to set the fuel amount on the ship. For reference, I have the ship class in question checked as tankers.
There should be an order called "Transfer fuel to Colony" if the ship is set as a tanker.
For it to appear, it also requires the ship to have the fuel transfer system component (or whatever it is called).
Is there any way to scrap or refit space stations? I assume I need massive commercial shipyards to accommodate the station?
If I don't have a shipyard big enough, am I stuck having to delete a station then using construction factories to build a new one if I want to "upgrade"?
Is there any way to scrap or refit space stations? I assume I need massive commercial shipyards to accommodate the station?
If I don't have a shipyard big enough, am I stuck having to delete a station then using construction factories to build a new one if I want to "upgrade"?
Is there any way to scrap or refit space stations? I assume I need massive commercial shipyards to accommodate the station?
If I don't have a shipyard big enough, am I stuck having to delete a station then using construction factories to build a new one if I want to "upgrade"?
You are correct, you need a massive shipyard for that.
SM mode to the rescue:
1) Create an "upgrade" station that has only the components that you want to add to your station.
2) Haul the station to a colony that will perform the refit.
3) Build the "upgrade" station.
4) Delete the original station and the "upgrade" station, and use SM mode to create your new station.
A more cheatsydoodle way of doing this is to just use SM mode to unlock the station design and change the components to what you want them to be, then relock the design.
This can cause weirdness however - onboard resources and such aren't affected so you can end up with >100% of fuel, MSP etc.
Do military ships over 500 tons with emergency cryogenic berths require cargo handling systems to pick up survivors?I'm not aware of there being any restrictions on ships picking up survivors. AFIK any ship can do it, but the ones with spare space will be less likely to have life support failures.
I have a resupply base stationed on top of a jump point with around 50% fuel and 50% MSP. (commercial space station, marked as resupply ship and tanker in design, zero minimum fuel, zero minimum supplies)
I have a fleet of supply ships with 100% fuel and MSP. (commercial ship, marked as resupply ship and tanker in design, zero minimum supplies)
Both designs have cargo shuttles and refueling systems.
In the naval org menu, I can order the resupply ships to "refuel from own tankers" and they will transfer fuel to the base (in fact they will fuel the base beyond 100%, I'm guessing it's a bug, but I'm using Auroramod).
However, after I give a "resupply from own supply ships" order, the fleet completes the order in 10 seconds, says the order is complete, but no MSP is transferred. Merging the ships and base into one fleet, setting the ships to resupply own fleet, setting the base to not resupply, and increasing the base's resupply priority also does not transfer any MSP.
How can I transfer MSP from my ships to my base and is there a way to avoid having them refuel the base beyond 100%?
Alternatively, is there some easier way to maintain a station not orbiting a body? I've been using this resupply base to maintain a static weapons platforms to defend this jump point from hostile aliens. The maintenance modules have been drawing from the base's MSP storage, which is why I need to top it off.
Im assuming that you have set the minimum value of the supply ships correctly. How much time did you wait for the MSP to be transferred when you decided it wasn't working?
I had a similar problem with tankers and fuel until I realized that I need to wait hours not minutes of game time.
Additionally, resupply from supply ships probably didnt work because both the base and the ships are considered supply vessels, ergo they will supply the rest of the fleet but not eachother since they are all above their minimum supply. This might be annoying micro but try to set the base design to be not a supply ship and see if the problem persists. Once it is filled up and the supply ships have left you can redesignate the base as a supply ship. (you dont need to unlock the design to mess around with designations like tanker, collier and supply). You could also try to set the minimum supply of the base to 100% MSP and then move it back once the supply is done.
Quote from: Droll link=topic=11545. msg140624#msg140624 date=1599178181Im assuming that you have set the minimum value of the supply ships correctly. How much time did you wait for the MSP to be transferred when you decided it wasn't working?
I had a similar problem with tankers and fuel until I realized that I need to wait hours not minutes of game time.
Additionally, resupply from supply ships probably didnt work because both the base and the ships are considered supply vessels, ergo they will supply the rest of the fleet but not eachother since they are all above their minimum supply. This might be annoying micro but try to set the base design to be not a supply ship and see if the problem persists. Once it is filled up and the supply ships have left you can redesignate the base as a supply ship. (you dont need to unlock the design to mess around with designations like tanker, collier and supply). You could also try to set the minimum supply of the base to 100% MSP and then move it back once the supply is done.
Minimum fuel and supply was set to zero on the base.
10% fuel, zero supply for the ships.
I hit 30 day increment after issuing the orders, game stopped and gave me the message than the fleet had completed its order to resupply the base after a few seconds. When I reissue the orders, sometimes it stops after 5 seconds, sometimes it takes 2 minutes, sometimes 6 hours.
Just tried unticking the "supply ship" option for the base design and played with the minimum supplies, the ships still won't top off its MSP when ordered, neither with the "resupply from own supply ships" order, nor with the "join & resupply target fleet" order.
However, if I:
Untick the the supply ship box on the base design
Merge the resupply base with the resupply ships
Have the resupply ships set to "resupply own fleet"
Wait
The supply ships will slowly fill the base's MSP. Unfortunately this is an unacceptable amount for micromanagement for something that should be trivial, and I don't know how to automate it. I'm now trying to figure out a better way to maintain defense satellites indefinitely at a jump point.
The only thing I can say is that you should:
Make a big boy tug
Make a big boy maintenance storage module
(Bonus) make a rec facility module for the military def satellites
Tug your modules to the JP
Your big boy maintenance storage module should ideally hold tons of MSP for multiple years which you would top up every now and again. This should make the micro for it somewhat more manageable.
One thing you should know about "orders completed" in this context, it does not mean that the resupply has finished - it merely means that the ships have arrived at the resupply destination or that they have begun the resupply. If you re-order the resupply immediately after they are essentially interrupted. Try giving them the order, then waiting sometime after you get the "orders completed" message. At least this is kind of the problem I seemed to have when figuring out tankers refueling fleets.
The only thing I can say is that you should:
Make a big boy tug
Make a big boy maintenance storage module
(Bonus) make a rec facility module for the military def satellites
Tug your modules to the JP
Your big boy maintenance storage module should ideally hold tons of MSP for multiple years which you would top up every now and again. This should make the micro for it somewhat more manageable.
One thing you should know about "orders completed" in this context, it does not mean that the resupply has finished - it merely means that the ships have arrived at the resupply destination or that they have begun the resupply. If you re-order the resupply immediately after they are essentially interrupted. Try giving them the order, then waiting sometime after you get the "orders completed" message. At least this is kind of the problem I seemed to have when figuring out tankers refueling fleets.
That's exactly what I have currently have going on. What I'm trying to do is top off the MSP since it's been maintaining my satellites for years.
I'm certain that's not how the order works because I've tried passing time after they complete the order and MSP simply does not get resupplied even after months have passed. Whereas if I merge them into one fleet and undesignate the base as a supply ship, it gets its MSP refilled in days.
I have a few questions:
1)Can you transfer ground forces between a mother ship and their parasite craft w/o unloading on a planet first?
2) Some quick math tells me 6xHS1 Gauss cannons are better (more hits per incoming volley) then 1xHS6 gauss cannon, is this correct?
3) How is tracking speed calculated?
3a) is it "simple" "Tracking speed Vs Target Speed"?
3b) or "tracking speed Vs (Target speed - your speed)"
3c) or complex " tracking speed Vs Hypotenuse (Target Speed And barring & your speed and barring"
3d) side question: technically if a missile is heading straight at you, no deviation in the X or Z coordinate it should require a Tracking speed of 0 (it's technically stationary on the X & Z coordinate) is this simulated in game?
Sorry for the technical questions, by my physics degree demands that i know how this works or it will not let me sleep.
I have a few questions:I don't think there is currently a way to transfer troops between ships in the same fleet.
1)Can you transfer ground forces between a mother ship and their parasite craft w/o unloading on a planet first?
2) Some quick math tells me 6xHS1 Gauss cannons are better (more hits per incoming volley) then 1xHS6 gauss cannon, is this correct?This is a matter of debate, there are threads and threads about it.
3) How is tracking speed calculated?Ship tracking speed is the higher of the ship speed or the racial tracking speed (as determined by your tech).
3a) is it "simple" "Tracking speed Vs Target Speed"?
3b) or "tracking speed Vs (Target speed - your speed)"
3c) or complex " tracking speed Vs Hypotenuse (Target Speed And barring & your speed and barring"
3d) side question: technically if a missile is heading straight at you, no deviation in the X or Z coordinate it should require a Tracking speed of 0 (it's technically stationary on the X & Z coordinate) is this simulated in game?
my physics degree demands that i know how this worksThe fluff is that ships are built with trans-newtonian elements so there isn't any chance of using real life physics to explain things.
Any ship with an officer with a tactics bonus should have smaller than full-size gauss cannons, because you cannot have over 100% accuracy, so their bonus is wasted on full size guns.
When you have a squadron of dropships dock inside a carrier that way collectively carrying a single ground unit, will that ground unit be able to just stay in said dropship squadron or does the carrier need space for the ground unit?
Probably pretty gamey but cool nonetheless.When you have a squadron of dropships dock inside a carrier that way collectively carrying a single ground unit, will that ground unit be able to just stay in said dropship squadron or does the carrier need space for the ground unit?
Ground units in shuttles stay in shuttles after docking so carrier does not need any troop transport capacity.
Probably pretty gamey but cool nonetheless.When you have a squadron of dropships dock inside a carrier that way collectively carrying a single ground unit, will that ground unit be able to just stay in said dropship squadron or does the carrier need space for the ground unit?
Ground units in shuttles stay in shuttles after docking so carrier does not need any troop transport capacity.
Any ship with an officer with a tactics bonus should have smaller than full-size gauss cannons, because you cannot have over 100% accuracy, so their bonus is wasted on full size guns.
BasileusMaximos is probably thinking of the VB6 difference between troop transport bay and combat drop bay so you built slow troop transporters that moved the ground units into dropships that handled the actual combat drop but in which the troops suffered morale penalties. This separation no longer exists in C# as all troop transport bays are equally comfortable to the ground pounders.Why? Their shuttles have all the needed facilities to house them, they don't just turn that off the moment they enter the hangar.Probably pretty gamey but cool nonetheless.When you have a squadron of dropships dock inside a carrier that way collectively carrying a single ground unit, will that ground unit be able to just stay in said dropship squadron or does the carrier need space for the ground unit?Ground units in shuttles stay in shuttles after docking so carrier does not need any troop transport capacity.
Are Gene Mod Centers not fully implemented? I can't find the button anywhere to tell the centers I have to start converting people.
is there any reason aside from cost, for using the highest available armor for ground forces?
I haven't been able to find this in a search on forum nor google, and it isn't in the questions threads I've read through.
Automatic action orders.
In VB6 the default orders had a range limit where the target had to be within 10billion kilometers, and an event warned you if there was no action available within that range.
In C# there is no direct reference to 'within 10b kilometers' when a standing order cannot be completed, but it seems to be functionally the same.
I'm in a system with hundreds of asteroids, and almost all of them are frustratingly between 10. 4 and 14 billion kilometers from each other barring small groups of two or three.
I have a survey ship fast enough and with enough fuel to cover the entire system in a relatively speaking short amount of time, but the standing orders will not do it, and hundreds of individual asteroids scattered where I cannot even go through them in number order is. . politely not going to happen.
Is there a way to increase the default search range beyond 10b km?
There is no way to change the 10bn km limit, however do note that the limit is from the ship's position, so if you order the ship out to one of them it will keep surveying until it runs out of valid targets. I'd be fairly surprised if the asteroids are so scattered that it can't get most of them.
On the one hand, you could just ignore them, asteroids normally contain fairly small amounts of minerals anyway.
If having an un-surveyed system bothers you, you could use SM mode to delete the system and re-enter the jump point to (hopefully) get a less annoying system.
Or you could use SM mode to survey all the bodies and send a survey ship on a trip approximately around the corners of the system to represent you doing it without the hassle.
Or you could use SM mode to change the orbital distance of the asteroids, or delete the asteroids completely.
I moved a binary star which was like 150bn km away from the primary, with no bodies suitable for L points, I figured 20-30bn was nearly the same thing for most practical purposes except surveying.
Yep, there's smaller groupings of two or three that autoscout beyond the first, but after having to manually redirect the ship three times and only having eight of the hundreds of asteroids done I called it quits. Surprised the heck out of me, too, because usually when I find asteroids out this far they're densely packed blobs dropped to one side, but this system seems to have a full on belt around it instead. Not sure which is more rare technically, just that in my experience dense blobs are the more common rather than belts (of any density. )That sounds like a very annoying system for anyone with even vague OCD tenancies.
I will admit getting that 100% surveyed status is about the only thing I care for, so SM mode it is. I knew about it, but thought I'd see what other options there were. Thank you.
Since you have experience on it, I do have one more question!
If you change a secondary star's distance, do the secondary star's orbitals move with it ? I presume so as they're individually coded to distance from the secondary and not the primary, but I'd like to be sure.
That sounds like a very annoying system for anyone with even vague OCD tenancies.
One more question, unrelated to the previous!
Deep Space Tracking Stations.
With the changes to sensors now giving exponential diminishing returns, as more power no longer extends range linearly but rather adds to the radius, it's even more important to have them spread out to cover more ground than it was before.
In VB6 there was an option to show detection ranges of certain strengths.
In C# there is none that I can find?
Here's an example of what I'm looking for, VB6 screencap from reddit on the same topic, by a different person back in the day.
https://i. imgur. com/Zr8Tchr. png
(Are links okay? Lets see if this gets me blocked, lol. )
Another one.
In the game I'm running I've surveyed/visited ~150 systems now. And I've not come across a single nebula or black hole. I'm running without real star systems checked (though my initial test run with real star systems on went about 75 systems in without either appearing as well). Are they unimplimented in the current version, or have I just been unlucky?
Another one.
In the game I'm running I've surveyed/visited ~150 systems now. And I've not come across a single nebula or black hole. I'm running without real star systems checked (though my initial test run with real star systems on went about 75 systems in without either appearing as well). Are they unimplimented in the current version, or have I just been unlucky?
They are not implemented as far as I know
Actually. Wait, Curveball. Never seen this before.
Can heavily damaged enemy ships surrender themselves to you?
After a fight, I've got an enemy ship that's history log lists it as "captured", despite me lacking boarding tech, or having any infantry along with the fleets that were involved in this fight.
____ Division HQ __________
| | | | |
Reg Reg Reg Reg Supply
Wasn't there a bug which has been fixed for 1.12?I admit I haven't kept up with the bugs thread or read the list of fixes in detail so that's good to know.
this
- Fixed bug that prevented replenishment of inherent supply from parent formation.
and also this, which is not part of the conversation but was related to supply as well
- Fixed bug that caused ground formation elements with only inherent supply to fire at 1/4 rate.
full changelog here: http://aurora2.pentarch.org/index.php?topic=11593.msg135695#msg135695
As far as I can tell, the regiments are drawing supply from their in-built supply units before taking it from the supply formation, and when they run out of in-built supply they use their supply status rather than drawing from the supply formation.
Based on this I think I need to include the supply units directly into division HQ rather than having them as a separate formation which is a bit annoying because I'll need to re-jig everything to make it fit in the transport ships and I loose the modularity of having supply formations.
One other problem I have found is that because assigning support is a bit wonky I have my BBM in my division HQ rather than as a separate unit. Everything draws supply from the division HQ first, which drains the HQ of supply and also leaves the BBM without supplies.
The BBM then draws from inherent supply until it runs out.
Hi :)
I´m trying to assign commanders but their rank is too low for my ships.
Where do I set the rank for a particular class?
Thanks.
I've tried to find information on this but a lot of what I'm finding is VB6, and the newer C# information regarding civilians seems wholly focused on everything except fuel.I believe the answers are as follows:
Civilian fuel harvesters, and in general, civilian shipping line fuel use.
I believe I read somewhere that in C# Civilian shipping lines take fuel from your colonies if there is no fuel available for them at their own harvesters. I also recall reading somewhere, at some point, that Civilian Harvesters when full actually dump their fuel on the nearest colony. This is entirely counter to how it worked in VB6 and I can't seem to find the post again now that I'm actively looking for it, so that's why I'm here. Clarification!
1) If I have civilian harvesters disabled in the galaxy gen, where do civilian shipping lines get their fuel?
2) If I have civilian harvesters disabled at generation and then enable it later, will civilian harvesters spawn? I toggled it on for a while, but did not see any after a few in game years. Saying that my civilian industry is thriving is an understatement, so I would have expected it within that time.
3) If I have civilian harvesters enabled, and presuming they're working, do harvesters steal the fuel and sell it off to the nether while taxed as they did in VB6, or do they dump it on a colony as open resources that can be used?
4) If I have civilian harvesters enabled and working, do civilian shipping lines still get their fuel from the same place as Q1?
Thank you!
. . . .
Anyway my questions are these:
1. How do diplomacy ships work? I sent one commercial with diplomatic module but instead of improving our relationship they demanded I leave urgently.
2. How about ELINT ships, is there a way to remain undetected, for example can i reduce thermal signature by moving slower?
3. How do I improve relationships?
4. Can I picket a moving planet at a distance?
Question.
Warship has a component that's repair cost exceeds the ship's maximum MSP storage. Ship is also in a fleet with a supply ship more than capable of supplying the MSP needed.
Assuming a component breaks, can the warship repair itself using both it's own store, and the larger store of the supply ship? Or will it automatically fail to because it can never hold enough supplies itself?
Are MSP supply ships currently broken?
I have a fleet on training with a supply ship in the fleet (the intent is to avoid having to order resupplies regularly during training, when the more expensive parts break down). The supply ship has several thousand MSP to spare, as well as the "Supply Ship" designation in the ship designer, and I've got in the ship checked to "resupply own fleet" in the naval organization>ship details menu.
Any ideas guys?
Are MSP supply ships currently broken?
I have a fleet on training with a supply ship in the fleet (the intent is to avoid having to order resupplies regularly during training, when the more expensive parts break down). The supply ship has several thousand MSP to spare, as well as the "Supply Ship" designation in the ship designer, and I've got in the ship checked to "resupply own fleet" in the naval organization>ship details menu.
Any ideas guys?
Are MSP supply ships currently broken?Can we see the design of the supply ship? Is it missing shuttles?
I have a fleet on training with a supply ship in the fleet (the intent is to avoid having to order resupplies regularly during training, when the more expensive parts break down). The supply ship has several thousand MSP to spare, as well as the "Supply Ship" designation in the ship designer, and I've got in the ship checked to "resupply own fleet" in the naval organization>ship details menu.
Any ideas guys?
- If I build a Naval Shipyard, it starts at 1,000 Tons. If I were to use the Continual Capacity Target and set it to 500 Tons, will it shrink? And if it does, do I get refunded?
- If I build a Naval Shipyard, it starts at 1,000 Tons. If I were to use the Continual Capacity Target and set it to 500 Tons, will it shrink? And if it does, do I get refunded?
http://aurora2.pentarch.org/index.php?topic=11565.msg139244#msg139244
http://aurora2.pentarch.org/index.php?topic=11124.msg128762#msg128762
What is the real state of mines in v11? Its appears some people are able to, but I have the same situation as describe in:Code: [Select]http://aurora2.pentarch.org/index.php?topic=11565.msg139244#msg139244
Some other thread that gave me false hopeCode: [Select]http://aurora2.pentarch.org/index.php?topic=11124.msg128762#msg128762
I am encountering a strange issue with the tactical map in C# Aurora.
Multiple things seem to break being able to auto-center on things or change systems in the display. I do not know the full list of things causing this behavior, but I do know one sure-fire way to do it: by right clicking on a jump point in the tactical map and then clicking on it's name to switch views to the system beyond the jump, it will cause this issue.
All this issue does is seem to center the camera onto a certain fleet disallowing me to center anywhere else or change systems (unless I change where the fleet is located). I can still pan normally. It seems to choose to lock to the latest ship/fleet I've either built or sent orders to (not sure which).
My question: Is this a feature or a bug? And if so, what is this feature and how do I stop it once it is enabled?
EDIT:
Ok I seem to understand how to prevent this issue, which also fixes the issue if it is currently occurring. If you have a ship selected in the fleet organization screen, even if the fleet organization screen is not even open, OR you have a ship selected on the "military" tab in the tactical view, you cannot center to anything other than that ship no matter what you click - it just goes back to that ship.
Therefore the solution is to make sure a fleet or admin command is highlighted in those lists. Then no camera issues will occur.
My guess is that the routine that updates the camera position checks if anything is selected and then sets the camera position to the center of the selected object
and it is continually selecting that object if it's selected in one of those lists with a higher priority than whatever you're clicking in say, the drop down list for systems on the tac map.
Quote from: Alphard link=topic=11545. msg141261#msg141261 date=1601759108I am encountering a strange issue with the tactical map in C# Aurora.
Multiple things seem to break being able to auto-center on things or change systems in the display. I do not know the full list of things causing this behavior, but I do know one sure-fire way to do it: by right clicking on a jump point in the tactical map and then clicking on it's name to switch views to the system beyond the jump, it will cause this issue.
All this issue does is seem to center the camera onto a certain fleet disallowing me to center anywhere else or change systems (unless I change where the fleet is located). I can still pan normally. It seems to choose to lock to the latest ship/fleet I've either built or sent orders to (not sure which).
My question: Is this a feature or a bug? And if so, what is this feature and how do I stop it once it is enabled?
EDIT:
Ok I seem to understand how to prevent this issue, which also fixes the issue if it is currently occurring. If you have a ship selected in the fleet organization screen, even if the fleet organization screen is not even open, OR you have a ship selected on the "military" tab in the tactical view, you cannot center to anything other than that ship no matter what you click - it just goes back to that ship.
Therefore the solution is to make sure a fleet or admin command is highlighted in those lists. Then no camera issues will occur.
My guess is that the routine that updates the camera position checks if anything is selected and then sets the camera position to the center of the selected object
and it is continually selecting that object if it's selected in one of those lists with a higher priority than whatever you're clicking in say, the drop down list for systems on the tac map.
This is expected behaviour - in the Naval Organisation window there's a checkbox "centre on selected fleet" (or words to that effect). From the sounds of it you have it turned on.
A quick question about light bombardment units. Is it correct that they will fire from support position?
Don't quote me on this, but Spacemarine's youtube tutorial said that they could.That's out-of-date. FFD only matters for fighter and orbital support.
Update:
I checked, it sounds like it.
From the Gospel According to Steve: "Forward Fire Direction allows a front-line unit (more on that later) to direct the fire of bombardment units from a formation in a support position, fighters on close air support missions, or ships in orbit." http://aurora2.pentarch.org/index.php?topic=8495.msg105824#msg105824
Oh dear, I got that off the wiki. I should try and update it I suppose. Do you know what update it was changed in?
For a defensive station that will always be over a colony with Maintenance facilities, do I have to worry about the AFR%? I feel like 1 engineering space and maybe a maintenance bay for extra MSP (combat repairs) is all I need.Consider these scenarios:
Absolutely none is probably unwise but minimal could work.
They work for a fuel harvesting ship but not really for a station-tanker combination. The best way is to make a manual order for the tanker and have it cycle it endlessly.
I think you may have found a design flaw there, maybe someone knows a solution. Arrow keys don't work. I didn't think of ground units not being able to easily be put into admin groups. I was using the same solution as you on the navy.
This is a silly question but it's bothered me for a while and I finally can't figure out a workaround.
How do I drag units to drop them in something that doesn't show up on the screen without scrolling? So, for example, I want to drag some artillery from my Replacements formation to drop into 1st Division, which has suffered casualties. Replacements, though, shows up at the bottom of Earth's very long list of forces and 1st Division is at the top. I can't seem to scroll once I'm "holding" something so it has always seemed to me that I could only drop things into something that shows up on the initial screen without scrolling.
For navies, I solved this problem by just creating a lot of silly Admin HQs and Fleets that can always be collapsed.
But I can't seem to do that with ground units. Each HQ has to be built. Since I only have division-level HQs right now, that means 25 divisions are shown on Earth. Not to mention all the survey battalions, mineral battalions, and construction battalions, that don't have division-level organizations.
There has to be some basic interface command that I'm missing.
Dose NPR can conduct ground invasion?
I have several ground units on Earth that took casualties, I also have formation that is set as Use For Replacement and have units that are needed by my combat formations. For some reason, no units are moved to replace the casualties (I waited several months). I tried to change the priority, but that had no effect. Is there something that I am missing?
What does it means 'fixed' in Diplomacy? Like '40 fixed', this is the relation I have with the other Human NPR on Earth at start.
You can open two windows and drag the unit between them.
I have several ground units on Earth that took casualties, I also have formation that is set as Use For Replacement and have units that are needed by my combat formations. For some reason, no units are moved to replace the casualties (I waited several months). I tried to change the priority, but that had no effect. Is there something that I am missing?
I'm not sure if its supposed to be necessary but have you set up any unit series with the relevant units?
Quote from: Black link=topic=11545. msg141788#msg141788 date=1602923839You can open two windows and drag the unit between them.
Can you?
Whenever I click the At-At, it just brings me back to the same window I have open. Is there a trick to it?
I have several ground units on Earth that took casualties, I also have formation that is set as Use For Replacement and have units that are needed by my combat formations. For some reason, no units are moved to replace the casualties (I waited several months). I tried to change the priority, but that had no effect. Is there something that I am missing?
I'm not sure if its supposed to be necessary but have you set up any unit series with the relevant units?
Is there any advantage to picking up NPR lifepods after you've beaten them in battle? Do you learn anything about their species?
I have a feeling that the NPR I'm fighting (which is one I manually created) was messed up by my initial setup. There are only 19M of them on their homeworld (which is Venusian) and I wanted to see if their species was able to live on a Venusian world. I think their population went from billions to 19M over 50 years of game time, but I can't be sure.
According to development posts, you need to have a certain amount of population in a system to have a valid claim so that NPRs accept it and comply with your request to leave the system. I have a system with 7 JPs, which is basically a gateway to many other portions of the galaxy, but it has no planets, and this NPR just rejected my request to leave the system. How can I claim it? Does it count if I put an orbital station there?
Does it have absolutely no planets? Not even comets? If there is a comet or roid flying around somewhere then you can dump a habitat with at least 10-20m population cap and fill it with people in order to have a valid claim.
If the system is absolutely empty though you wont ever be able to have a permanent claim. Instead what you can do is place some sort of maintenance/recreational/refueling base at a waypoint of your making and use that base to establish a permanent military presence in the system.
I think the AI will respond to such military build up and avoid the system, even if it refuses the requests themselves.
There is absolutely nothing in the system except a star, so I guess a resupply base and military presence is my only option, and probably a logical one considering the strategic importance of the system. Though it means they also cannot claim it without a military presence, right?
No. If C#, box launchers are reloaded either in a hangar or by ORDNANCE TRANSFER points. Which are things that have ordnance transfer modules, or
Relevant rules posts:
1. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg104195#msg104195 (Ordnance transfer mechanics)
2. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg109127#msg109127 (box launcher reload rules)
I keep the mechanics post bookmarked to help with stuff like this: hxxp: aurora2. pentarch. org/index. php?topic=10666. 0
How does spoiler race generation work? I know from tooltips that NPR generation requires relatively strict set of parameters, but I couldn't find anything about spoiler races except Rakhas, which was in change logs.That question and answer belongs to the Spoiler sub-forum.
Is the civilian wealth economy currently functional? I have 1600 infrastructure sitting on Earth in the civ economy ready for export, but none of my civilian freights are moving them to my single colony, Mars. Mars has a demand for infrastructure in their market table, but the civilian freighters have remained immobile over Earth for well over six months.
Is the civilian wealth economy currently functional? I have 1600 infrastructure sitting on Earth in the civ economy ready for export, but none of my civilian freights are moving them to my single colony, Mars. Mars has a demand for infrastructure in their market table, but the civilian freighters have remained immobile over Earth for well over six months.
I also might just be misremembering how the civ contract/market system worked, and it's more random than this interaction.
I read somewhere that control and shift click should work on the Naval Organization screen. Control should make it so I can select multiple ships at once and shift so I can select all ships between two points.
This does not work for me. Neither control click nor shift click do anything.
Any ideas on what the problem is? It would make the game a lot better if I could drag and drop multiple ships at once.
Working for me, primed Mars and Luna with 500ish infrastructure, now about 10 years later they have a combined 22k infrastructure.
As Black said, civilian freighters prioritize work order that you set, so if you have a lot going they will not move around infrastructure on their own (in a timely manner at least).
Is there a way to end a war with an NPR? If yes, how can I do it?
Quote from: jscott991 link=topic=11545. msg142051#msg142051 date=1603239744I read somewhere that control and shift click should work on the Naval Organization screen. Control should make it so I can select multiple ships at once and shift so I can select all ships between two points.
This does not work for me. Neither control click nor shift click do anything.
Any ideas on what the problem is? It would make the game a lot better if I could drag and drop multiple ships at once.
You can multi-select, but only inside of a single fleet. Select a fleet, and then in the right hand pane you can shift/ctrl-click. You can then drag those ships back into the left pane to move them to different fleets.
Is there an easy way to see the commandants of my academies?
I've lost track of who I put where (I have about 10 different academies on 10 different planets) and since it influences the type of leaders produced, I don't want to overdo one category.
Figuring out what leaders are doing what is actually kind of hard in this game (unless I'm missing some easy display somewhere).
Is there an easy way to see the commandants of my academies?
I've lost track of who I put where (I have about 10 different academies on 10 different planets) and since it influences the type of leaders produced, I don't want to overdo one category.
Figuring out what leaders are doing what is actually kind of hard in this game (unless I'm missing some easy display somewhere).
Will changing difficulty midway through game affect already spawned NPR's?
Also it seems in 1. 12 pressing point defense on the STO design does not increase the tracking speed anymore is only reduces the max range, is this intended? is it a display bug? anyone know whats going on with it?
I've false started a few games as I learn the mechanics and thus far I've only bothered terraforming the ~2. 0 CC pretty blue worlds. This game I got the surprise of a Dormant in Sol. On Triton.
1) So that means I just learned the hard way about the max 3. 0 Greenhouse factor. Saved and restarted many times trying to figure out why it was (seemed to be) bugging and Greenhouse Gas was not raising temp anymore. . . Finally nailed the right search terms and found a convo about the max factor. So it makes sense that there is a hard limit on how much I can raise the temp. Stuck at -133. Just want to make sure this noob isn't missing another trick to get temp up.
2) Never bothered colonizing an LG world before. In order to make use of the % Research bonus from the dormant that I have explored, I need 1M available workers per RF. That's a crapload of LG Infra on a 5+ CC world. I've been using 15-25% of my Industry for over 3 decades and still only managed a mere 9 RF worth of free pop. Orbitals just seemed too expensive for this large a project. If I understand the latest scuttlebutt, genetics is currently not working, so making an LG Version of Humanity is not an option. Has anyone done a basic calculation of the break even on building Orb Habs vs LG Infra on diff CC? Shouldn't be hard, just no reason to reinvent the wheel if the info is already out here.
Correct, it will not affect existing NPRs, only new ones.Will changing difficulty midway through game affect already spawned NPR's?I think it's a modifier to new NPR spawns, old ones will remain unaffected.
I've false started a few games as I learn the mechanics and thus far I've only bothered terraforming the ~2. 0 CC pretty blue worlds. This game I got the surprise of a Dormant in Sol. On Triton.
1) So that means I just learned the hard way about the max 3. 0 Greenhouse factor. Saved and restarted many times trying to figure out why it was (seemed to be) bugging and Greenhouse Gas was not raising temp anymore. . . Finally nailed the right search terms and found a convo about the max factor. So it makes sense that there is a hard limit on how much I can raise the temp. Stuck at -133. Just want to make sure this noob isn't missing another trick to get temp up.
You can raise the temperature either by raising the Greenhouse Factor, or by increasing solar insolation.
GH pressure of 3 is indeed the maximum. I think db48x is mixing up VB6 and C# terraforming terms and mechanics.
GH pressure of 3 is indeed the maximum. I think db48x is mixing up VB6 and C# terraforming terms and mechanics.
No, I'm not. In C#, the only ways to increase temperature are increasing Greenhouse Pressure (which you've already discovered is capped at 3.0) and increasing insolation (https://en.wikipedia.org/wiki/Insolation).
I am however deliberately using a real-world scientific term rather than the in-game term because anyone who tried it might blame me for ruining their game.
Here is a helpful tidbit - If you want this community to grow, don't tell new players they are too dumb to give information to when they ask to be educated...
No, I'm not. In C#, the only ways to increase temperature are increasing Greenhouse Pressure (which you've already discovered is capped at 3.0) and increasing insolation (https://en.wikipedia.org/wiki/Insolation).LMAO okay yeah I didn't understand the joke you were going for ;D that would indeed work
I am however deliberately using a real-world scientific term rather than the in-game term because anyone who tried it might blame me for ruining their game.
Is this some sort of Scientific hazing that experienced players try on new guys?Nah bro, don't get upset - he was going for a joke about the Solar Warming catastrophe scenario you can pick at game settings.
For excavation of ruins, is there any difference between a formation with 10 construction points and a formation with 2 points?
That refers to identifying ruins with xenoarcheology units, I was speaking of excavating ruins with construction units.For excavation of ruins, is there any difference between a formation with 10 construction points and a formation with 2 points?
Ground-based xenoarcheology is randomized. The total number of points the formation has controls how likely they are to decipher the writing system used by original inhabitants. 10 points means a base chance of 10% per year; 100 points is a base chance of 100% per year. This is divided by the number of construction cycles in a year to find the chance of completing the project in any given cycle. Thus a formation with 100 points will be much faster at the job than one with 10, but it will still usually take longer than a year.
http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167
No, I'm not. In C#, the only ways to increase temperature are increasing Greenhouse Pressure (which you've already discovered is capped at 3.0) and increasing insolation (https://en.wikipedia.org/wiki/Insolation).LMAO okay yeah I didn't understand the joke you were going for ;D that would indeed work
I am however deliberately using a real-world scientific term rather than the in-game term because anyone who tried it might blame me for ruining their game.
if only temporarilyIs this some sort of Scientific hazing that experienced players try on new guys?Nah bro, don't get upset - he was going for a joke about the Solar Warming catastrophe scenario you can pick at game settings.
That does make me wonder if anyone has done that catastrophe start and remained in Sol. Do the outer planets get too hot in a reasonable time or does it take centuries? I know the usual tactic is to move people from Earth to Mars as a stopgap while you find a suitable extra-Solar colony.
No, I'm not. In C#, the only ways to increase temperature are increasing Greenhouse Pressure (which you've already discovered is capped at 3.0) and increasing insolation (https://en.wikipedia.org/wiki/Insolation).LMAO okay yeah I didn't understand the joke you were going for ;D that would indeed work
I am however deliberately using a real-world scientific term rather than the in-game term because anyone who tried it might blame me for ruining their game.
if only temporarilyIs this some sort of Scientific hazing that experienced players try on new guys?Nah bro, don't get upset - he was going for a joke about the Solar Warming catastrophe scenario you can pick at game settings.
That does make me wonder if anyone has done that catastrophe start and remained in Sol. Do the outer planets get too hot in a reasonable time or does it take centuries? I know the usual tactic is to move people from Earth to Mars as a stopgap while you find a suitable extra-Solar colony.
Okay, I was trolled and apologize for falling for it. My mistake for asking an honest question and wasting an afternoon trying to discern the game mechanic a helpful experienced player said was available. Yes, I am aware that I can destroy the Solar system with heat at game setup. I suppose if the purpose is to discourage new players from learning the game, you could possibly frame an argument that claims this is part of the 'terraforming' process to make a planet more habitable and send them down a rabbit hole of researching terms that aren't even in the game.
Good job db, you got me.
I encountered an alien population on a random planet. They aren't Rakshas as there's no ground forces or STOs. The EM signature of the planet kept dropping and finally stabilized at around 400. When I finally got around to conquering the planet there were 2ish million aliens there with around 500 infrastructure. They are at the edge of known space but in the decades since first contact and leaving a Diplo ship stationed within range of the planet I've never seen any ships, other installations, or received any communication attempts. I went two jumps beyond to see if maybe this was some sort of outlying colony and there's nothing there.
I've never seen this behaviour before. I always thought that were two very definite alien types in Aurora: NPRs and the (now three) spoiler races. This doesn't fit any of those. I checked the settings, just in case I somehow mistakenly clicked generate non-TN races only and that maybe this is that - but that option isn't active.
Anyone any ideas what this might be?
snip
This could be caused by spawning on planet that is not ideal habitable world for them, so they were dying, until the infrastructure that is given during spawn was enough to sustain remaining population.
What temperature does water start condensing out of the atmosphere? I see in the Terraforming update post that the boiling point of water is set to -18C, but is there a max temperature above which you can't have any liquid water?
I'm trying to terraform Mercury to human norm and got the temperature cost below 2.0, but there's no water so the cost stopped decreasing. I started adding water and noticed it wasn't precipitating out...which makes sense, because the surface temperature is still like 280C.
Mmmhhhmmmm, I now see I made an error...Started a conventional game in 1800AD and knowing that family sizes were larger then, sometime much larger... I changed the population increase to 3.0.... That is a huge misstake, now almost 50 years into the future I have almost 14 billion souls...
I presume I can not change this setting? ???
Newbish question, in VB6 you could right click on any system body and create a colony on it, but this option is now gone it seems -- unless I'm missing something ?? -- this was very practical.
So now, how do you easily create a colony on an asteroid, as the list of system bodies in System Generation and Display can't be sorted. Say, how do you create easily a colony on Polyxena?
Do you need a fire control to place sensor buoys? I see a 2016 Reddit post that says no, but I don't know if things have changed.
Are sensor buoys even worth it if you can just put Deep Space Tracking Sensors in a system?
I find the idea of buoys intriguing, but I have no idea how to actually make them work.
Or, to word it differently, can you get group contacts to work usefully while still naming ships?No, you can't.
Part of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.
K-Orzel STK wz 1 class Shuttle 499 tons 11 Crew 58.3 BP TCS 10 TH 7 EM 0
722 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 8.65 Years MSP 25 AFR 6% IFR 0.1% 1YR 1 5YR 9 Max Repair 20 MSP
Cryogenic Berths 1 000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Improved Nuclear Pulse Engine EP7.20 (1) Power 7.2 Fuel Use 19.08% Signature 7.20 Explosion 4%
Fuel Capacity 1 000 Litres Range 1.9 billion km (30 days at full power)
This design is classed as a Fighter for production, combat and planetary interaction
Question for 1.12 regarding colony governor and sector governors.
If i set colony with "automated assignment for colony" my sector governor which I manually assign always get reassigned to a colony and so I end up without a sector governor.
How can i go around it and either make it that if someone is already assigned anywhere it cant be picked for "automated assignment for colony" or that my sector governor get automated assigned aswell so it will not be unassigned all the time?
Thanks!!!
I had an intresting problem with fighters using them in an non-classic way. I was trying to use design akin to trans-newtonian Space shuttle or SpaceX Starship with just small cryo and engines for Earth-Mars evacuation (Death spiral at 0. 03 and 500m start forces you to use everything you have). They can load/unload only using spaceport . There is no space port at Mars at this point in time, no place to put shuttles inside -shuttle- too. Soo. . .QuotePart of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.
It is such an uncommon application of fighters that it is most likely it would be waste of Steve time to look at it. You can't even transport cargo this way due to size of smallest of holds (500t). Problem will disapear once I have both spaceports. What do you think, should it be even reported as a bug?Code: [Select]K-Orzel STK wz 1 class Shuttle 499 tons 11 Crew 58.3 BP TCS 10 TH 7 EM 0
722 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 8.65 Years MSP 25 AFR 6% IFR 0.1% 1YR 1 5YR 9 Max Repair 20 MSP
Cryogenic Berths 1 000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Improved Nuclear Pulse Engine EP7.20 (1) Power 7.2 Fuel Use 19.08% Signature 7.20 Explosion 4%
Fuel Capacity 1 000 Litres Range 1.9 billion km (30 days at full power)
This design is classed as a Fighter for production, combat and planetary interaction
Quote from: Anamori link=topic=11545. msg142733#msg142733 date=1604800319I had an intresting problem with fighters using them in an non-classic way. I was trying to use design akin to trans-newtonian Space shuttle or SpaceX Starship with just small cryo and engines for Earth-Mars evacuation (Death spiral at 0. 03 and 500m start forces you to use everything you have). They can load/unload only using spaceport . There is no space port at Mars at this point in time, no place to put shuttles inside -shuttle- too. Soo. . .QuotePart of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.
It is such an uncommon application of fighters that it is most likely it would be waste of Steve time to look at it. You can't even transport cargo this way due to size of smallest of holds (500t). Problem will disapear once I have both spaceports. What do you think, should it be even reported as a bug?Code: [Select]K-Orzel STK wz 1 class Shuttle 499 tons 11 Crew 58.3 BP TCS 10 TH 7 EM 0
722 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 8.65 Years MSP 25 AFR 6% IFR 0.1% 1YR 1 5YR 9 Max Repair 20 MSP
Cryogenic Berths 1 000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Improved Nuclear Pulse Engine EP7.20 (1) Power 7.2 Fuel Use 19.08% Signature 7.20 Explosion 4%
Fuel Capacity 1 000 Litres Range 1.9 billion km (30 days at full power)
This design is classed as a Fighter for production, combat and planetary interaction
Your post is a little unclear. Are you saying that your 499t shuttle cannot unload colonists? I believe that the statement you quoted only intends to explain why fighters can be built without a shipyard in orbit, but I can see how the lore can be understood to imply that cargo can be unloaded from fighters without a cargo system.
I suppose it is more of a suggestion, but reporting it as a bug might also be a good idea. You could lead with the quote and then say how you interpreted it and how your shuttle ended up not working. Including the shuttle design is a good idea as well; it's pretty good. The bug could be that the lore implies something that the game doesn't support.
How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .
Quote from: Ostar link=topic=11545. msg142789#msg142789 date=1604945359How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .
Set your friends to be not friends then area PD them
And then set your not friends to be friends
Quote from: Droll link=topic=11545. msg142792#msg142792 date=1604946869Quote from: Ostar link=topic=11545. msg142789#msg142789 date=1604945359How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .
Set your friends to be not friends then area PD them
And then set your not friends to be friends
Good to know, but sorry, I wasn't clear. I meant I fired these stationary buoys and now want to remove/destroy them. Also, the ships that fired them no longer exist.
How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .
Any idea why my tiny geosurvey don't budge from Earth? They have a geo scanner, there are a lot of bodies to survey in the system, they have a standing order. Brand new ships with fuel. The other ships are proceeding to their missions as expected. I have done the same as in VB6
I think I remember something similar with my survey ship in earlier versions. Try longer increments.
Redundancy
On your initial HW, you have a spaceport, but also a cargo shuttle station, an ordnance transfer station, a refueling station. Am I right that the OTS and the RS are redundant with the spaceport? As for the CSS, it doubles the load/unload speed, right?
Other questions
Is an ordnance transfer system mandatory to transfer MSP and/or missiles to a ship?
Same question to a colony without any facility?
Is a cargo shuttle bay mandatory or does it just speed up transfer?
What about a fighter can it transfer fuel without any extra device?
As for the CSS, it doubles the load/unload speed, right?
Is there a button or checkbox somewhere I'm missing to prevent the game from removing an officer from their command when they get promoted? It's not exactly game-breaking since you can just instantly re-assign them, but it's certainly annoying even with the lower initial number of commanders.
I've turned off auto-assignments as I'm not happy with how the game handles the officers, but have auto-promotions on if this matters.
Will the AI remember they saw my ships if they lose contact? Like lets say I see a big fleet headed towards me. I turn off my active sensors to slip off their EM sensors, and try to get away. Will they go to my last known position? Will they try to predict where I'm going and head me off?
No, you haven't missed anything.
You are expected to have larger or more important ships for them to move to, or if they are ranked highly enough then into an admin command. Of course, in the early game you're less likely to have anywhere for them to go. Also, don't forget to research the new Command and Control ship modules. Auxillary Command, CIC, Science Whatsit, etc; they all add additional officers to your ships. Eventually your officers should start their careers as a junior officers, move up the ranks to XO, then to Captain, then become an admiral in some far branch of the military bureaucracy, and so on up the ladder.
Then another drawback is that your officer is instantly teleported back to his/her homeplanet? Weird somehow, not everyone wants to have Star Trek teleporters in his game ;D
Edit: Unless the officer remains in the ship as passenger?
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Can't find where it is shown that a ship has her active sensor ON or OFF and which ones. And how to switch between ON and OFF ... Can someone point me to the (probably) obvious?
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How do you transfer fuel to a colony, or MSP? I have a tanker (checked as tanker) and targeting a location with spaceport, I don't have the choice to offload fuel.
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What happens if a survey ship spend some time surveying, but is not finished when a standing order kicks in (like going for refit). I have one my early survey ship orbiting Venus, and she will spend something like 6 months surveying. I would prefer not have her cancel in the last week the survey :-)
I don't understand why higher tech weapons have ranges way beyond the max BFC. If I have a 50cm Extreme X-ray Laser with a range of just over 5m km, my beam control, even fully maxed, will only reach 1.4m km.It still increases your damage.
What's the benefit of having weapons that outrange the BFC?
I don't understand why higher tech weapons have ranges way beyond the max BFC. If I have a 50cm Extreme X-ray Laser with a range of just over 5m km, my beam control, even fully maxed, will only reach 1.4m km.It still increases your damage.
What's the benefit of having weapons that outrange the BFC?
Then another drawback is that your officer is instantly teleported back to his/her homeplanet? Weird somehow, not everyone wants to have Star Trek teleporters in his game ;D
Edit: Unless the officer remains in the ship as passenger?
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Can't find where it is shown that a ship has her active sensor ON or OFF and which ones. And how to switch between ON and OFF ... Can someone point me to the (probably) obvious?
----------
How do you transfer fuel to a colony, or MSP? I have a tanker (checked as tanker) and targeting a location with spaceport, I don't have the choice to offload fuel.
----------
What happens if a survey ship spend some time surveying, but is not finished when a standing order kicks in (like going for refit). I have one my early survey ship orbiting Venus, and she will spend something like 6 months surveying. I would prefer not have her cancel in the last week the survey :-)
Active sensors: in the fleet status screen that lists all the ships in the fleet, if there is an "A" that means its actives are on. A ship has to turn all its actives on and off together. You can issue a movement order to turn on actives at a location or select a single ship in the tree and press the "active on" button along the bottom.
Fuel to colony: you need a tanker with a refueling system and a colony with a spaceport (and enough workers) or a refuelling station.
MSP to colony: you need a ship with cargo shuttles that is marked collier.
Not completely sure about the standing order interrupt. I THINK it finishes its current survey order, but I'm not positive of that.
So given refueling system weights 500 tons, you can't design anymore fighters as mini-tankers?
Similar remark, shuttle systems weights 500 tons, does it means a fighter can't transfer MSP? Or can it, given that's a fighter and it is supposed to land by itself?
I don't understand why higher tech weapons have ranges way beyond the max BFC. If I have a 50cm Extreme X-ray Laser with a range of just over 5m km, my beam control, even fully maxed, will only reach 1.4m km.
What's the benefit of having weapons that outrange the BFC?
Similar remark, shuttle systems weights 500 tons, does it means a fighter can't transfer MSP? Or can it, given that's a fighter and it is supposed to land by itself?
Perhaps the lore is just that cargo shuttles are a lot smaller than 10HS. Maybe they are more akin to missiles than to crewed vessels.
Thanks guys. Any clue why my fighters accrue clock even on Earth?Are there enough workers to run the maintenance facilities? Are there enough MSPs? What's the political stability?
Ok, my error ... somehow. I was too impatient or stressed by this basic not working. The problem is only in the message. It says that the order is completed, but in this specific case it only means that the overhaul is beginning. Then if you wait a few more days, you see overhaul ends correctly.
The infamous "I understand not much how refueling work in C#" issue is now striking me in turn, after so many ;D
I have a mini-tanker in the same exact location as a stranded fleet. She has fuel, has a refueling system, is checked as being a tanker, is set to refuel own fleet.
I pass the order "Join and refuel target fleet"
She join. She does not refuel. ??
How can you tell to only give some fuel to a given ship?
Just having my first go at using boarding and trying to work out an optimal force to do the combat. Do people bother setting up boarding units with HQs and Logistics or just go for as many grunts as possible?
Just having my first go at using boarding and trying to work out an optimal force to do the combat. Do people bother setting up boarding units with HQs and Logistics or just go for as many grunts as possible?
I'm intrigued by a spending of 584 duranium listed as maintenance in the economics tab. Maintenance of what exactly? I have in orbit only one freighter and 6 fighters and they have their own value for maintenance.
Thanks all for the tips on boarding combat.
A separate question on using fighters. I have created a number of flights and used the land on and assign command to assign them to individual carriers. Post combat I've then given them land on carrier and form a sub fleet command. They duly refuel and reload ordnance but I've notice they don't appear to draw on the msp in the carrier to restock that. Am I missing a command or a required tech to enable that to happen?
Is there not a kind of catch 22 for Academy Commandant? I would like Scientists in Sensor, but to increase the chance to get them, I would need at least one scientist in sensor as the commandant, but I have none ...
I'm trying to create an empty fleet in orbit of Mars for the SY there, but I don't find an option, I can only create empty fleets in orbit of Earth.
Is there not a kind of catch 22 for Academy Commandant? I would like Scientists in Sensor, but to increase the chance to get them, I would need at least one scientist in sensor as the commandant, but I have none ...
I'm trying to create an empty fleet in orbit of Mars for the SY there, but I don't find an option, I can only create empty fleets in orbit of Earth.A new fleet is created automatically when you start building a ship.
I'm trying to create an empty fleet in orbit of Mars for the SY there, but I don't find an option, I can only create empty fleets in orbit of Earth.A new fleet is created automatically when you start building a ship.
Well, it's possible to create an empty fleet if you have 2 ships, detach one, then drag&drop it back to the previous fleet and the 2nd fleet (now empty) remains. But I did not find the possibility to create a fleet without ships from the beginning.
Unrelated, is this still a thing that commanders will be dismissed after 5 years if they don't have a command? I have a bunch of naval officers I would prefer not to lose, and I can certainly roleplay they are staff officers, commanding a shuttle ;D
Well, it's possible to create an empty fleet if you have 2 ships, detach one, then drag&drop it back to the previous fleet and the 2nd fleet (now empty) remains. But I did not find the possibility to create a fleet without ships from the beginning.
If you click on an admin command, the first button at the bottom of the window changes to Create Fleet. It creates an empty fleet inside the selected admin command.
Well, it's possible to create an empty fleet if you have 2 ships, detach one, then drag&drop it back to the previous fleet and the 2nd fleet (now empty) remains. But I did not find the possibility to create a fleet without ships from the beginning.
If you click on an admin command, the first button at the bottom of the window changes to Create Fleet. It creates an empty fleet inside the selected admin command.
Indeed, but the created fleet will be at the location of the GHQ, so Earth for example. Even if I create it from the Mars command that only controls fleet in orbit of Mars.
Would it be terribly unbalancing to SM in an Abandoned Outpost on Mars? I like the trope of Humans getting to Mars and finding evidence of precursor civilization.
Would it be terribly unbalancing to SM in an Abandoned Outpost on Mars? I like the trope of Humans getting to Mars and finding evidence of precursor civilization.
Would it be terribly unbalancing to SM in an Abandoned Outpost on Mars? I like the trope of Humans getting to Mars and finding evidence of precursor civilization.
By the way, are ruins now protected (at time) by something like in VB6, or it is 100% safe?
Does anyone know how Naval HQ range is calculated? Right now I have lvl 1000 HQ at earth and cannot read its range because of UI so I want to know if I can calculate it.
N = 2^(R-1)
In your case to calculate the range for 1,000 HQs you would need to take the inversion:R = LOG2(N) + 1 = LN(N) / LN(2) + 1
If I "round" your 1,000 HQs to 1024 this gives you a range of 11 systems (note that if you have fewer than this, even 1023, your range is rounded down to 10 - ouch!). I would suggest breaking out the ol' freighter fleet and shipping your HQs to other systems to build up a more distributed chain of command, since you can use those HQs to instead make many smaller HQs in specific places, probably using sector commands as well would be a good idea. However, since the number of systems in Aurora tends to increase roughly logarithmically with distance from Sol as well, your current setup is not as horribly inefficient as it might sound.Does anyone know how Naval HQ range is calculated? Right now I have lvl 1000 HQ at earth and cannot read its range because of UI so I want to know if I can calculate it.
The rule is that Naval HQ range goes up by one every time you double the number of HQs. So 1 HQ - 1 range, 2 HQ = 2 range, 4 HQ = 3 range, etc. It is easier to write this the other way around, in terms of number of HQs (N) to get a desired range (R):Code: [Select]N = 2^(R-1)
In your case to calculate the range for 1,000 HQs you would need to take the inversion:Code: [Select]R = LOG2(N) + 1 = LN(N) / LN(2) + 1
If I "round" your 1,000 HQs to 1024 this gives you a range of 11 systems (note that if you have fewer than this, even 1023, your range is rounded down to 10 - ouch!). I would suggest breaking out the ol' freighter fleet and shipping your HQs to other systems to build up a more distributed chain of command, since you can use those HQs to instead make many smaller HQs in specific places, probably using sector commands as well would be a good idea. However, since the number of systems in Aurora tends to increase roughly logarithmically with distance from Sol as well, your current setup is not as horribly inefficient as it might sound.
Note that Survey and Patrol admin commands have double the effective range, which makes them useful for carrying out survey (duh) and long-range combat operations.
This is exactly what I was looking for thanks. I guess I need 24 more HQs on earth. I suppose what I could do in addition is add smaller local commands, is there a cost to switching an existing admin to a different location?
Lot of questions, but they should be easy to reply ;D
1 - Are STO benefiting from a commander, which stat would count if yes?
2 - Are logistic ground units benefiting from a ground commander with logistic? How would that work if yes?
3 - When you discover a new ship class for a NPR, you get the class handle, and it seems correct (TK, FS, GE), seems strange to me, a bit of an exploit even?
4 - The production cycle is by default 5 days, why not switch to one day? Because at time it means 4 days lost without any production, when you finish an item.
5 - What happens when you have a fleet with commanders with diverse logistic bonus. Does the fleet load/unload at the slowest speed or there is somehow an average done?
6 - How can I know more about the ground units OOB of a neutral NPR? I detect signatures on the surface, but can I know more? Would an ELINT give me more info?
7 - I obviously don't know how to use my diplomacy ship. I want to raise relations with a specific race. China seems to be able to do so with me, as we are now at 150 relations, I want to do the same but toward another race (the USA, I'm UNE)
3 - When you discover a new ship class for a NPR, you get the class handle, and it seems correct (TK, FS, GE), seems strange to me, a bit of an exploit even?It does not do this by default. There's a setting somewhere, can't remember the exact text or location, that does this which you must have turned on without realizing.
Thanks guys. So for Diplomacy ships, nothing much to do but wait? Communication is already established but no progress in relationships are made
Yeah, you've ticked the box in Alien Race Window that says "Use Real Names/Classes" which requires SM mode.3 - When you discover a new ship class for a NPR, you get the class handle, and it seems correct (TK, FS, GE), seems strange to me, a bit of an exploit even?It does not do this by default. There's a setting somewhere, can't remember the exact text or location, that does this which you must have turned on without realizing.
HQ for ground units ...
1. Why NOT check 'Avoid Combat' for a HQ?
2. If I design 50k HQ (lets call it a brigade HQ) and want to fit 2 25k formations there (regiments), it means I have no room for artillery assets at the brigade level, right? I know this is a stupid/obvious question but I want to be sure that in this case, if I want brigade-level assets, I better instead create a 60k HQ.
3. If the HQ is static, the whole formation can't do breakthrough, right? But if an infantry-HQ (they are cheaper to design and I play with 20% research speed, so the cost difference is significant), then I can. And given that's a HQ for a rather large unit, baring a complete rout, it should be safe from harm, right?
3. If the HQ is static, the whole formation can't do breakthrough, right? But if an infantry-HQ (they are cheaper to design and I play with 20% research speed, so the cost difference is significant), then I can. And given that's a HQ for a rather large unit, baring a complete rout, it should be safe from harm, right?
Don't forget about evasion!In this case LVH is even more survivable, especially for a large HQ when the extra 12 tons of target size is negligible. 60% dodge chance in front-line offensive and extra armor to resist CAP fire (compared to plain INF, obviously STA can have heavier armor).
Infantry have a 40% chance to dodge a hit while on front line attack, while statics have 0. As a result, if the enemy weapons are capable of reliably one-shotting your statics, infantry are actually more survivable (in front line attack).
Don't forget about evasion!
Infantry have a 40% chance to dodge a hit while on front line attack, while statics have 0. As a result, if the enemy weapons are capable of reliably one-shotting your statics, infantry are actually more survivable (in front line attack).
ok, thanks.
I had a retirement from a LCDR in active duty (in a fighter), at age of 31. This was along 2 others retiring because not assigned, 10 years after game start. Seems an error to me?
Answered already before - technically they can if they are under attack by other ground forces but it is a waste of commanders.
Aaah ok, because I had two doing this. But in essence, a LCDR even with a command have 20% chance to retire at 31 (initial age of 21 + 10 years of service), seems a lot for someone commanding a ship.Relevant bonus for STO commanders is Tactical.
Unrelated, if a ground unit has no HQ, there is no point in assigning a leader, right?
And can STO with a HQ benefits from a leader? There is no bonus relevant to them it seems.
I don't understand what these researches correspond to? Is it tied somehow (but oddly) to the fact a first CMC has been established by the civilian sector?
Because ...
1. I already knew these researches
2. I have no additional ground unit types available
3. I have no free lab and was not researching them in any cases
(https://imagizer.imageshack.com/img922/3047/ATqPfl.png)
Can mass drivers send packets to destinations in another system through a stabilized jump point? Based upon experimentation, I'm assuming no. Just looking for confirmation.
Thanks.
Instant Research Points while starting a New Game - do the NPRs get this as well, or just the Player Race(s)?
Feels like a cheat if just for the player.
What's more, there is a minimum budget under which a NPR won't go. Not very clear sentence I know. What I mean is that they will spend in any case at least around 20k to 30k points, even if you gave yourself (and others) 5k.
My stoopid question of the (too early) day for me: do commercial ships cost anything in upkeep: MSP no, wealth?
What's more, there is a minimum budget under which a NPR won't go. Not very clear sentence I know. What I mean is that they will spend in any case at least around 20k to 30k points, even if you gave yourself (and others) 5k.
NPRs actually have a minimum of 100K starting RP, as the AI cannot work with fewer than this. For contrast, the player starts with 80k by default at 500m starting population.QuoteMy stoopid question of the (too early) day for me: do commercial ships cost anything in upkeep: MSP no, wealth?Nope. The only reason not to keep a commercial ship around forever is if the components get too obsolete to be any use - which mostly means engines as you can get better fuel efficiency with better tech (speed is unimportant, usually). Even then, you can usually just refit it every couple of generations. Keeping it around doing nothing costs you nothing, not even crew if you use conscripts which you almost always should for commercial ships.
Instant Research Points while starting a New Game - do the NPRs get this as well, or just the Player Race(s)?
Feels like a cheat if just for the player.
Instant Research Points while starting a New Game - do the NPRs get this as well, or just the Player Race(s)?
Feels like a cheat if just for the player.
If you want to research everything from scratch, try a conventional start. It is more of a challenge though as the NPRs all start normally.
Can't you just set NPRs to start conventionally as well though?
From what I remember conventional NPR's stay conventionalYes, that's it. There is no AI for building conventional ships and there is no AI for researching and producing that jump from Conventional to TN-era. Any NPR that is conventional (if you pick that option at game start) is thus inactive and only enjoys population growth and wealth stockpiling.
Do you mean the main colony window, with the governor at the top?
That's the current mineral stockpile.
On the mineral window, it shows minerals mined per year.
Is there a way to see the latest installed version of the game?
Is there a way to see the latest installed version of the game?
Do I get it right on command ...
Each level of command provides 25% of its bonus value to the level below. Meaning that by default a fleet enjoy 100% of the bonus of its commander and 25% of the Admiral in charge of Sol Command (if you start at Sol).
If now I create an intermediary echelon, then the overall command only provides 25% of 25% of its bonus, as the new intermediate command provides 25% bonus. Meaning that it is theoretically possible to get less bonus overall, if the intermediate command is worse than the overall command.
Is that right?
Now for ground units ... If I have a unit with a bigger size than the HQ within, the commander bonus is reduced in ratio to that. So a HQ 10.000 within a unit of 15.000 size only provide 2/3 of the commander bonus.
I know O in status means ship is in overhaul, but I got some ships in fleet with A or AO and some have not. What does the letter A mean? and why some ships and not others of same type
Yes, you need a carrier to house the fighters to repair components. Of course, if the fighters are inside a hangar in the first place, they will not suffer maintenance failures at all.
Something I've been wondering about: if your fighters are outside the hangar when the construction cycle tick happens, do they get a full 5 day increment added to their maintenance and deployment clocks?
Hello,
I read that orbital populations count 100% towards the manufacturing sector. Is that still supposed to be the case for C# version? Since my pop overview says otherwise. I have a surface colony with 10M pop and 6 M pop in orbitals. The Manufacturing sector only shows 4M assigned to it. (its a 1000 CC world).
Thomas
Has anyone ever done a game where they purposely classify all their ships as military for RP purposes? Is it Hell?
Has anyone ever done a game where they purposely classify all their ships as military for RP purposes? Is it Hell?
I am quite sure this is the way (The Mandalorian TM) that Jorgen_CAB plays aurora.
Or at least I remember somebody very active in the forum mentioning it.
I'm not too clear on maintenance overcapacity. I'm trying to figure this out with a real case happening in my game but that's still not too clear. I have a colony with a maintenance capacity of 2000 tons, for 2300 tons of fighters in orbit and 2 of them in overhaul. There is ample MSP on the ground, but there is no spacedock or anything. Before overcapacity, it never prevented correct overhaul though.
So how overcapacity will enter the equation here? One random fighter each production cycle gets skipped? Or all gets some penalties?
So I understand that the tonnage was see in Aurora is actually the volume of hydrogen that the ship displaces. How do you convert this into metric tons?
So I understand that the tonnage was see in Aurora is actually the volume of hydrogen that the ship displaces. How do you convert this into metric tons?
So I understand that the tonnage was see in Aurora is actually the volume of hydrogen that the ship displaces. How do you convert this into metric tons?
Personally, I don't buy that explanation and just use tons as a direct mass measurement in my headcanon. But anyways...
The density of hydrogen at STP (0°, 1 atm) is 0.0899 kg/m^3. So one metric ton of hydrogen thus represents a nominal volume of (1000 kg / 0.0899 kg/m^3) = 11,123 m^3. We might as well round this to ~10,000 m^3 per ton to make estimating easier.
This means that a 1,000-ton ship occupies a volume of ~0.1 km^3, that is to say that a "small" FAC could take the shape of a square prism 1 km x 1 km x 100 m. Your definition of "small" may vary from mine, but in my mind at least this is a tad outside the range I would consider "small".
Just wondering how far down the "Minimum Jump Engine Size" Tech line you can go. I'm envisioning a fleet of survey fighters, with a fighter/tender to facilitate jumps.
I am in a shooting war and wold like to know two things.
1. How many spare parts do I need for a weapons failure. How is this related to the build cost?
2. I am planning on boarding a few enemy ships. What kind of infantry arms can I bring? I was thinking of crew served anti personnel, as it fires many shots per combat round. Are bombardment an alternative or good addition? Grenades are very useful in CQB after all.
Quote from: kilo link=topic=11545. msg144047#msg144047 date=1607155102I am in a shooting war and wold like to know two things.
1. How many spare parts do I need for a weapons failure. How is this related to the build cost?
2. I am planning on boarding a few enemy ships. What kind of infantry arms can I bring? I was thinking of crew served anti personnel, as it fires many shots per combat round. Are bombardment an alternative or good addition? Grenades are very useful in CQB after all.
Hi,
1. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg107701#msg107701
2. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg111751#msg111751
I personally use CAP and Infantry only, I am not even sure you can use bombardment units as the support and rear or front formation is disabled in boarding combat. Also, boarding is super fast, therefore no extra supplies are nor required or needed.
Quote from: froggiest1982 link=topic=11545. msg144048#msg144048 date=1607155464Quote from: kilo link=topic=11545. msg144047#msg144047 date=1607155102I am in a shooting war and wold like to know two things.
1. How many spare parts do I need for a weapons failure. How is this related to the build cost?
2. I am planning on boarding a few enemy ships. What kind of infantry arms can I bring? I was thinking of crew served anti personnel, as it fires many shots per combat round. Are bombardment an alternative or good addition? Grenades are very useful in CQB after all.
Hi,
1. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg107701#msg107701
2. hxxp: aurora2. pentarch. org/index. php?topic=8495. msg111751#msg111751
I personally use CAP and Infantry only, I am not even sure you can use bombardment units as the support and rear or front formation is disabled in boarding combat. Also, boarding is super fast, therefore no extra supplies are nor required or needed.
I know that the chance for a misfire is 1%. This is a valuable piece of information I already had. What I liked to know it the expected spare part consumption in battle. This would allow me to build a ship with an intended deployment time of say 1 year + spares for 50 shots of the ships battery. In order to do that I would need to calculate this:
required spares = repair cost * accident rate
The later had been published by the dev. The former on the other hand has not or I simply missed it.
PS: Thanks for the hint with the boarding troops weapons. I was just thinking about bringing some for realism reasons.
Just wondering how far down the "Minimum Jump Engine Size" Tech line you can go. I'm envisioning a fleet of survey fighters, with a fighter/tender to facilitate jumps.That minimum size is just the size of the smallest jump drive that can squadron jump with multiple ships.
Is it possible to replace a scientist by another in an ongoing project?
2 - If I get it right a prototype component is like an 'instantly researched space-master' component, only usable in prototype ships that can't be produced. That's the extent of the feature? I know it may be obvious, sorry ;D
Is it possible to replace a scientist by another in an ongoing project?
Yes. Just cancel the project and restart with the second scientist. The points will be carried forward.
Yes, you can use prototypes and future prototypes in ship classes, but your shipyards can't retool for classes with prototype components. Once you're satisfied with the class design, select the prototype components and click the Research Proto button to add that component as a research project. Once the research is completed, the prototypes become real components and the class becomes available to your shipyards.
Note that while prototypes work fine, "Future Prototypes" using not-yet-researched techs are glitched and will never be possible to research. You can still use them to design a ship, but once you have the techs you will need to re-design the component as a regular component or prototype and replace it in the ship class design.
Is there a way to have new ship class names selected in a random order instead of alphabetical?
The DIY way is to open the DB, extract the values, put them in excel, use the RAND function, place them back. For a single list it can be done in 3 mn top I would say (I did it for all my starting 14 NPRs!).
Does the accuracy of beam weapons increase if the target is moving slower than its tracking speed?
For instance, would a 25% accuracy gauss turret have a higher chance of hitting a missile moving at 20k km if its tracking speed is 30k km?
The DIY way is to open the DB, extract the values, put them in excel, use the RAND function, place them back. For a single list it can be done in 3 mn top I would say (I did it for all my starting 14 NPRs!).
The way I do it is just to make a dozen new classes at the start of the game, and then pick and choose the names that I like best.
But I suppose that doesn't help the names given to ships of other races.
Question, do I need a refueling system to refuel fighters within a carrier? Or the hangar provides everything needed (including transferring MSP and ordnance)
I didn't think they transferred MSP.Question, do I need a refueling system to refuel fighters within a carrier? Or the hangar provides everything needed (including transferring MSP and ordnance)
Military hangars provide all services - from refueling to maintenance to rearming to (in 1.13) armor repairs. So the answer is no you do not need anything beyond the hangar space and and available missiles in the magazine.
Do Replacement really work?
I have tried to use them but so far not even a single unit has moved from their formation to another.
Do Replacement really work?
I have tried to use them but so far not even a single unit has moved from their formation to another.
I tested it when 1.12 came out and it worked. You do have to use unit series to make it work, and it won't swap a unit out for an updated unit in the same series, it will only replace losses based on the formation template.
I'm stumped getting Supply Ships to work. I have a Commercial vessel designated as a Supply Ship (SS), with 20K MSP, set to Resupply own Fleet (also tried sub-fleet).
Same location with a Military Ship (MS) down to 8% MSP. Nothing I seem to try transfers any MSP from the SS to the MS.
Joining the SS fleet/MS fleet/subfleets using all three resupply options in the Movement Orders, etc.
Can someone give me a step-by-step, please?
Do Replacement really work?
I have tried to use them but so far not even a single unit has moved from their formation to another.
I tested it when 1.12 came out and it worked. You do have to use unit series to make it work, and it won't swap a unit out for an updated unit in the same series, it will only replace losses based on the formation template.
I kind did it, but still cannot manage. I have stopped my AAR because it's driving me nuts so now it is a principle matter! Day number 3, everything ready to be published only missing part is my ground units to replenish. Funny thing is that by now I would have manually finished to update them all!
;D
I thought unit series could be needed even if it wasn't said, but what if I have only 1 per kind as I have not researched any update yet?
I tried just with the infantry and despite having the series still does not work. I refuse to believe Steve wants us to get a series for every single unit or at least this is not what it was advertised here: http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370
Do Replacement really work?
I have tried to use them but so far not even a single unit has moved from their formation to another.
I tested it when 1.12 came out and it worked. You do have to use unit series to make it work, and it won't swap a unit out for an updated unit in the same series, it will only replace losses based on the formation template.
I kind did it, but still cannot manage. I have stopped my AAR because it's driving me nuts so now it is a principle matter! Day number 3, everything ready to be published only missing part is my ground units to replenish. Funny thing is that by now I would have manually finished to update them all!
;D
I thought unit series could be needed even if it wasn't said, but what if I have only 1 per kind as I have not researched any update yet?
I tried just with the infantry and despite having the series still does not work. I refuse to believe Steve wants us to get a series for every single unit or at least this is not what it was advertised here: http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370
You must have a unit series for every "kind" of unit or element, not for every individual unit. For example I can have a "Rifleman" series with elements Rifleman Mk I, Rifleman Mk II, and so on. This is the configuration I have tested and it works for me at least.
Make sure that you have designated a formation template for the unit you want to reinforce (I can't recall if in your game you started on 1.11, if so then old units may lack a template) and that the replacement formation has the "Use for Replacements" checkbox marked.
Also note that this replacement only happens after a construction increment, not any arbitrary game time increment. If you are not seeing the reinforcement behavior immediately try advancing time 5 days or however long.
I don't understand why it has to be like this, is that a bug? In theory, provided you set some units as being replacements for other, without a template for them, then they should be sucked out dry by the other units, and that's it. All the data and logic is there and there is no need for a series.
I don't understand why it has to be like this, is that a bug? In theory, provided you set some units as being replacements for other, without a template for them, then they should be sucked out dry by the other units, and that's it. All the data and logic is there and there is no need for a series.
Actually the data and logic isn't there, because the replacement system works using series. This is what allows it to for instance replace Rifleman Mk I losses in a formation with upgraded Rifleman Mk II - it won't replace existing Mk I but will replace lost units with the new version.
The system simply isn't programmed to replace a unit with its exact match to replace losses. It sounds simple but it would be a completely separate, parallel system which doesn't currently exist.
What does seem weird is that you need to have a unit series for every unit in order to do replacements. That sounds weird and might be a bug.
Can orbital mining modules be used to mine from planets and moons? The "manual" only mentions asteroids and comets.
What is the best way to mine from planets and moons that are too costly to colonize, or are just plain uninhabitable? Automines?
Thanks.
Can orbital mining modules be used to mine from planets and moons? The "manual" only mentions asteroids and comets.
What is the best way to mine from planets and moons that are too costly to colonize, or are just plain uninhabitable? Automines?
Thanks.
Orbital mining modules have a size limit based on tech - the description talks about asteroids and comets because this is where their max size falls so no you will not be able to mine moons and planets.
As for mining these difficult worlds the expensive option is to build automines. A cheaper option is to use orbital habitats instead which you tow into orbit of the world, allowing you to house a population on that world, irrespective of colony cost.
Once you have an orbital habitat you have two options - forced labour mines which generate unrest and consume population on construction but are cheaper than even normal mines and only require 1/10th the manpower to work or you can be boring and benevolent and use normal mines which will still be cheaper than automines.
Fighter Operations Bonus: Used by carrier commanders. Reduces the time required to rearm and refuel fighters
What exactly does Fighter Operations Bonus do on naval commanders?
The only thing I can find about this is from Steve in 2007.QuoteFighter Operations Bonus: Used by carrier commanders. Reduces the time required to rearm and refuel fighters
But I don't think it actually reduces box launcher reload time. So what exactly does it do?
EDIT and more thoughts. 2000 km/s is 7.2 millions km per hour. So I guess with an interval of 5 days, the subpulse is probably 1/10 or 1/12 of that (how many subpulses per pulse by the way?). Meaning I most probably don't see what pass through wormholes, most of the time!
Tugs...how do you determine how heavy or how much engine power a tug must have in order to haul a ship or station?
Thanks.
Tugs...how do you determine how heavy or how much engine power a tug must have in order to haul a ship or station?
Thanks.
Tugs...how do you determine how heavy or how much engine power a tug must have in order to haul a ship or station?
Thanks.
Tugs...how do you determine how heavy or how much engine power a tug must have in order to haul a ship or station?
Thanks.
What passive EM detects beside colonies and active scanner? It seems thermal is the more versatile option of the two, if you have to choose putting only one on a ship ... As any ship on the move will generate a thermal signature; whereas only ships with AS will generate an EM one ?
Its a bit unclear to me how spawning NPR's work. How far is a lightyear, for example? I want my NPR's to spawn way the Hell away from me to give me time to buildup. Preferably they won't spawn at all until I make them sometime later down the road in the game, and even then they'd be very far away from me.
Is there a way to do this?
Its a bit unclear to me how spawning NPR's work. How far is a lightyear, for example? I want my NPR's to spawn way the Hell away from me to give me time to buildup. Preferably they won't spawn at all until I make them sometime later down the road in the game, and even then they'd be very far away from me.
Is there a way to do this?
Set the NPR generation at Start to 0
Set the NPR chance Generation for Human Player to 0
Once you are ready change the NPR chance Generation for Human Player to any value. You could use 100% if you really want to meet an NPR eventually.
The light-years depend on random or real stars but I can tell you that 50 LY are roughly 4 to 6 jumps from Sol. But that is relevant only if you set some NPR at the start.
I can now design the same Jump Engine as the one I prototyped. I refreshed (and closed) the window several time, and yet, I don't have the button Steve mentions that allows researching a prototype.
There should be one ... I created the prototype when I had not all techs researched, so at the time of creation, it was a Future Prototype. Now that I can create it with my current tech, if I read correctly what Steve says, there should be in the ship design window, upon selecting it, as per
"If you select a prototype component on the Class Design window that can be created with current technology (i.e. not a future prototype), you will see a 'Research Proto' button appear. Clicking this turns the prototype into a Research Prototype. Research Prototypes have an (RP) suffix on the class window."
I'm still not sure I understand the underlying design then. It seems restrictive compared to what I thought was the intent.
What you say is that you can create components (that you could create) as prototypes, and convert them into real research project, and the functionality stops there ?
What I thought is that a (can't create) Future Prototype, once all its techs are known, can now be researched through the use of a button. I see no adverse issue to this design compared to the actual one, so if that's the case, yes I can understand the current design is reported as a bug.
PS: Sorry for the bad English, it is near certain that my convoluted sentences are not written in proper English!
Getting ready to build my first set of Border Def Bases and I recalled something I need to verify that I understand correctly.
As I understand it, a platforms tracking speed is the lesser of it's actual speed (or turret) and it's FC. So does that mean any non-turreted beam weapon (particle lance) on a base has a max tracking speed of zero no matter the FC?
Short answer: no.
Long answer: it will always be at least racial tracking speed at minimum
Real answer:
it's the smallest of these three:
racial tracking speed
fire control tracking speed
turret tracking speed OR ship velocity
max(racial tracking speed,
min(fire control tracking speed,
or(turret tracking speed,
ship speed)))
Yeah, I realized that I wrote it wrong.
Is there a good primer for designing initial ground units? Been browsing the Designs sub forum and reading Steve's posts on Ground combat changes, but having trouble wrapping my head around what size HQ is needed, what needs to be put in a formation, what mixture of units makes sense, how to make sure I don't run out of supply or lack enough HQ capacity, etc.
Is there a good primer for designing initial ground units? Been browsing the Designs sub forum and reading Steve's posts on Ground combat changes, but having trouble wrapping my head around what size HQ is needed, what needs to be put in a formation, what mixture of units makes sense, how to make sure I don't run out of supply or lack enough HQ capacity, etc.
That question is probably worthy of a whole thread, but here's something I once wrote about the matter: https://www.reddit.com/r/aurora/comments/irh33u/aurora_c_very_basic_beginning_transnewtonian/g4z4r40/
I'm noticing that my ships can't get past 22% grade for their crew, whatever the capability of the commander?
Is there a way to mass change the missile type in a stack of launchers? I thought I recalled doing it before but I couldn't figure it out last night. Ended up doing it one launcher at a time for 20 launchers. Had to change the name of one of the missiles because it was too similar to the one I wanted to replace and my eyes started getting blurry trying to make sure I was clicking correctly. New naming convention for missiles implemented lol
How do you set the task group speed? I have a fleet with a top speed of 7000 km/s and would like to let them run @ 4000There is a set speed button on the naval organization window. However, on the orders screen you need to uncheck "use max speed" or they'll just immediately go back to full speed.
I'm noticing that my ships can't get past 22% grade for their crew, whatever the capability of the commander?
22% is max crew grade in C#.Is there a way to mass change the missile type in a stack of launchers? I thought I recalled doing it before but I couldn't figure it out last night. Ended up doing it one launcher at a time for 20 launchers. Had to change the name of one of the missiles because it was too similar to the one I wanted to replace and my eyes started getting blurry trying to make sure I was clicking correctly. New naming convention for missiles implemented lol
The assign all checkbox in the upper right corner works for assigning missiles to launchers (under a given fire control), as well as for assigning weapons to a fire control.
Ok for this 22%, but is it from training or you can get past that in combat? And what 22% means in fact? ;D
I've got an overcrowding situation on orbital habitats and I am unable to set them as a source of colonists or as stable. There is only the destination option. Do I have to remove population manually?
Backstory:
I found the starting NPR a few jumps away and we are not in a full blown war but something like a cold war at least. At the moment both sides do not posses the logistical capabilities to field a fleet that far from home, which is why I intend to do some reconnaissance and raiding operations using small lightly armed craft with high endurance.
Now I was thinking to build an ELINT station via construction factories and tractor it into enemy space or fly it in in a hangar. The goal would be to monitor the planets and gain information about hostile long range sensors by anchoring a station in the middle of nowhere far away from the inner planets and the jump points.
The problem is that ELINT is completely new to me.
Questions regarding ELINT:
1. Can I couple the ELINT module with other passive sensors (EM and or thermal)?
1a. If the answer is yes, what is the point in improving ELINT tech?
1b. If the answer is no, how do you keep you ELINT installations alive in very hostile environment?
2. What information can ELINT give you? I will do it for role play reasons anyway.
Questions regarding ELINT:
1. Can I couple the ELINT module with other passive sensors (EM and or thermal)?
1a. If the answer is yes, what is the point in improving ELINT tech?
1b. If the answer is no, how do you keep you ELINT installations alive in very hostile environment?
2. What information can ELINT give you? I will do it for role play reasons anyway.
Backstory:
I found the starting NPR a few jumps away and we are not in a full blown war but something like a cold war at least. At the moment both sides do not posses the logistical capabilities to field a fleet that far from home, which is why I intend to do some reconnaissance and raiding operations using small lightly armed craft with high endurance.
Now I was thinking to build an ELINT station via construction factories and tractor it into enemy space or fly it in in a hangar. The goal would be to monitor the planets and gain information about hostile long range sensors by anchoring a station in the middle of nowhere far away from the inner planets and the jump points.
The problem is that ELINT is completely new to me.
Questions regarding ELINT:
1. Can I couple the ELINT module with other passive sensors (EM and or thermal)?
1a. If the answer is yes, what is the point in improving ELINT tech?
1b. If the answer is no, how do you keep you ELINT installations alive in very hostile environment?
2. What information can ELINT give you? I will do it for role play reasons anyway.
1 - yes
1a - the rate at which intel points are gained increases with tech and no. of ELINT sensors
2 - As points accumulate information about NPR populations are revealed:And possibly more
- Species present
- Population size
- Total number of installations
- Present types of installations
- Technology (might even steal some)
Backstory:
I found the starting NPR a few jumps away and we are not in a full blown war but something like a cold war at least. At the moment both sides do not posses the logistical capabilities to field a fleet that far from home, which is why I intend to do some reconnaissance and raiding operations using small lightly armed craft with high endurance.
Now I was thinking to build an ELINT station via construction factories and tractor it into enemy space or fly it in in a hangar. The goal would be to monitor the planets and gain information about hostile long range sensors by anchoring a station in the middle of nowhere far away from the inner planets and the jump points.
The problem is that ELINT is completely new to me.
Questions regarding ELINT:
1. Can I couple the ELINT module with other passive sensors (EM and or thermal)?
1a. If the answer is yes, what is the point in improving ELINT tech?
1b. If the answer is no, how do you keep you ELINT installations alive in very hostile environment?
2. What information can ELINT give you? I will do it for role play reasons anyway.
1 - yes
1a - the rate at which intel points are gained increases with tech and no. of ELINT sensors
2 - As points accumulate information about NPR populations are revealed:And possibly more
- Species present
- Population size
- Total number of installations
- Present types of installations
- Technology (might even steal some)
Intel point accumulation should NOT be increasing with tech and number of sensors. Tech and # of sensors are only supposed increase the range at which you can gather intel:
http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678
Similarly, having multiple intel ships monitoring a single population will not increase the rate at which intel is gathered on that population. You can however gain intel from multiple populations using a single ship.
Finally, tracking multiple instances of the same sensor doesn't speed up intel gathering.
So in summary: for a given intelligence target, it doesn't matter how many times you are tracking it, the rate of gain is fixed. But for a given intelligence gatherer, you can track as many targets as you want.
So does a 1000 ton EM passive increase the area of coverage from which I get intel? If yes, what is the point of further research? If no, how do you keep it alive?A default EM sensor will not help you get more intel. If you have 1k strength of ELINT sensors, yes it would increase the area. The point of future research is making more compact powerful ELINT sensors. Large ELINT ships will be detected easily at range, and a small ELINT ship will be detected also if the ELINT does not have enough range.
So does a 1000 ton EM passive increase the area of coverage from which I get intel? If yes, what is the point of further research? If no, how do you keep it alive?
I have just captured. Well they surrendered I think. Enemy troop ships carrying troops. Question: are the troops still hostile to me if I unload them on one of my planets, or are they friendly to me, and i can use them to attack the race i got them from?
Real quick: what is the check list on the right-hand side of the Award Medal window?? It doesn't seem to do anything. Visual aide below.
(https://i.imgur.com/ocMmYB7.png)
On the main window, turn on spacemaster mode by clicking the lightbulb button. Then click on the gear. Near the bottom left of this window, there should be a "Detection Settings" field.
Default is normal detection in all systems, where NPR's follow the same rules you do everywhere.
No detection without player presence means combat can't happen without a player in the system.
Automatic detection without player presence means detection is guaranteed in systems without a player present and combat is probably to the death; you'll get a burst of 5-second increments as the NPR's kill each other, but the fight will be decisive, so you shouldn't get months of 6-hour increments.
How do I go about specifically directing which missiles should be loaded or unloaded at a specific colony for a commercial missile transport?You can set the class load in the design window and you can set the ship load in the fleet/ship window. That way you can have a default loadout for new ships of the class while also having different loads for each individual ship.
Me would like to get my tentacles on this list of medals ;D
Me would like to get my tentacles on this list of medals ;D
If I can remember to do so I'll see about typing up a CSV and attaching a ZIP with that and the images I borrowed from Wiki.
(crosspost in the v1.12 bug thread)On the main window, turn on spacemaster mode by clicking the lightbulb button. Then click on the gear. Near the bottom left of this window, there should be a "Detection Settings" field.
Default is normal detection in all systems, where NPR's follow the same rules you do everywhere.
No detection without player presence means combat can't happen without a player in the system.
Automatic detection without player presence means detection is guaranteed in systems without a player present and combat is probably to the death; you'll get a burst of 5-second increments as the NPR's kill each other, but the fight will be decisive, so you shouldn't get months of 6-hour increments.
Actually I tried this before. Apparently whatever value I set is not saved :-\
I tried editing the DB directly for this option and not working either, still having months-long 6-hour increments :(
So the enemies are in range, fire all our missiles and run!! All 21 missiles, in box launchers, are launched at once, flying towards the target...
What? Our missiles just disappeared in the thin air?
No, no nuclear detonations. Not even energy impacts. Our missiles are just gone in the middle of the empty space...
(Reload Aurora)
---
How come my missiles just disappeared in the thin air?
A couple of quick questions :-
On earth I have a Projected Usage for Gallicite of 1320 and underneath the 1320 is showing as being used for Maintenance
1) What time period is the projected usage - a month or a year ?
2) What Maintenance could the Gallicite be for ? I am not constructing maintenance supplies , no shipyards are upgrading or in use.
DavidR
Would it be possible to play something similar to an BSG (The new one, not the old one.) scenario with your entire population in a fleet?There's nothing stopping you transporting large amounts of population around in cryo-storage.
Is there something to do to start digging an archaeology site? I have a formation made of 20 VEH (each 2 modules) since 2 months on a site and never got a single report. Is that the normal pace or I failed to activate an order?
Is there something to do to start digging an archaeology site? I have a formation made of 20 VEH (each 2 modules) since 2 months on a site and never got a single report. Is that the normal pace or I failed to activate an order?
Which modules are on the VEH? You need XEN modules to first investigate a site, then CON modules to actually dig it out.
Is there something to do to start digging an archaeology site? I have a formation made of 20 VEH (each 2 modules) since 2 months on a site and never got a single report. Is that the normal pace or I failed to activate an order?
Which modules are on the VEH? You need XEN modules to first investigate a site, then CON modules to actually dig it out.
The formation has 40 XEN, 0 CON. This is a partially intact colony. Is digging the current step, and not doing xenoarchaeology? How to know the difference?
So its not possible to add new mineral deposits to planets via the SM, right? You can only add them to the stockpile.
I'm producing then bringing 3 more. I guessed 40 XEN modules is not that much, but I want to be sure I don't need a specific action or something.
I'm producing then bringing 3 more. I guessed 40 XEN modules is not that much, but I want to be sure I don't need a specific action or something.
One item I would like confirmed is that while adding more Xeno teams will speed that process, adding Geo teams does NOT speed that process.
2) On some sites, the Xeno team will discover 'buried' ancient installations (that look and operate exactly like yours) that will require Construction Teams to uncover and make usable which you can then ship off site or use there if that works for your situation. The game will tell you when this happens. Const Teams are like Xeno, in that more = faster. Some sites do not require Const after Xeno finishes their work. (Reasarch Bonus sites for example)
So what is the ruin called when you need XEN and when you need CON?
What is the use of the picket order?
What is the use of the picket order?
http://aurora2.pentarch.org/index.php?topic=5304.15
It essentially orders the ship/fleet to go to the destination and then reduce its speed to 1 km/s, which will make its thermal signature almost zero. This is useful if you want to have a ship with passive sensors spy on enemy forces.
A ship ordered to move to a location, or orbit a body, still has a thermal signature based on its speed setting, even if it isn't moving.
This was VB6 although I remember conversations on how to change this and I honestly cannot remember if it was indeed changed. I don't think so.
It was changed. Ships with no current order have signature as if they were at 1km/s
Thus, the picket order is now redundant.
So as a rule of thumb, Spinal Mounts are for smaller ships you want to get the most offensive ability out of. So my 3000 ton frigate would benefit from a 500 ton Spinal Mount but my 10,000 ton destroyer would not since it has space for multiple regular weapons of roughly the same offensive capacity.
So as a rule of thumb, Spinal Mounts are for smaller ships you want to get the most offensive ability out of. So my 3000 ton frigate would benefit from a 500 ton Spinal Mount but my 10,000 ton destroyer would not since it has space for multiple regular weapons of roughly the same offensive capacity.
For larger ships don't you want to invest in Particle Lances that you can attach multiple of?
Unrelated, but how do you add Ancient Structures via the SM? Do you have to colonize a planet first?
Missile Size: 8.0000 MSP (20.00000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 496 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 84 seconds 2nd Stage Range: 6,938.3k km
Active Sensor Strength: 1.58 EM Sensitivity Modifier: 11
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 10,917,322 km
Cost Per Missile: 20.5024 Development Cost: 2,050
Second Stage: Denel Dynamics Umkhonto-AS Block 5 x1
Second Stage Separation Range: 3,200,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Are Missile Sensor Buoys/Mines handled differently in C#? I designed the following simple mine:Code: [Select]Missile Size: 8.0000 MSP (20.00000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 496 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 84 seconds 2nd Stage Range: 6,938.3k km
Active Sensor Strength: 1.58 EM Sensitivity Modifier: 11
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 10,917,322 km
Cost Per Missile: 20.5024 Development Cost: 2,050
Second Stage: Denel Dynamics Umkhonto-AS Block 5 x1
Second Stage Separation Range: 3,200,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
In the design I have "No Engine" checked, and have "0" for warhead and fuel capacity. I loaded 8 of them onto a missile destroyer that had 6 size 8 launchers, and assigned a mine to each launcher. I flew to a jump point and used the "Launch Ready Ordnance" order on the jump point. However, I didn't notice any new buoys or active sensors on the map, and the Events log did not indicate anything had fired. However, did now have 6 less mines in my magazines. I tried launching a second time, this time at a Waypoint on top of the jump point, and again no missiles/event logs appeared, other than 4 logs saying four of my launcher did not have ammunition to fire.
I scrolled through all the Display settings I could find in case for some reason I just have the display of missile salvos/active sensors turned off, but everything appears to be on. How do we now launch mines/sensor buoys?
Are Missile Sensor Buoys/Mines handled differently in C#? I designed the following simple mine:Code: [Select]Missile Size: 8.0000 MSP (20.00000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 496 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 84 seconds 2nd Stage Range: 6,938.3k km
Active Sensor Strength: 1.58 EM Sensitivity Modifier: 11
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 10,917,322 km
Cost Per Missile: 20.5024 Development Cost: 2,050
Second Stage: Denel Dynamics Umkhonto-AS Block 5 x1
Second Stage Separation Range: 3,200,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
In the design I have "No Engine" checked, and have "0" for warhead and fuel capacity. I loaded 8 of them onto a missile destroyer that had 6 size 8 launchers, and assigned a mine to each launcher. I flew to a jump point and used the "Launch Ready Ordnance" order on the jump point. However, I didn't notice any new buoys or active sensors on the map, and the Events log did not indicate anything had fired. However, did now have 6 less mines in my magazines. I tried launching a second time, this time at a Waypoint on top of the jump point, and again no missiles/event logs appeared, other than 4 logs saying four of my launcher did not have ammunition to fire.
I scrolled through all the Display settings I could find in case for some reason I just have the display of missile salvos/active sensors turned off, but everything appears to be on. How do we now launch mines/sensor buoys?
Mines are broken. If you had been launching single stage sensor buoys, what you did would have worked fine. But mines don't work right now.
Is it worth making tugs use Military-class engines to get the most power out of them?
Is it worth making tugs use Military-class engines to get the most power out of them?
Is it worth making tugs use Military-class engines to get the most power out of them?
I ran a quick check through my personal calculator, and it absolutely can be worth it from an efficiency standpoint. However, in practical terms tugging things is rarely if ever a time-sensitive operation (oh no, my OMP won't reach the asteroid until next month, whatever will I do?) so in terms of fuel conservation it's rarely worth putting anything but your finest commercial engine onto a tug.
So its not possible to add new mineral deposits to planets via the SM, right? You can only add them to the stockpile.
You can modify planet minerals in the system info screen. Same place you muck about with atmosphere and what not.
How does one make it so that constructed fighters automatically assign and dock themselves to their carrier?
What bearing does the strike group designations in the design screen have on this?
How does one make it so that constructed fighters automatically assign and dock themselves to their carrier?
What bearing does the strike group designations in the design screen have on this?
Not sure on the first one. For the latter I believe it's purely cosmetic as there's no feature to actually build a carrier and its fighters in one order, but it is useful to remind you what you intended to put in a carrier I guess.
- This feature has been added into 1.13.0 :)
- This feature has been added into 1.13.0 :)
The 1.13 changes thread only lists this as a change to Instant Build (http://aurora2.pentarch.org/index.php?topic=12035.msg144226#msg144226).
The presumption here was that it already exists in the game for normal build, although thinking about it that seems unlikely as there's no way to guarantee that the specified Carrier is actually in orbit when the fighter gets built so it may only ever be for instant building.
Is the term 'aero' applicable to engineering spacecraft that operate in deep space and not just in orbit?
For instance, would it be appropriate to name your engine manufacturer 'Acme Aerospace Industries'? Or is aerospace another field of study?
How do i make that the populations i grant independence are AI controlled NPR's??You can't. The AI implementation can't handle them.
Or eventually how do i trade populations/planets with AI ? Not even trade, just give them one planet population away.
Is the term 'aero' applicable to engineering spacecraft that operate in deep space and not just in orbit?
For instance, would it be appropriate to name your engine manufacturer 'Acme Aerospace Industries'? Or is aerospace another field of study?
E: Looks like that's specific to the term "aerospace". Aeronautics for instance is expressly concerned with airspace, although one could argue that language evolves in unpredictable ways over time.
Is it normal that the 0.75 size / 4x recharge speed tech doesn't reduce the size of the 10cm Laser? I noticed that if I apply it to a 10cm laser, the recharge rate is 4x longer, but the size remains 150 tons (I would expect it to reduce to 112.5 tons). It works fine on the 12cm laser, dropping the size to 150 tons from 200 tons.
It probably reduces the size in HS and then rounds up again.
Is it normal that the 0.75 size / 4x recharge speed tech doesn't reduce the size of the 10cm Laser? I noticed that if I apply it to a 10cm laser, the recharge rate is 4x longer, but the size remains 150 tons (I would expect it to reduce to 112.5 tons). It works fine on the 12cm laser, dropping the size to 150 tons from 200 tons.It probably reduces the size in HS and then rounds up again.
--- This is very likely to be EXACTLY the case, although I do not know if / how / when this will addressed as it just as you said. The 0.75z reduction is more or less useless for the 10cm Laser at this point in time.
It probably reduces the size in HS and then rounds up again.
That is some bullsmeg :(How do i make that the populations i grant independence are AI controlled NPR's??You can't. The AI implementation can't handle them.
Or eventually how do i trade populations/planets with AI ? Not even trade, just give them one planet population away.
Sri Tiga class Light Cruiser 30,000 tons 888 Crew 8,287.4 BP TCS 600 TH 6,000 EM 6,870
10000 km/s Armour 4-86 Shields 229-536 HTK 226 Sensors 0/0/0/0 DCR 73 PPV 126.14
Maint Life 2.21 Years MSP 5,697 AFR 218% IFR 3.0% 1YR 1,564 5YR 23,466 Max Repair 1500.00 MSP
Vice Chancellor Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 18 months Morale Check Required
Blohm+Voss Magnetic Fusion Drive EP3000.00 (2) Power 6000.0 Fuel Use 7.22% Signature 3000.00 Explosion 10%
Fuel Capacity 2,695,000 Litres Range 224.1 billion km (259 days at full power)
Armour-SA Theta S229 / R536 Shields (1) Recharge Time 536 seconds (0.4 per second)
OTO Melara 'Sovraponte' 37.50cm C12 Ultraviolet Laser (8) Range 384,000km TS: 10,000 km/s Power 37-12 RM 40,000 km ROF 20
Quad Oerlikon Contraves 50mm/300 GAA Turret (1x20) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
M-Tek T2 Target Designation Sight R48-TS20000 (1) Max Range: 48,000 km TS: 20,000 km/s 79 58 38 17 0 0 0 0 0 0
STN Atlas BFC R384-TS15000 (1) Max Range: 384,000 km TS: 15,000 km/s 97 95 92 90 87 84 82 79 77 74
BHEL Haridwar 'Sovraponte' R12 Power Supply (8) Total Power Output 96 Exp 5%
Tellumat AS19-R1 Mobile MAWS (1) GPS 105 Range 19.2m km MCR 1.7m km Resolution 1
ECCM-3 (1) ECM 30
This design is classed as a Military Vessel for maintenance purposes
Damage Output 37 Rate of Fire 20 seconds Range Modifier 40,000
Max Range 1,480,000 km Laser Size 12 HS (600 tons) Laser HTK 6
Power Requirement 37 Recharge Rate 12
Cost 292.0 Crew 36
Spinal Weapon Only
Development Cost 13650 RP
Materials Required
Duranium 58.4
Boronide 58.4
Corundium 175.2
I feel that research moves to quickly. How much should I reduce it to to make things move less quickly while not slowing the game down to a halt.
Stupid question I guess.
Construction vehicles can fortify ground units. What happens when you add to few vehicles? Do they work slower or is the max entrenchment reduced?
Stupid question I guess.
Construction vehicles can fortify ground units. What happens when you add to few vehicles? Do they work slower or is the max entrenchment reduced?
They just work slower
Are STO emplacements as effective as space-based weapons for things such as missile defense? For example, mounting a quad Gauss turret on an orbital defense base versus just building static STO emplacements with a quad Gauss turret set as point defense. Still working on understanding all the new ground units, but STO units would save me all the maintenance I'm spending on orbital defense bases for colony missile defense right now.They are actually slightly better, in that STOs get a range bonus.
They are actually slightly better, in that STOs get a range bonus.My understanding from the changes post is that the BFC gets the range bonus, the weapon range is unaffected.
Are STO emplacements as effective as space-based weapons for things such as missile defense? For example, mounting a quad Gauss turret on an orbital defense base versus just building static STO emplacements with a quad Gauss turret set as point defense. Still working on understanding all the new ground units, but STO units would save me all the maintenance I'm spending on orbital defense bases for colony missile defense right now.IIRC you can't use turrets in an STO any more, but you can mount single weapons.
Ground based defence has a logistical advantage over orbital weapon platforms because you can drop them somewhere and never worry about maintenance facilities and supplying MSP.
The disadvantage IMO is setting the STO targeting (which I find finicky) and the length of time it takes to build each battalion.
Just remember that they need some help getting to max fortification from some construction units.
Quad Oerlikon 50mm/300 GAA Emplacement
Transport Size (tons) 1,624 Cost 336.04 Armour 12 Hit Points 36
Annual Maintenance Cost 42 Resupply Cost 0
Quad Oerlikon Contraves 50mm/300 GAA Turret
Range 30,000 km Tracking 20,000 km/s Damage 1 / 1 Shots 20 Rate of Fire 5
Maximum Fire Control Range 120,000km Chance to Hit at Max Range 75%
Maximum Sensor Range 2,711,630km Max Range vs Missile 244,047 km
ECCM 30
Duranium 30.7 Corbomite 15 Vendarite 240.24 Uridium 50.1
Development Cost 3,360
OTO B2 'Sovraponte' 37.5cm C10 Emplacement
Transport Size (tons) 762 Cost 341.34 Armour 12 Hit Points 36
Annual Maintenance Cost 43 Resupply Cost 0
OTO Melara Block 2 'Sovraponte' 37.50cm C10 Ultraviolet Laser
Range 480,000 km Tracking 5,000 km/s Damage 37 / 3 Shots 1 Rate of Fire 20
Maximum Fire Control Range 480,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 2,711,630km Max Range vs Missile 244,047 km
ECCM 30
Duranium 48.7 Corbomite 15 Boronide 81.4 Vendarite 0.24 Uridium 50.1 Corundium 146
Development Cost 3,413
OTO 'Strales' 20cm C10 Emplacement
Transport Size (tons) 462 Cost 224.54 Armour 12 Hit Points 36
Annual Maintenance Cost 28 Resupply Cost 0
OTO Melara 'Strales' 20cm C10 Ultraviolet Laser
Range 400,000 km Tracking 5,000 km/s Damage 10 / 1 Shots 1 Rate of Fire 5
Maximum Fire Control Range 480,000km Chance to Hit at Max Range 17%
Maximum Sensor Range 2,711,630km Max Range vs Missile 244,047 km
ECCM 30
Duranium 25.3 Corbomite 15 Boronide 58 Vendarite 0.24 Uridium 50.1 Corundium 75.9
Development Cost 2,245
Orbital Defense Battalion
Transport Size: 9,992 tons
Build Cost: 2,942 BP
4x Quad Oerlikon 50mm/300 GAA Emplacement
2x OTO B2 'Sovraponte' 37.4cm C10 Emplacement
4x OTO 'Strales' 20cm C10 Emplacement
2x Motorized Battalion HQ
Yeah, but a BFC range bonus translates to an accuracy bonus at whatever range you DO engage. Not hugely useful for antiship work, maybe, since you may be more limited by weapon range than anything. But an incremental improvement to accuracy is really nice for PD work.They are actually slightly better, in that STOs get a range bonus.My understanding from the changes post is that the BFC gets the range bonus, the weapon range is unaffected.
Is there a way to see the details of the civilian shipping lines in C#?
FT Graemsay (Sebo-C class Freighter) 79,969 tons 320 Crew 2,128.8 BP TCS 1,599 TH 6,250 EM 0
3907 km/s Armour 1-165 Shields 0-0 HTK 85 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 16 Max Repair 312.5 MSP
Cargo 50,000 Cargo Shuttle Multiplier 10
Dictator Control Rating 1 BRG
Intended Deployment Time: 12 months
Sulzer-Wartsilia Commercial Magnetic Fusion Drive EP1250.0 (5) Power 6250 Fuel Use 1.68% Signature 1250 Explosion 5%
Fuel Capacity 600,000 Litres Range 80.5 billion km (238 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Do Jump Points no longer need Jump Gates/Stabilization to be transited without a Jump Drive? ... I discovered I erred with the commercial troop transport fleet and moved them one system past. However, rather than hitting the non-stabilized point and stopping for lack of jump capability, they happily "Standard Transited" the non-stabilized Jump Point and continued on their merry way. I thought maybe this had happened because the jump tender was on the point and Steve had added some fancy convenience logic to auto-transit if a jump tender fleet with a big enough jump drive is in the same location, but after moving the jump tender away from the point I was still able to move all my commercial ships, including cargo and colony ship fleets, through the point using "Standard Transit" without any jump drives. Is this normal?
The convenience logic you describe is present (if an appropriately sized jump drive is present, standard transits work).
However, in the absence of any such drive, the point does need to be stabilized. Note that stabilization is a one-way thing; maybe the side you transited through was stabilized even though the other side hadn't been yet?
Do shipyard operation techs also lower the threshold for shipyards to build multiple ship types?
Also, is there a point to adding thermals and EMs to large ships with large Active Sensors that you aren't designed to hide anyways?
If a ship gets scraped will the crew take with them the grades the got while they were on the ship? Will this grade level be maintained until rehired from the crew pool?
I know they can transfer the crew grades when refitting the ship.
Thank you!
When do Dormant Constructs activate? From what I understood it's a population thing but my 33 m colony still has a dormant one.
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.Yeah, you can do this.
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.
You can either use the civilian hangers TheTalkingMeowth suggested, but these are not perfect if you want to station it somewhere. The problem is that the maintenance clock and the deployment clock will run for vessels inside one of those. This is especially problematic for fighters without a long deployment time. If you need a fighter force somewhere in deep space, you should consider building a station with maintenance facilities and a recreational module. This is a significantly larger investment, but allows fleet operations far away from a population.
Yeah. No shipping line, no civilian ships.
Not sure if an existing line is a requirement for another to spawn, however. New lines randomly pop up over time. May take a decade.
Here go a few questions of my own due to a minor pest problem.
Long story short: I found this beautiful and nearly habitable planet in a system not too far away. It is called Bespin B-III and could house 10 billion colonists. The EM and thermal sensors indicated that there was no civilian population on the planet and the C.O. of the science vessel was already dreaming of the promotion he would receive for finding this world. A few seconds later the crew identified active sensors on the surface of the planet and was hit by 20 shots of ground fire worth 13 damage each at the range of 150k km.
Now I am building a bombardment force to destroy the STO section and ground forces to land against what I believe are Precursor - They have the race picture the precursors had last time at least -.
This will give me the chance to do my first combat drop in C# and I would like to bring air support for my very likely outmatched ground forces. So how does it work? Which technologies affect the pod damage? Which pods should I bring? Can I use my old fighters from when my colonies asked for PPV? They bring 2 10cm railguns after all.
Here go a few questions of my own due to a minor pest problem.
Long story short: I found this beautiful and nearly habitable planet in a system not too far away. It is called Bespin B-III and could house 10 billion colonists. The EM and thermal sensors indicated that there was no civilian population on the planet and the C.O. of the science vessel was already dreaming of the promotion he would receive for finding this world. A few seconds later the crew identified active sensors on the surface of the planet and was hit by 20 shots of ground fire worth 13 damage each at the range of 150k km.
Now I am building a bombardment force to destroy the STO section and ground forces to land against what I believe are Precursor - They have the race picture the precursors had last time at least -.
This will give me the chance to do my first combat drop in C# and I would like to bring air support for my very likely outmatched ground forces. So how does it work? Which technologies affect the pod damage? Which pods should I bring? Can I use my old fighters from when my colonies asked for PPV? They bring 2 10cm railguns after all.
Air support isn't terribly effective, but you can get a complete rules summary here:
Ground support fighter rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg109886#msg109886
Fighter pods:
http://aurora2.pentarch.org/index.php?topic=8495.msg109885#msg109885
Ground based AA:
http://aurora2.pentarch.org/index.php?topic=8495.msg109914#msg109914
Note that ground support fighters can be targeted by STO weapons and so will probably get slaughtered (this is a bug).
Yeah, turns out I was looking at base temperature instead of surface temperature, so Mars was hot as an oven.
A related question; do Greenhouse Gases dissipate over time? I think I remember in past games where planets I thought were terraformed lost their greenhouse gasses resulting in insufficient atmosphere pressure.
A related question; do Greenhouse Gases dissipate over time? I think I remember in past games where planets I thought were terraformed lost their greenhouse gasses resulting in insufficient atmosphere pressure.
Also, does accuracy apply to every shot a weapon makes or just every volley? For instance, will a Gauss cannon shooting 3 rounds with 25% accuracy have a sperate 25% chance to hit with each one of those rounds?
3) System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed
Quote3) System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformedI believe Steve had terraformed an asteroid to serve as a forward fleet base in his WH40k game.
I haven't done too much PD fire in C# yet and the logs aren't as verbose as they used to be: Is PD final defensive fire calculated at 10k km or at 0? If at 0, the fire control's range modifier should always be 100%, if it's at 10k some early tech or miniaturized fire controls could trade a significant portion of their hitchance away.
Something else I've been not entirely sure about regarding PD: Do multiple gauss turrets require multiple fire controls to engage multiple salvos? One fire control can engage as many salvos as it wants with it's weapons, right? It's just the turret itself that suffers from wasted shots?
Is it possible to get fuel off of a colony without a refueling station? I found a lot from abandoned installations.
Is there any way to pickup non-specific ground units? Say for cycling orders or to pickup several ground survey units in one order.
Is there a way for me to 'save' a save so that it doesn't get overwritten?Make a copy of the database with the setup and use a copy for each game you play.
I require a lot of setup re-naming ranks, importing medals, and changing name-lists before ending my first turn, and would rather just load up a save with all the done instead of starting from scratch whenever I want to start a new game.
I tried this already and it didn't work, the option to refuel isn't on the orders list. I can't unload fuel either to create a fuel drop site. So I came by to ask the question.Quote from: Twilight Sentinel link=topic=11545. msg145610#msg145610 date=1609536425Is it possible to get fuel off of a colony without a refueling station? I found a lot from abandoned installations.
A tanker with its own refueling system might be able to take fuel from such a colony.
Quote from: Droll link=topic=11545. msg145616#msg145616 date=1609538020I tried this already and it didn't work, the option to refuel isn't on the orders list. I can't unload fuel either to create a fuel drop site. So I came by to ask the question.Quote from: Twilight Sentinel link=topic=11545. msg145610#msg145610 date=1609536425Is it possible to get fuel off of a colony without a refueling station? I found a lot from abandoned installations.
A tanker with its own refueling system might be able to take fuel from such a colony.
When reading the tech description for Underway replenishment rate "The speed at which a ship can be refuelled while moving", I am wondering which of the following?
Is it the max speed of the fleet that allows refueling? (as a percentage of unburdened max speed of the fleet), or
Is it the rate of refueling (as a percentage of maximum refueling rate) while travelling under max speed?
Or something else entirely?
Also, how can I select multiple ships in Naval Organization (fleet) view, if possible?
Quote from: Twilight Sentinel link=topic=11545. msg145623#msg145623 date=1609539739Quote from: Droll link=topic=11545. msg145616#msg145616 date=1609538020I tried this already and it didn't work, the option to refuel isn't on the orders list. I can't unload fuel either to create a fuel drop site. So I came by to ask the question.Quote from: Twilight Sentinel link=topic=11545. msg145610#msg145610 date=1609536425Is it possible to get fuel off of a colony without a refueling station? I found a lot from abandoned installations.
A tanker with its own refueling system might be able to take fuel from such a colony.
hxxp: aurora2. pentarch. org/index. php?topic=8495. msg98036#msg98036
Main topics below, but you are free to read the whole post above if you wish.
The existing 'Refuel from Colony' will remain but can only be used at colonies that have either a Spaceport or a Refuelling Station.
The 'Unload 90% Fuel to Colony' order now becomes 'Transfer Fuel to Colony'. Any class designated as a tanker can transfer fuel to any colony with either a spaceport or a refuelling station.
It will no longer be possible to dump fuel on the nearest available rock. Colonies will require a spaceport or a refuelling station before they can support fleets.
What does the 'refuel from tankers' order even do? I order my tanker to go and refuel a TF that's stranded somewhere but it doesn't fuel them at all. And yes I did make sure the TG had no other orders.I believe that order is to refuel from tankers, not to refuel to other ships. I don't think you can order a ship to refuel another one at all. You can only order a ship to refuel from a tanker.
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?
Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?
Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?
I think how it works is that when civs deliver infrastructure as a trade good it becomes an installation; and then you can interact with it normally.
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?
Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?
I think how it works is that when civs deliver infrastructure as a trade good it becomes an installation; and then you can interact with it normally.
Do you know if civilians haul it at complete random or will they use civilian infra to fulfill player-set demands on planets?
Also, how can I select multiple ships in Naval Organization (fleet) view, if possible?
No that I know of, but there are ways to select Multiple Ships on other screens, the utility of which will depend of what is that you are trying to achieve.
Hi there,
I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?
Hi there,
I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?
In C#, any ship with hangar capacity gets a little extra crew space autoadded as "flight crew berths." The autoadded berths are assumed to be sufficient (the crew of the parasites doesn't actually get added to the crew of the main ship; it just gets paused).
Basically, don't worry about it.
Hi there,
I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?
In C#, any ship with hangar capacity gets a little extra crew space autoadded as "flight crew berths." The autoadded berths are assumed to be sufficient (the crew of the parasites doesn't actually get added to the crew of the main ship; it just gets paused).
Basically, don't worry about it.
For 1: Refer to link http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)
It is a bit confusing at first unless you work through the system in-game as well. Basically, the process is that you assign each ground element to a "series" if you want them to be automatically replaced. Then, you build formations containing units to be used as replacements and designate them as "Use For Replacements". Any non-replacement formations on the same body will draw replacements from that formation by taking elements from the same unit series as the missing elements. So for example, if your "Rifleman" series has a Mark 1 and a Mark 2 variant, a formation needing replacement Riflemen will take any element in the Rifleman series from a replacement formation, preferring the most recent (i.e. top-most in the series list). This does mean a formation originally built with Mark 1s can be replenished and/or upgraded with Mark 2s in this way, or in reverse a formation built with Mark 2s can be filled in with Mark 1s if circumstances call for it.
The tricky part is that you must use the unit series feature to accomplish this - the replacement mechanic is not designed to simply replace units 1:1 with exact elemental equivalents, even though this would seem simple to do it is simply not coded that way.
We've learned this the hard way, don't we Nuclear?
colony ships load and unload, so logistics, terraformers and stabilizers are affected by industry afaik. Tugs don't care, unless they're military and may suffer from maintenance failures, in which case something with engineering could have an effect.
Can parasites be resupplied with MSP, while in being hangar? My beam fighters would like to load a dozen of MSPs each before they have their next engagement in 2 hours. Otherwise they will have a hard time fixing their guns after the next malfunction.
Slightly related: Do supply ships in space need a cargo shuttle bay to transfer MSP or how is it done? There is no transfer module for this type of military good after all.
This means I will have to redesign my beam fighters so that they can carry more MSPs.
Good to know. This means I will have to redesign my beam fighters so that they can carry more MSPs. Not a big deal, but I bet quite a few enemy freighters will make it through now. This design flaw will limit the tonnage my first sub can destroy to about 145000 tons. This is still a good return for an investment of 550 BP in shipping, <50 tons of sorium and <100 MSP consumed.
When using SM to create a system, is there any way to control it's distance (LY) to other systems? What determines the new system's position - is it at a random position, or added on to the end of the list at the edge of the map, or what?
I'm imagining a two or three PR playthrough where the PRs start at 25-50 LY spacing so they will not bump into each other for some time, without me knowing in advance exactly how many jumps apart they are.
Would the best way to create two PRs at some spacing be to just SM explore out along a random chain until I am 'far enough', create the new race, and then SM 'unexplore' (?delete the exploring race), and just wait a bit until I forget the chain? I suppose this method still has some suspense, because my random path between them may not have been the only one, or the shortest one.
When using SM to create a system, is there any way to control it's distance (LY) to other systems? What determines the new system's position - is it at a random position, or added on to the end of the list at the edge of the map, or what?
I'm imagining a two or three PR playthrough where the PRs start at 25-50 LY spacing so they will not bump into each other for some time, without me knowing in advance exactly how many jumps apart they are.
Would the best way to create two PRs at some spacing be to just SM explore out along a random chain until I am 'far enough', create the new race, and then SM 'unexplore' (?delete the exploring race), and just wait a bit until I forget the chain? I suppose this method still has some suspense, because my random path between them may not have been the only one, or the shortest one.
Does Water Vapor evaporate over time? And how does atmosphere density effect temperature? Everyone is dying on Mars cuz Oxygen is more than 30% due to water vapor disappearing and its hot as a furnace on Luna cuz there is too much atmosphere.For worlds below freezing like Mars, I add water vapor until the hydrosphere is above 20%; the requirement for 0 col cost. Then I add 0.11atm of oxygen, the minimum for breathability plus a little extra just for safety. Then I add aestium until the temperature is right. If I still need pressure, I then add nitrogen, stopping once oxygen is below 30% concentration. This works on most frozen worlds. Some are too cold for complete terraforming to be possible; they take more than 4atm of aestium to warm up to habitable levels.
So as a rule of thumb, should you blanket the planet with 1 atm of nitrogen first to make temperature alterations more effective and keep oxygen from making up too much of the atmosphere?
What is the difference in resources and equipment recovered between scrapping and salvaging and intact abandoned ship or station? Should it not be very much the same?
What is the viability/usefulness of of a dedicated ordnance fleet?
What is the viability/usefulness of of a dedicated ordnance fleet?
Do you mean a missile combat fleet, or a group of colliers?
For the former you have massive long and short range alpha-strike capability. In the long range context you can pretty much ignore enemy beam weapons. A beam fleet that is slower than a missile fleet is at best an annoying obstacle and at worst completely defenseless.
They are also the best at committing NPR genocide with the usage of radioactive missiles, rendering a planets industry inert for decades.
The latter is an important part of maintaining the logistics of the former, you might not always have missile production at the frontier colonies going, so having a bunch of colliers allows you to get the missiles from the ordnance factory to the ships that will be firing them. Without colliers your missile fleet can run its magazines dry and pretty much be disarmed.
What is the viability/usefulness of of a dedicated ordnance fleet?
Do you mean a missile combat fleet, or a group of colliers?
For the former you have massive long and short range alpha-strike capability. In the long range context you can pretty much ignore enemy beam weapons. A beam fleet that is slower than a missile fleet is at best an annoying obstacle and at worst completely defenseless.
They are also the best at committing NPR genocide with the usage of radioactive missiles, rendering a planets industry inert for decades.
The latter is an important part of maintaining the logistics of the former, you might not always have missile production at the frontier colonies going, so having a bunch of colliers allows you to get the missiles from the ordnance factory to the ships that will be firing them. Without colliers your missile fleet can run its magazines dry and pretty much be disarmed.
I mean the latter. And i mean about specifically having all of them in one fleet so i dont loose them and can manually assign them to sectors i want them to service. Good idea?
I've just posted my AAR under C# fictions, but noticed several people have their own board for their AARs. What does one have to do in order to be considered worthy receiving one?
I've just posted my AAR under C# fictions, but noticed several people have their own board for their AARs. What does one have to do in order to be considered worthy receiving one?
What is the difference in resources and equipment recovered between scrapping and salvaging and intact abandoned ship or station? Should it not be very much the same?
I'm not sure on numbers, but scrapping a ship preserves as many TNEs as possible, whereas salvage is basically scraping a hulk for what's left after it went kaboom. Logically, the latter procedure would be rather less productive.
This is embarrassing but my question is how do I launch fighters?
I`m sure its something obvious but I can`t find it.
I have the fighters docked inside the carrier just don`t know how to launch them.
Ground STO unit
Does a ground unit STO require any other item other than the actual weapon to be able to fire?
For example I have a carronade that requires a Beam Fire Control , Reactor Power and an AS sensor to be able to fire when on a vessel.
What about when on land as a Ground Unit STO weapon ?
DavidR
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.
This is embarrassing but my question is how do I launch fighters?
I`m sure its something obvious but I can`t find it.
I have the fighters docked inside the carrier just don`t know how to launch them.
1. You have to open the fleet menu either by clicking on the star destroyer or by right clicking on your fleet in the system view.
2. Pick the fleet with your fighters.
3. hold the left mouse button down and mark the ships you want to launch and click the detach button.
EDIT: You can assign fighters to your carriers as a sub-fleet. This allows you to launch a standard flight.
I don't get it. Icarus (LG) asteroid colony have LG infra 127, enough for 0. 64M colonist. Population is only 0. 1M and still I get unrest due to overcrowding. Why is that?
Here is screenshot.
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.
You COULD add one to the top, then rename the one which is above the place you need the rank, then perpetuate the renaming upwards so that you end up with the ranks you had previously, but with a new one in the middle. It will make the highest rank difficult to populate though.There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.
You can also add ranks. But it will only add to the top.
Do any officer skills effect cloaking or detection?
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
All options related to species including but not limited to: handle them, create, and research are currently not implemeted.
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
All options related to species including but not limited to: handle them, create, and research are currently not implemeted.
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
All options related to species including but not limited to: handle them, create, and research are currently not implemeted.
So I cannot create a colony with the species or I have to drop them on a planet and add infrastructure later?
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
All options related to species including but not limited to: handle them, create, and research are currently not implemeted.
So I cannot create a colony with the species or I have to drop them on a planet and add infrastructure later?
He's wrong, read my reply above this - for the infrastructure I recommend you use SM. Unload your infrastructure on the "human" version of the colony and use SM to simulate a transfer of that infrastructure. On the "civilian economy" tab you can delete and add new installations using SM mode, including infrastructure.
Again this inconvenience should only happen once, after which you can just use the system view to select them (though it doesn't immediately update when you do this so flip between another system and back).
So you can confirm the system view gets updated as well?
Mark the system as alien-controlled in the Galactic Map window, then in the fleet movement orders click the checkbox to avoid alien-controlled systems.
How do I reset the background and text color for an event to default?
How do I permanently hide civilians from fleet window? It's cluttered enough and the option to hide them resets every time I reopen the window.This is the type of change that requires an executable change. Check the 1.13 change logs and if it isn't there, go suggest it in the suggestion thread.
Do people find it useful to put passives, CIWS and Commercial Damage Control on regular commercial ships that likely won't operate close to the front? I RP it as a Civic Defense initiative but it'd be nice to hear if its actually practical in some situations.
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.
It looks like you are being crippled by the lack of population growth. If colonies grow exponentially at the beginning, they tend to stabilize to a few % later. Also one day you may hit the planetary cap, which means there isn't much more you can do.
My advice? It's time to find a "new" Earth and expand there. It will take time but, if you are still playing Aurora, that should be a commodity you sure aren't lacking. ;)
Yup - With a standard start, pop seems to always be one of the 2-3 tight resources for me in early game. You can easily overbuild Const Factories and start the domino effect. It can be a problem with overbuilding (per your pop level) any Installations that requires workers, but for me Const Factories are usually the trigger. More Factories = more workers needed and your other installations are getting built faster, unless you keep a close eye. Which will need even more workers. Moving Installations as you are is a big help.What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.
It looks like you are being crippled by the lack of population growth. If colonies grow exponentially at the beginning, they tend to stabilize to a few % later. Also one day you may hit the planetary cap, which means there isn't much more you can do.
My advice? It's time to find a "new" Earth and expand there. It will take time but, if you are still playing Aurora, that should be a commodity you sure aren't lacking. ;)
Maybe putting 25% of my ground construction capabilities into construction factories is not sustainable anymore. I switched away from making mines to automated mines so that the colonies can supply resources and wealth.
Is there any skill for Scientists or Civilian Administrators that makes them better at running Academy's than their peers or is their research specialization and rank all that matter?
Are MIRV missiles the best for long-range saturation bombardments to soak up AMMs?
Last night I finally put in place a Maintenance Base Complex at a critical crossroads JP for my upcoming offensive. With no body to put a colony on there, there is no summary screen to quickly see the Military Tonnage currently being supported.
Is there a place to see this? Kind of a pita to juggle patrols and overhauls by hand all the time to ensure I am not exceeding it's capabilities.
I mean besides using SM to create an Asteroid there. Never messed with SM for stuff like that before and would prefer that I'm just a noob and the data is already available. If SM is the best/only way to handle this currently, I'm curious how the experienced players handle this. Is 'tractoring a tiny asteroid' (SM Mode) so I can make use of the Colony summary screen cheaty? If I refrain from using the moved Asteroid to house ground units for additional defense (or DSTS or anything else), are there any other benefits that I shouldn't technically have by using this method?
Using the JP is saving me 2-4 days response time to 3 diff systems but I feel like I'm a logistics secretary far too much. I'd really rather not have to move it all out to the colony there just so I can see the data.
After paying more attention to what's going on in the logs it seems that it's ships trying to hit ground units from orbit here(and energy impacts of 1 dmg from time to time, looks kinda like missile defence), ground combat also takes place as well. However, the ships can't hit anything, I get messages like 40 shots, 0,6% chance to hit, sometimes it'll include 1 shot hit or something.
It's been 3 hours IRL by now. Well, almost 3. I wonder whether It'll process till morning. If not, I guess I'll just have to indeed delete ground forces. Hope it's relatively simple db edit.
5s increments means space combat. Ground combat happens every 8 hours.
5s increments means space combat. Ground combat happens every 8 hours.It's important to note that there is one other circumstance that can cause 5s increments, which is an NPR ship jumping back and forth through the same JP. While it's not the problem here according to the following posts this is a common situation to need fixing as well.
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...
I am not sure what you are experiencing, but you may be doing something wrong.
(https://i.imgur.com/KrqSfSw.png)
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...
I am not sure what you are experiencing, but you may be doing something wrong.
(https://i.imgur.com/KrqSfSw.png)
Basically each HQ works like a Matrioska (Russian Doll). You have 1 big HQ that can command 1,000,000 That is the total. The composition underneath will be anything that does not hit that cap and so on.
Oh wow. Ok. Its just, im dabbling in ground units for the first time and i uh...dont really understand how they work at all. Trying to glean from screenshots and what Steve and by extension, the wiki says isnt really working for me.
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?Each unit that has smaller units under it needs enough tonnage for both the elements in the HQ unit and the elements in the templates under the HQ unit
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?
Each unit should have its own HQ. You should also remember to create the HQs as non-combat units and finally add 2 of them per formation for redundancy, just in case one gets killed in action.
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.
However, having two HQ elements does allow you to appoint a replacement commander in the middle of a battle, which is a bit gamey but a viable use case.
After paying more attention to what's going on in the logs it seems that it's ships trying to hit ground units from orbit here(and energy impacts of 1 dmg from time to time, looks kinda like missile defence), ground combat also takes place as well. However, the ships can't hit anything, I get messages like 40 shots, 0,6% chance to hit, sometimes it'll include 1 shot hit or something.
It sounds like the problem is orbital bombardment. There probably isn't any ground combat and its just invaders bombing a planet. Which explains why your stuck in 5s increments.
That really sucks because there is no easy way to make them stop short of giving the invaders the win and wiping out NPR ground forces
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.
The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct". ;)
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.
The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct". ;)
The chance of the commander getting killed is:
(HQ Rating of destroyed unit / HQ Rating of formation) * 25%
So multiple HQs do improve commander survival chance.
you have to make a new design, the ships remain the way you designed them, you can use copy class and update armor to make this easier.
It's a completely separate class, so compatibility follows the normal rules. If the refit to the version with the new armor is less than 25% of the cost of the ship, it should still be compatibleyou have to make a new design, the ships remain the way you designed them, you can use copy class and update armor to make this easier.
Would that require retooling the shipyard or is it compatible with yards tooled to the original class with the lower-tier armor?
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.
The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct". ;)
The chance of the commander getting killed is:
(HQ Rating of destroyed unit / HQ Rating of formation) * 25%
So multiple HQs do improve commander survival chance.
But the HQ rating of formations don't go up when you add multiple HQs. 2 4000 rated HQs still result in a 4000 rated formation
Last night I finally put in place a Maintenance Base Complex at a critical crossroads JP for my upcoming offensive. With no body to put a colony on there, there is no summary screen to quickly see the Military Tonnage currently being supported.
Is there a place to see this? Kind of a pita to juggle patrols and overhauls by hand all the time to ensure I am not exceeding it's capabilities.
I mean besides using SM to create an Asteroid there. Never messed with SM for stuff like that before and would prefer that I'm just a noob and the data is already available. If SM is the best/only way to handle this currently, I'm curious how the experienced players handle this. Is 'tractoring a tiny asteroid' (SM Mode) so I can make use of the Colony summary screen cheaty? If I refrain from using the moved Asteroid to house ground units for additional defense (or DSTS or anything else), are there any other benefits that I shouldn't technically have by using this method?
Using the JP is saving me 2-4 days response time to 3 diff systems but I feel like I'm a logistics secretary far too much. I'd really rather not have to move it all out to the colony there just so I can see the data.
If you merge all the ships at the base into a single fleet (perhaps using join as subfleet to keep track of organization), the naval org window will show the total tonnage in your new "on-base" fleet.
Is there a way to drag/drop a fleet into another fleet and keep it intact as a sub?No.
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?
Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?
Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.
Yes it does. Ground attack values are based on the highest energy weapon tech.
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?
Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.
Yes it does. Ground attack values are based on the highest energy weapon tech.
Thought I was being brilliant and created a Maintenance Station w/a magazine for resupply and maintenance at a critical crossroads JP. Tagged as supply ship and collier.
I can't seem to figure out how to transfer missiles from a (mobile) collier to the Maint Base. Think I've tried all the transfer, load + the joins and load etc. Did I miss one?
Thought I was being brilliant and created a Maintenance Station w/a magazine for resupply and maintenance at a critical crossroads JP. Tagged as supply ship and collier.
I can't seem to figure out how to transfer missiles from a (mobile) collier to the Maint Base. Think I've tried all the transfer, load + the joins and load etc. Did I miss one?
Make sure your collier has an ordnance transfer module.
If so, check that when it joins a fleet, the collier has selected to transfer ordnance to fleet in the appropriate dropdown. This may not be set by default.
In Shipyard there is Refit Task Type. This can refit ship +/- 20% size. But there's also AUTOREFIT Task. How does it work and what's the benefit of using it. So far I havent figured out how it works.
The chance of the commander getting killed is:
(HQ Rating of destroyed unit / HQ Rating of formation) * 25%
So multiple HQs do improve commander survival chance.
Signature strength x Sensor strength x 1000 km
I was playing with the passive sensors today while designing a new strategy for one of the race of my upcoming new game and so I have been building Deep Space Tracking Stations to then go around and deploy in my test game to also check logistic and so on.The formula is sqrt, not linear.
Bottom line, I now have a Strength of 27,000 on the planet. Based on the current formulaCode: [Select]Signature strength x Sensor strength x 1000 km
My detection against a 10 signature should look like this: 10 x 27,000 x 1,000 and equal to 270,000,000. The problem is that if I check Aurora flagging the 10 band I get 130,000,000 (displayed 130m) and also all the other signature at 1,000 and 10,000 are not matching.
I am sure I am missing something somehow, but what?
I was playing with the passive sensors today while designing a new strategy for one of the race of my upcoming new game and so I have been building Deep Space Tracking Stations to then go around and deploy in my test game to also check logistic and so on.The formula is sqrt, not linear.
Bottom line, I now have a Strength of 27,000 on the planet. Based on the current formulaCode: [Select]Signature strength x Sensor strength x 1000 km
My detection against a 10 signature should look like this: 10 x 27,000 x 1,000 and equal to 270,000,000. The problem is that if I check Aurora flagging the 10 band I get 130,000,000 (displayed 130m) and also all the other signature at 1,000 and 10,000 are not matching.
I am sure I am missing something somehow, but what?
Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km
http://aurora2.pentarch.org/index.php?topic=8495.msg103085#msg103085
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
I would like to know the answer to this as well - this sounds great
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
I would like to know the answer to this as well - this sounds great
http://aurora2.pentarch.org/index.php?topic=9792.msg106084#msg106084
This should be tested. However, based on the framework you should be able to fire only the amount of pods as your amount of launchers. They are considered Ordnance so I think what is happening is the below:
The Launcher provides magazine space so if you have a launcher size 1, you will have 1 space of ammunition permitting you to load 0.5 times 2 pods. I am unsure if this is happening with missiles as well and there is a string of code preventing this behavior. If that so, this is probably a bug as you should not be able to use launcher size as true magazine space.
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
I would like to know the answer to this as well - this sounds great
http://aurora2.pentarch.org/index.php?topic=9792.msg106084#msg106084
This should be tested. However, based on the framework you should be able to fire only the amount of pods as your amount of launchers. They are considered Ordnance so I think what is happening is the below:
The Launcher provides magazine space so if you have a launcher size 1, you will have 1 space of ammunition permitting you to load 0.5 times 2 pods. I am unsure if this is happening with missiles as well and there is a string of code preventing this behavior. If that so, this is probably a bug as you should not be able to use launcher size as true magazine space.
- How would one test this?
- AHA! You can't assign two of them to the same Fighter Pod Bay. :3 SO it doesn't work. I'll fill out a bug report later. :)
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.
Is it practical to put thermal reduction on large, overclocked capital ship engines?
Is there any way to auto-assign civilian to sectors and academies?
My poor sector governor, who is the only level 10 admin, keeps being re-assigned to a rock in the middle of nowhere instead of leading humanity like he should :(
Same with the Dean of the Luna Kennedy Center for Public Policy. Reassigned to a frigid moon.
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.
Plasma weaponry lives or dies by speed. If you’re faster than your target you can hold the range at the edge of your envelope. At this range you will massively out dps any other beam weapon that can reach you. If you’re slower, your only real hope is that your opening strike, which should deal significantly more than the opfor’s, will swing the fight enough in your favor before they close range.
Plasma Lances on the other hand are simply fantastic. The earliest Lance you can build deals 12 damage all to a single armor column, so if it has 11 or less layers of armor you score internal on the 1st shot. I love combining them with rail beam fighter swarms. Leaves a couple of gaping wounds for rail shots to hit without sandpapering the armor off.
Wait there is a difference between Particle Lances and Particle Beams?
Do CIWS have an EM footprint similar to whatever active sensor was installed in them?
Is it practical to put thermal reduction on large, overclocked capital ship engines?No, but doing it in point defence pickets and some kinds of bombers is very worth it.
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?
I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?
I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.
max(racial tracking speed,
min(fire control tracking speed,
or(turret tracking speed,
ship speed)))
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?
I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.
No. Here is the formula:Code: [Select]max(racial tracking speed,
min(fire control tracking speed,
or(turret tracking speed,
ship speed)))
If that's too terse for you, you can think of it like this: If the weapone you are firing is in a turret, use the turret speed, otherwise use the ship speed. Then compare that with the fire control tracking speed, and take the lower value. Then compare that with the racial tracking speed and take the higher value. The result is the tracking speed that is used to calculate the chance of hitting the target.
No. Here is the formula:Code: [Select]max(racial tracking speed,
min(fire control tracking speed,
or(turret tracking speed,
ship speed)))
If that's too terse for you, you can think of it like this: If the weapone you are firing is in a turret, use the turret speed, otherwise use the ship speed. Then compare that with the fire control tracking speed, and take the lower value. Then compare that with the racial tracking speed and take the higher value. The result is the tracking speed that is used to calculate the chance of hitting the target.
I accidentally clicked 'obsolete' button on MAINTENANCE MODULE. Is it possible to undo this action?
Any way to spawn Invader or Precursors beside random gen and creating new empire?
Would really really love to have option to Create Precursor Fleet/Base along the Create Swarm option. .
Also, im guessing still no solution to campaign ending in permanent 6 hrs intervals [probably] because some AI ship ran out of fuel in system with other AI/Spoiler presence? [last guy who got this on forums at least had DB access to find and delete the offending fleet]
I mean i finally got campaign going that isnt full of Null reference errors but its unplayable due to 6hrs issue. Game month now takes around 40 minutes in real time. . . *sigh*
Also, only way to get DB access is PM to Steve, right?
Thx
The database is currently unrestricted - all you need is a DB viewer and you can look at whatever you want. Of course, editing it is a good way to destroy your saved game, so be careful (and take backups) before you do anything in there.
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods?
Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony? Or is it less, or more, points?
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods?
Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony? Or is it less, or more, points?
from my experience the only way to get intelligence points is by monitoring a colony's EM emissions with a ELINT module. Nothing else generates intelligence points; they are specific to each colony. If someone has found another way I would love to hear it.
Never happened to me so far. What are the intelligence points applied to, the nearest colony?Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods?
Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony? Or is it less, or more, points?
from my experience the only way to get intelligence points is by monitoring a colony's EM emissions with a ELINT module. Nothing else generates intelligence points; they are specific to each colony. If someone has found another way I would love to hear it.
You can generate nontrivial amounts of intelligence by blowing up their ships and capturing the survivors for questioning
Never happened to me so far. What are the intelligence points applied to, the nearest colony?
Any intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.
Turns out there are two different kinds of intel points, ones associated with a colony and ones associated with the entire race. Crew interrogation intel applies points towards the latter pool, elint applies towards both.Ah I though racial intelligence points were not a thing. Do you know where to view them?QuoteAny intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.
Relevant posts (http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678)
Turns out there are two different kinds of intel points, ones associated with a colony and ones associated with the entire race. Crew interrogation intel applies points towards the latter pool, elint applies towards both.Ah I though racial intelligence points were not a thing. Do you know where to view them?QuoteAny intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.
Relevant posts (http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678)
I am designing my first missile ship now that I freed some stockpiles of precursor and NPR missiles. What I do not know is how AMM fire controls work. Let's say you do 1v1 AMM firing and you have 20 missile launchers and 4 salvos of 5 missiles incoming. Will it behave like BFCs and attack all the salvos at the same time or do I need 4 fire controls?
Regarding AMM ships is there a way to tell ships to equally contribute? i. e. to make ammo usage more uniform.
In my game play I have AMM ships with 6 MFCs each and instead of my 6 ships shooting down 6 salvos with 1 MFC each, only the first ship in the fleet will fire with all its 6 MFCs at the 6 salvos.
I recently made the mistake on getting in Precursor's AMM missile range after having no trouble against their ASMs.
When I got into range of the their AMMs a few of my AMM ships were already out of ammo and even with 9 quad-turreted gauss cannons I would get hit on every volley, there were 2 salvos of 45 missiles each and I don't remember how many salvos of 4 missiles but they added to almost 200 and my 40k kms tracking speed was no match for their 77k kms speeds.
It was a massacre, I thought I could pull through it, but I that's when I realized how little MSP I've given my gauss ships, failure's started appearing and I lost that whole fleet in the engagement.
I also learned then that putting 9 lasers on the same BFC is overkill.
One problem might be that your turrets was way overkill for the smaller salvos of AMM. Each turret can only engage ONE salvo at a time. It is often more efficient to use smaller gauss cannons so you don't overkill salvos as frequently. If you had 18 quad 50% sized quad turrets those salvos of 4 missiles would probably produce much less overkill.
I also think that nine total turrets in a fleet probably is a bit small, unless your fleet was small.
Armour is also a pretty good way to soak AMM as well if that is your intention... but that works best on really large ships who can afford many layers of armour.
You also can keep some of your own AMM in store and shoot them at the enemy ships rather than their AMM, that will force them to shoot at your AMM rather than your ships and you will eventually drain their AMM storage. You also can withhold firing ASM until you are really close of you carry ASM which also will keep their AMM busy shooting at them instead.
Personally, my fleet design is as follows:I also think that nine total turrets in a fleet probably is a bit small, unless your fleet was small.I had 37 ships in that fleet. Out of those, 18 had defensive priorities, the 9 ships with quad gauss cannons I mentioned earlier and 9 AMM ships. I also had 9 missile cruisers (ASM ships), 4 light cruisers (laser weapons), 4 carriers and 2 sensor ships. And yes, in the heat of the battle I forgot to deploy my fighters aboard the carrier to help with the PD.
How do you manage your fleet compositions? How much PD do you allocate for your fleet?Armour is also a pretty good way to soak AMM as well if that is your intention... but that works best on really large ships who can afford many layers of armour.
You also can keep some of your own AMM in store and shoot them at the enemy ships rather than their AMM, that will force them to shoot at your AMM rather than your ships and you will eventually drain their AMM storage. You also can withhold firing ASM until you are really close of you carry ASM which also will keep their AMM busy shooting at them instead.
Their ASMs out-ranged my ASMs, but by the time I reached my ASM range they had depleted their missiles without any damage to my fleet so my intention was to get as close as possible before starting to shoot the ASMs so they'd get the least tracking bonus and have less time to react. Since they ran out of ASMs I assumed I'd be safe at about 2m kms to fire my ASMs. That's when their AMM bombardment started, my thought was: 'Hmm, if I was able to easily destroy all their ASMs why shouldn't I wait for them to deplete all their AMMs as well and then I'll just go in and destroy them with my laser weapons, or even better board them'.
That was wrong, even though their AMMs only had 1 damage, they were much faster than the ASMs and I had to use 2 missiles instead of 1 per missile which made my ammo run out even faster and then the escort ships holding the gauss turrets started failing due to lack of MSP and more and more damage was coming through. By the time I realized that I'm in trouble and started launching my ASMs some of my ships were already damaged and a couple more of their volleys were underway as well. It was too late.
This was the first big combat engagement I've had in the game, and it caught me unprepared. But I've learned from it and I'm learning even more discussing about it now on the forum. Thanks for your input!
Will the AI launch AMM's at a missile even if its not going to hit it?I would not rely on trying to run the enemy out of AMMs. It may work against NPR ships, but AMM bases often have large stockpiles of AMMs on the planet. However, as far as I know the AI will always shoot AMM at incoming missiles
I want to use 'saturation' MIRV multistage missiles to get the AI to waste all its AMMs before striking with my carrier bombers and don't want to waste space on the 2nd-stage size-1 missiles on agility.
Also, will the AI always use 3 AMMs to intercept 1 missile?
Is there a danger to expanding so slowly NPRs you encounter will outmatch you completely? From what I understand, they don't exist from the start of the game and instead have a percentage chance of randomly generating every time you enter a new system with a habitable planet.
Which Ground Officer skills effect STO weapons?
Are they different for anti-ship STO and PD STOs?
And how is the weight of an STO weapon calculated? They are heavier in the ship design menu.
I have great difficulty Terraforming Planets to a CC of 0.
I have colonies on Mars and on Barnards Star A-II which are taking gazillion years to bring the CC down.
Can anyone give pointers on the optimum way to approach Terraforming planets.Also I am using non-armoured Terraforming Stations each with 2 Terraform modules on board which are tractored to the relevant planet to commence their work ( Each Terraforming Station is approx 56,000 tons ) . How many of these modules do you think I should provide at each planet ? I know that the replies will also depend on the Technology rate researched but a general idea would be appreciated.
I have great difficulty Terraforming Planets to a CC of 0.Since I guess you are probably on early tech and early game; it is good to have a few dozen terraforming modules in orbit so that terraforming does not take forever.
I have colonies on Mars and on Barnards Star A-II which are taking gazillion years to bring the CC down.
Can anyone give pointers on the optimum way to approach Terraforming planets.Also I am using non-armoured Terraforming Stations each with 2 Terraform modules on board which are tractored to the relevant planet to commence their work ( Each Terraforming Station is approx 56,000 tons ) . How many of these modules do you think I should provide at each planet ? I know that the replies will also depend on the Technology rate researched but a general idea would be appreciated.
Thanks all.
db-483x
I only put 2 modules per terrarform unit as the tugs would not be able to haul a station with any more.
Looks as if I will have to ramp up the number of terraforming stations in orbit of a planet. Currently Ihave around 5-6 stations per planet .
What kind of ground forces would you use to fight about 30k infantry with improved personal weapons and 400 medium tanks with 2x medium anti vehicle guns + some minor units on a rift valley world? Asking for a friend.
What kind of ground forces would you use to fight about 30k infantry with improved personal weapons and 400 medium tanks with 2x medium anti vehicle guns + some minor units on a rift valley world? Asking for a friend.
Often the best way to clear out those kind of things is Super heavies with triple CSAP.
Medium AV? Do you have heavier vehicles that can tank that? I hear people put both CAP/HCAP and an AV on their tanks.
How do civilians design their ships?
Can they only use components you've designed or can they make their own?
How do civilians design their ships?
Can they only use components you've designed or can they make their own?
Yeah, I guessed that. I do not have super heavies right now and might bring heavies instead. Is orbital support worth it? I could bring a 10x 10cm + 4 x 25 cm raingun cruiser?
And how much supply do you really need? I seem to bring too much.
Right now I landed lightly armored infantry with regular rifles and medium tanks cap + medium anti vehicles. The infantry was just used to fill up the free transport capacity and appears to be cannon fodder. The mediums have at least 1 tech level more armor than the enemy has pen. This makes them somehow survivable. Heavies are in the making.
Yeah, I guessed that. I do not have super heavies right now and might bring heavies instead. Is orbital support worth it? I could bring a 10x 10cm + 4 x 25 cm raingun cruiser?
And how much supply do you really need? I seem to bring too much.
Right now I landed lightly armored infantry with regular rifles and medium tanks cap + medium anti vehicles. The infantry was just used to fill up the free transport capacity and appears to be cannon fodder. The mediums have at least 1 tech level more armor than the enemy has pen. This makes them somehow survivable. Heavies are in the making.
Orbital support can work okay, but struggles with heavily fortified units and will kick up a lot of dust that will crash the planet's habitability.
Power armor infantry can be fairly effective against CAP especially with HP upgrades and can be massed so that AV weapons are limited in effectiveness (they kill too slow). You can land a couple 100k of those to deal with the enemy infantry, then land some anti-tank units to clear out the armor. This might actually be a good situation for mechanized infantry (PA infantry + LVH with medium weapons) due to high evasion stat and relatively low cost.
Or just land a platoon of UHV + 4xHAC and come back in a week with a cleaning crew. ;D
I think that it is Orbital Bombardment that produce dust on planets, Orbital Support is more like surgical strikes directed by ground units.
Personally I start my tugs at 40k tons. You can easily put a tractor beam, some fuel, and 30+ ktons of engines on them and they will still tug a 120k ton station around at a decent clip.
Personally I start my tugs at 40k tons. You can easily put a tractor beam, some fuel, and 30+ ktons of engines on them and they will still tug a 120k ton station around at a decent clip.
I usually aim for 50k ton tugs. Max size engines as many as fit with the beam and some gas. I agree with you nuke. It's fine at moving them fast enough
Suppose I were to design a ship with a BFC with range less than 10000 km. If I set that BFC to final defensive fire, does that BFC use it's 10k km accuracy rating or does it use it's 0k km accuracy rating?
Is there any reason to use a BFC with range less than 10000 km?
Suppose I were to design a ship with a BFC with range less than 10000 km. If I set that BFC to final defensive fire, does that BFC use it's 10k km accuracy rating or does it use it's 0k km accuracy rating?
Since final fire takes place at 10k km it should use the 10k km accuracy of the BFC. Otherwise this would be a trivial hack to get perfect BFC accuracy at extremely small sizes.QuoteIs there any reason to use a BFC with range less than 10000 km?
You could use e.g. plasma fighters and have them open fire at point-blank (basically 0 km) range. In that case you don't need any real range on your BFC and could save space in any scenario where that would help for some reason. If space doesn't need to be saved you'd usually want a tad more range though if only for the flexibility of actually being able to shoot things more than 1 km away.
I think that it is Orbital Bombardment that produce dust on planets, Orbital Support is more like surgical strikes directed by ground units.
I might be mixing it up with the collateral damage mechanic then
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.
Aw. So i cant make an MAC gun then? Sad. Oh well. Worth a shot.
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.
Aw. So i cant make an MAC gun then? Sad. Oh well. Worth a shot.
Last time we had this discussion the consensus was to use particle lances.
Alternatively, given that MACs can fire up to multiple-kiloton shells, you could just model them as giant missile launchers (fun fact: 40 MSP = 1,000 tons!) if you're willing to ignore the whole "homing capability" thing - and also that this would be completely useless against even a light breeze from a desk fan mounted as a PD turret.
quick question. If enemy missiles are inside my active and fire control range, why don`t they show as potential targets?
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.
Guardian class Escort 6,000 tons 124 Crew 735.2 BP TCS 120 TH 360 EM 0
3000 km/s Armour 4-29 Shields 0-0 HTK 55 Sensors 0/0/0/0 DCR 2 PPV 10
Maint Life 2.06 Years MSP 199 AFR 111% IFR 1.5% 1YR 62 5YR 935 Max Repair 140.08 MSP
Magazine 353
Commander Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Nuclear Pulse Engine EP120.00 (3) Power 360 Fuel Use 127.58% Signature 120 Explosion 12%
Fuel Capacity 849,000 Litres Range 20 billion km (77 days at full power)
Size 1 Missile Launcher (10) Missile Size: 1 Rate of Fire 15
Missile Fire Control FC11-R1 (2) Range 11.7m km Resolution 1
Firefly Anti-Missile Missile (353) Speed: 14,200 km/s End: 1.3m Range: 1.1m km WH: 1 Size: 1 TH: 80/48/24
Active Search Sensor AS11-R1 (1) GPS 72 Range 11.7m km MCR 1.1m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Edit: I have set the enemy as hostile and my beam defence does work
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.
Guardian class Escort 6,000 tons 124 Crew 735.2 BP TCS 120 TH 360 EM 0
3000 km/s Armour 4-29 Shields 0-0 HTK 55 Sensors 0/0/0/0 DCR 2 PPV 10
Maint Life 2.06 Years MSP 199 AFR 111% IFR 1.5% 1YR 62 5YR 935 Max Repair 140.08 MSP
Magazine 353
Commander Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Nuclear Pulse Engine EP120.00 (3) Power 360 Fuel Use 127.58% Signature 120 Explosion 12%
Fuel Capacity 849,000 Litres Range 20 billion km (77 days at full power)
Size 1 Missile Launcher (10) Missile Size: 1 Rate of Fire 15
Missile Fire Control FC11-R1 (2) Range 11.7m km Resolution 1
Firefly Anti-Missile Missile (353) Speed: 14,200 km/s End: 1.3m Range: 1.1m km WH: 1 Size: 1 TH: 80/48/24
Active Search Sensor AS11-R1 (1) GPS 72 Range 11.7m km MCR 1.1m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Edit: I have set the enemy as hostile and my beam defence does work
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?
And how big are NPRs usually? Do they even colonize?
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...
Someone, I want to say Zap0, made it work using some kind of SM or DB hacks for their AAR.
Is there an "easy" way to get fighters into a fleet as a sub-fleet and assigned to a mothership?
As an example, I have 100 fighters. I want them in 5 squadron's assigned to 5 carriers in a fleet as separate sub-fleets.
At current, I am dragging the 100 new construction fighters out of the New Fighters group and adding them 1 at a time to 5 other fleets. I am then giving each of those fleets a "Land on Specified Mothership (+Assign)" order to get them on the carrier I want. I then create the sub-fleet for that squadron and assign the 20 fighters to it.
Is there a less painful way of doing this?
Join as Sub-Fleet doesn't seem to work as I can't find any way of assigning a fighter to a mothership from inside (or outside) the fleet without the (+Assign) order. My life would just be significantly easier if I can just move 100 fighters and give an order or two, instead of moving 100 fighters then giving an order then creating a new sub-fleet then moving the 100 fighters again. Someone please tell me I'm a dunce and have missed something simple.
Yes. Click on the New Fighters fleet, then select multiple fighters on the right-hand pane. (By any of the usual methods: click and drag, click and shift–click, or click and control–click.) Then click the Create Sub Fleet button on the bottom left–hand side of the window. You can then detach the subfleet and assign it to a carrier.
You are my hero. I literally have no idea how I have played this game for sooooo long without knowing you could use the right panel to multi-select things. I have literally always played by dragging ships 1 after another into full orders of battle. You probably just quadrupled the amount of play I can make in a night.
Help! aliens settling on earth!Change to demand leave with threat?
I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.
I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
Help! aliens settling on earth!First off, send military ships near them. They will only account for the ships they have seen, plus a bit, when deciding how big your navy is. So it is possible that bringing a big task force on top of their colony will make them go "Wait, he has a navy, maybe we should listen to his demands" if that doesn't work, switch to "Demand with threat" if that still doesn't work then violence is your only option
I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.
I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
Is there any benefit to training your officers by adding command modules to ships that don't benefit from them?
I figure its better that a low-ranking officer staffs an engineering section on some freighter somewhere to gain experience rather than sit around.
Is there any benefit to training your officers by adding command modules to ships that don't benefit from them?
I figure its better that a low-ranking officer staffs an engineering section on some freighter somewhere to gain experience rather than sit around.
It helps only in keeping them busy reducing the chances they retire.
Aren't officers more likely to level skills if they are actually working as well?
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.
A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.
A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.
For RP purpose I add 1 size Active Sensor, EM, and TH to all ships. I am now playing a game with 1.5 EM and TH to "activate" military design to all ships and try it. I know few players play Aurora like that and I do agree the community now to be "mature" enough for an Hardcore Mode.
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.
A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.
For RP purpose I add 1 size Active Sensor, EM, and TH to all ships. I am now playing a game with 1.5 EM and TH to "activate" military design to all ships and try it. I know few players play Aurora like that and I do agree the community now to be "mature" enough for an Hardcore Mode.
I'd do that as well except that I think 'military' requirements should be far, far less on commercial designs. Something like 10% as I mentioned previously; enough that you have to account for it but only just. Otherwise I fear it might make the game too cumbersome to play. What do you do for stations that are meant to stay out permanently? Sure a Recreation Module can handle deployment time, but what about maintenance supplies? You'd have to send a ship out periodically to top them up.
What is the best early game missile defence? Just massed railguns? I have fire control speed 3000 and gauss shoots 3 times, but the 12k turrets don't hit much either when faced with 33kkm/s ASMs and 72kkm/sec AMMs. And that system I really want is defended by 150 AMM launchers. I can survive the ASMs until they run dry (well, could until I lost a large chunk of my fleet), but the AMMs just kill me.
What is the best early game missile defence? Just massed railguns? I have fire control speed 3000 and gauss shoots 3 times, but the 12k turrets don't hit much either when faced with 33kkm/s ASMs and 72kkm/sec AMMs. And that system I really want is defended by 150 AMM launchers. I can survive the ASMs until they run dry (well, could until I lost a large chunk of my fleet), but the AMMs just kill me.Well, assuming you have a fleet speed of 4,000, you will need at least 725 railguns or 325 full sized 12,000 km/s Gauss turrets to theoretically intercept all 150 AMMs in a volley.
I am. It takes times though, as I am on 30% research speed. Fleet speed is 5k though.So with a fleet speed of 5000 you will need about 600 railguns
And kiting is difficult, as they don't start shooting at their max range but wait until I am well in range.
Hi, there is something about ground combat I do not understand. Maybe you guys can help me with this one.
I landed on an alien home world with a quite significant force and due to the fact that it is mountain jungle terrain it took me quite some time to dig their forces out. After several month of fighting I am close to winning. The only problem is that there is ONE infantrymen sitting somewhere on the planet refusing to surrender to my remaining 200000 tons of tanks. What am I supposed to do now? How does the surrender mechanics work?
EDIT: They did not manage to engage this guy in over 2 weeks of "combat".
Hi, there is something about ground combat I do not understand. Maybe you guys can help me with this one.
I landed on an alien home world with a quite significant force and due to the fact that it is mountain jungle terrain it took me quite some time to dig their forces out. After several month of fighting I am close to winning. The only problem is that there is ONE infantrymen sitting somewhere on the planet refusing to surrender to my remaining 200000 tons of tanks. What am I supposed to do now? How does the surrender mechanics work?
EDIT: They did not manage to engage this guy in over 2 weeks of "combat".
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.
Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...
But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.
Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...
But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.
I just wish that Aurora C# would get genetic engineering to work again so we can use that to make people live in more places. I also like to reduce the gravity tolerance of humans in the game... certainly makes things a bit more difficult. The genetic engineering is especially useful in game if you don't like the high tolerances the game gives us for humans.
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.
Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...
But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.
Is it possible to rename the TN-Minerals in the DB or are those names hard coded?
Yes, no bug reports on modified DB's. I didn't use the modified version of Aurora a lot - but some of the tools would be nice to see in the base game. Modified buttons... yeah, the in game buttons don't come intuitive to understand - at least some don't.
Does the AI ever use Ground Fighters against you either defensively or offensively?
Does the AI ever use Ground Fighters against you either defensively or offensively?
No
Does the AI ever use Ground Fighters against you either defensively or offensively?
No
So anti-air is useless then...
Does the AI ever use Ground Fighters against you either defensively or offensively?
No
So anti-air is useless then...
Didn't know that. Does Steve know and has he any plans to activate that feature for AI?Does the AI ever use Ground Fighters against you either defensively or offensively?
No
Didn't know that. Does Steve know and has he any plans to activate that feature for AI?Does the AI ever use Ground Fighters against you either defensively or offensively?
No
Is there a way to make upgrading ground troop designs easier? So I can just copy a troop and get the new armor/weapon values and don't have to choose every weapon and so on again?
In VB there was a button to export ship designs to a text file - I don't see anything similar in C#. Do I just copy/paste text from the ship design screen or am I just not seeing where the button is now?
Is fighting a war in Sol too cramped with TN tech?
Couldn't Earth and Mars just endlessly fling missiles at each other?
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.
Thing is, at long ranges armor will stop lasers dead in it's tracks - not the case for particle lances. Against unshielded but heavily armored targets, particle lances are very strong at long ranges. Even with high max range on the laser, because it does reduced damage and doesn't shoot in a straight line, you will to less damage to armored targets than a particle lance would.
However, in general I agree that either lasers are too strong, or other beam weapons are too weak. If you want the most powerful fleet the only choice really is lasers and missiles with gauss if you don't want to use AMMs.
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.
Thing is, at long ranges armor will stop lasers dead in it's tracks - not the case for particle lances. Against unshielded but heavily armored targets, particle lances are very strong at long ranges. Even with high max range on the laser, because it does reduced damage and doesn't shoot in a straight line, you will to less damage to armored targets than a particle lance would.
However, in general I agree that either lasers are too strong, or other beam weapons are too weak. If you want the most powerful fleet the only choice really is lasers and missiles with gauss if you don't want to use AMMs.
There is also a significant contribution from BFC range. Maximum weapon ranges tend to increase quadratically* while BFC ranges increase linearly*. At some point you will regularly have laser with ranges exceeding your BFC range. Particle beams are actually an exception to this as their range increases linearly but in general they are just short of maximum BFC ranges at each tech level, though by exactly how much varies. This means that despite the very long weapon range of lasers, in practice their range will be limited to about 15-25% beyond the range of a particle beam, and in this part of their range accuracy will fall off to 20% or worse, compounded by damage falloff especially at lower tech levels.
*Actually it's more complicated than that since the gain from tech is geometric, but that is not the important part here.
All together, this means that the lasers have an advantage against particle beam ships if they can kite them by being faster; however, if the particle beam ship is faster it can keep the lasers at maximum range and take advantage of their lack of damage falloff (and, with Lances, superior penetration to boot) to out-DPS the lasers. At close range the lasers probably win by sheer DPS.
In a direct contest between lasers and PBs, the lasers are probably better just because they are more flexible as long as you are winning the propulsion arms race. However it is very difficult to beat the long-range alpha striking and penetration of a Particle Lance on a fast ship, and particle beams complement Railguns quite well which mitigates their short-range DPS problems. Given this, and the fact that the "main weapons" triangle goes as missiles > lasers > railguns > missiles (all three of these are capable of serving as a fleet's only weapon system including point defense, although they fill different roles to different degrees of effectiveness), I think particle beams are well-suited as they currently are if you think of them as a secondary rather than primary weapon.
Well thats the thing, I do consider them primary weapons for all the research you have to put into them and their size. I thought I was getting some sort of bad-ass giant death ray but it turns out to be a very situational weapons.
Perhaps if you could spinal mount it or change its focal size it'd be better.
I'm sorry particle beams. You shouldn't have to hear such slander. I still love you.
No weapon is more badass except possibly turreted lasers for that old-timey big-gun battleship feel.
No weapon is more badass except possibly turreted lasers for that old-timey big-gun battleship feel.
I have a soft spot for frakk off huge spinal lasers, personally. WAVE MOTION GUN!
Once all suitable locations are determined, each location is given a score based on the total amount of minerals with accessibility of 0.5 or higher. Duranium scores double. The new mining complex is created at the location with the highest score.
When designing an STO with a turret, I noticed that the tracking speed was just my racial tracking speed instead of what the turret is capable of. Is that WAI? Is it possible to make an STO with better tracking?
So is it best to only build Active Sensors large enough to keep a lock on the enemy at the maximum range of your longest range weapon?
Seems people think that using it to actually search for stuff is asking for trouble and a job best left to passives. Only exception I can see is for Carriers with strike fighters without their own Actives to lock on to stuff.
EDIT:
Unrelated, but I just noticed you can change the 'training level' of academies to have more quality over quantity, but it only effects the number of Crewmen per year. Does this actually work? I hate training my ships.
How do you "claim" a system as your territory?
How do you "claim" a system as your territory?
If you have a system and don't want NPRs in it; you can set the protection status of the system in the galaxy view.
How do you "claim" a system as your territory?
If you have a system and don't want NPRs in it; you can set the protection status of the system in the galaxy view.
Where is that done in the galaxy map?
Is there a way to exempt gouvernors from auto assignements? My designated sector gouvernor keeps getting reassigned to a CMC.
Do I need HQ for boarding squads? Or is it better to just not bother at all?
There is no such need.
Normal boarding squads are small, and even a minimum-size HQ will take remarkable portion of their tonnage, and so even if you find some very good officer with relevant skills - it will be hard to outweigh, and in addition, these squads will be in this case a killer-traps for these good officers, because there is no such thing as rear echelon during board combat, and it might be some level of boarding-drop casualties.
Though if you have large boarding squad to take large enemy stations and immobilized large ships - then HQ might contribute well with acceptable risk.
Do garrisons need logistics units?
Whats a good rule of thumb to determine how much logistics a force should have?
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.
Actually a better rule of thumb would be to consider the time it takes for your transports to make a round trip from the warzone to a planet with logistics and back. You ideally want your force to be able to fight without resupply for slightly longer than that. This also means that the travel distance should also matter when deciding how much GSP to bring. If it takes 30 days for resupply, make sure you can fight for 45 days for example.
This assumes you have spare logistics that were overproduced in a colony so you can get even more advanced and incorporate the training time of a logistics formation into the equation as well.
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.
Actually a better rule of thumb would be to consider the time it takes for your transports to make a round trip from the warzone to a planet with logistics and back. You ideally want your force to be able to fight without resupply for slightly longer than that. This also means that the travel distance should also matter when deciding how much GSP to bring. If it takes 30 days for resupply, make sure you can fight for 45 days for example.
This assumes you have spare logistics that were overproduced in a colony so you can get even more advanced and incorporate the training time of a logistics formation into the equation as well.
Is 'logistics' an item that transports can carry? Or do you mean logistics units that you swap out and refill at colonies?
You can even at this tonnage double up (20 tons) to improve survivability, but generally for such a large boarding formation the casualty rate will be very low simply because the kill rate will be very high.Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.
What do ground fighters actually need to work properly besides box launchers to mount attack pods?
Do they need sensors? Fire Controls? Do they even need an engine and fuel?
Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.
Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.
I don't have a link at hand, I used to think the same thing but Steve at one point corrected me that doubling the HQs did give some direct benefit for commander survivability though I can't remember the specifics. As this is from the man himself I don't question it unless of course the intended behavior is bugged and not WAI.
Does a diplomatic ship need to be civilian? I thought I was clever by combining ELINT with diplomatic module, vessels size was small just 4000 tons. Every time I try to go be diplomatic:(Pop into system, turn on friendly transponder, keep a respectful distance.) they ask me to leave with threat.
Does a diplomatic ship need to be civilian? I thought I was clever by combining ELINT with diplomatic module, vessels size was small just 4000 tons. Every time I try to go be diplomatic:(Pop into system, turn on friendly transponder, keep a respectful distance.) they ask me to leave with threat.
They aren't going to be happy about ships in their home system, period. Diplomatic or not, commercial or not, if they spot it they will complain (unless you are allied).
I park my spy ships 200 million km from the homeworld and stooge along at 100 km/s or less. That way I don't get spotted.
I don't have a link at hand, I used to think the same thing but Steve at one point corrected me that doubling the HQs did give some direct benefit for commander survivability
Mathematically it should be a very small difference... such as in a simple example...
A formation with 1000t have an HQ at 10t and there is a 1% chance the commander is killed.
If you add another 10t HQ the formation is 1010t and there is a 1.98% risk it is hit and a 50% chance the commander is killed thus a total of less then 1% he is killed in total.
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.
It's actually duranium and gallicite, originally it was duranium only as it is the most-used mineral in the game thus considered by Steve to be the highest priority to mine. One big benefit of CMCs is that they give you mines that you don't have to build, so it's valuable to have those "free" mines (which you actually do pay for but only with wealth, not BPs) on the most-used resource in the game to help the player generate a good inflow early on while we are still building up our planetside industry especially because moving mines off of Earth isn't economically viable in most games until some time has passed just because Earth's minerals are usually so much better than anything except 1-2 comets or asteroids usually.
Gallicite was added as an optional requirement instead of duranium based on playtesting during Steve's Crusade campaign as the need to produce MSPs with gallicite makes that mineral even more critical than it was in VB6 when engines already demanded a lot of the stuff.
I think this way works well for being a very simple implementation, as duranium and gallicite are nearly always critical resources so this really helps build a strong economy early in the game or in new major systems later in the game. The only others I would even think of as being close to the same broad importance are corundium and neutronium, both of which are not as heavily used but a crunch of those minerals can be very crippling.
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.
It's actually duranium and gallicite, originally it was duranium only as it is the most-used mineral in the game thus considered by Steve to be the highest priority to mine. One big benefit of CMCs is that they give you mines that you don't have to build, so it's valuable to have those "free" mines (which you actually do pay for but only with wealth, not BPs) on the most-used resource in the game to help the player generate a good inflow early on while we are still building up our planetside industry especially because moving mines off of Earth isn't economically viable in most games until some time has passed just because Earth's minerals are usually so much better than anything except 1-2 comets or asteroids usually.
Gallicite was added as an optional requirement instead of duranium based on playtesting during Steve's Crusade campaign as the need to produce MSPs with gallicite makes that mineral even more critical than it was in VB6 when engines already demanded a lot of the stuff.
I think this way works well for being a very simple implementation, as duranium and gallicite are nearly always critical resources so this really helps build a strong economy early in the game or in new major systems later in the game. The only others I would even think of as being close to the same broad importance are corundium and neutronium, both of which are not as heavily used but a crunch of those minerals can be very crippling.
Its fine that those minerals are prioritized, but why make it impossible for Civilian Mines to pop up anywhere else?
Since the new auto-assign options for planetary governors (yeah, finally), this has left me with a dilemma. I have one free sector governor seat empty and manually added a governor to it. However he has a pretty high value in mining - which I had set some of my mining planets to auto assign for. And he gets auto assigned to those mines immediately if one of these positions gets free.
Is there a way to block the auto routine to move that governor? Or even better - is there a way to auto assign for that sector position as well? I don't see the latter (I guess it is not in the game, right?)
Since the new auto-assign options for planetary governors (yeah, finally), this has left me with a dilemma. I have one free sector governor seat empty and manually added a governor to it. However he has a pretty high value in mining - which I had set some of my mining planets to auto assign for. And he gets auto assigned to those mines immediately if one of these positions gets free.
Is there a way to block the auto routine to move that governor? Or even better - is there a way to auto assign for that sector position as well? I don't see the latter (I guess it is not in the game, right?)
In next version, sector governors and academy administrators will not be automatically reassigned. But in current version, there is nothing you can do about it.
My workaround is to not pick the best 2-3 candidates and assume they will be sniped away soon. I take a little less in sector bonuses, but have to check that far less often.Yeah, came to the same conclusion :-)
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.
PD Cruiser:
Point Defence Cruiser Mk. II-I class Area Defence Cruiser 6 199 tons 159 Crew 1 397.8 BP TCS 124 TH 1 500 EM 0
12100 km/s JR 3-50 Armour 4-30 Shields 0-0 HTK 39 Sensors 14/0/0/0 DCR 43 PPV 12.55
Maint Life 5.22 Years MSP 1 222 AFR 102% IFR 1.4% 1YR 75 5YR 1 122 Max Repair 150 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 6 months Morale Check Required
Military Jump Engine Mk. II (PD) J6300(3-50) Military Jump Drive Max Ship Size 6300 tons Distance 50k km Squadron Size 3
Military Engine Mk. II Internal Fusion Drive EP300.00 (5) Power 1500 Fuel Use 82.67% Signature 300 Explosion 15%
Fuel Capacity 1 150 000 Litres Range 40.4 billion km (38 days at full power)
Point Defence Turret Mk. II Quad Gauss Cannon Mk. II Gauss Cannon R600-8.00 Turret (5x24) Range 60 000km TS: 40000 km/s Power 0-0 RM 60 000 km ROF 5
Point Defence BFC Mk. II-I Beam Fire Control R60-TS40000 (1) Max Range: 60 000 km TS: 40 000 km/s 83 67 50 33 17 0 0 0 0 0
Point Defence Sensor Mk. I Active Search Sensor AS2-R1 (1) GPS 4 Range 2.4m km MCR 215.4k km Resolution 1
Thermal Sensor Mk. I Thermal Sensor TH1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
This design is classed as a Military Vessel for maintenance purposes
Laser Destroyer:
Laser Cruiser Mk. II-I class Assault Ship 9 346 tons 310 Crew 2 969.1 BP TCS 187 TH 1 500 EM 0
8025 km/s JR 3-50 Armour 4-39 Shields 0-0 HTK 63 Sensors 0/0/0/0 DCR 36 PPV 51.52
Maint Life 5.46 Years MSP 2 791 AFR 116% IFR 1.6% 1YR 157 5YR 2 357 Max Repair 960 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 6 months Morale Check Required
Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive Max Ship Size 10200 tons Distance 50k km Squadron Size 3
Military Engine Mk. II Internal Fusion Drive EP300.00 (5) Power 1500 Fuel Use 82.67% Signature 300 Explosion 15%
Fuel Capacity 1 000 000 Litres Range 23.3 billion km (33 days at full power)
Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2) Range 420 000km TS: 40000 km/s Power 12-8 RM 70 000 km ROF 10
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1) Max Range: 480 000 km TS: 40 000 km/s 98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4) Total Power Output 49.6 Exp 5%
Laser Sensor Mk. II Active Search Sensor AS12-R100 (1) GPS 480 Range 12.8m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
QuoteI've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.
The chance to hit is per shot, the gauss ship gets 120 shots, the laser ship only gets 8. The laser ship will get 8 kills per round, while the gauss ship will average 8.4-9.6 per round. Additionally you can build 2 gauss ships for about the cost of your laser ship. So for straight point defense the gauss is a better option. the laser gives you addditional range and can be used against ships and fighters. I would build a few of each.
I would also look at the speed of my fleet, the gauss ships do not need to be faster than the fleet they are protecting. If your fleet speed is 8000km/s, maybe cut an engine or two. The laser ship definitely needs to be faster than the enemy fleet, and usually faster than the rest of your fleet so that it can control the range. I assume the jump drive on every ship is a role playing choice.
I just read somewhere that you need cargo shuttles to supply your parasites. I also read that hangars can take care of the supplying of parasites by themselves elsewhere. It seemed a bit counterintuitive that you'd need cargo shuttles to supply a ship that is inside a hangar, so I didn't include them in my design, but I fear that I might have messed up doing so.
Did I make a terrible mistake? :P
I still don't get how sensors work on missiles. If I want my bombers to fire their missiles and then turn off their actives immediately does it mean I need missiles with sensors to seek their own targets or will they continue to seek the targets marked for them by the bomber's actives even after they're turned off?
The jump drive on every ship is not a role playing choice. I do it because I like to think that it is better to have one on each ship if SHTF and the group gets dispersed and because I dont know how to do it better. Tips are welcomed!
The jump drive on every ship is not a role playing choice. I do it because I like to think that it is better to have one on each ship if SHTF and the group gets dispersed and because I dont know how to do it better. Tips are welcomed!Personally, how I do it is I organize ships into squadrons of 4, for every 3 ships I have a 4th ship with a jump drive.
I still don't get how sensors work on missiles. If I want my bombers to fire their missiles and then turn off their actives immediately does it mean I need missiles with sensors to seek their own targets or will they continue to seek the targets marked for them by the bomber's actives even after they're turned off?
Missiles would need their own sensors in that situation.
If you’re familiar with real world weaponry, imagine a missile in Aurora is an AIM-7. It is guided by a radar signal being reflected off the target, beamed at the target by the launch platform. If the launch platform stops painting the target.....the missile is lost and has no means of acquiring the target on it’s own.
With a sensor onboard the missile, it’s much more similar to an AIM-120. The missile will accept data from the launch platform to guide it to the target. However, if it loses guidance from the launch platform it will engage it’s own radar/sensors to locate the target.
As to what target the missiles will go for, I am fairly certain they will continue on to the initial target if the onboard sensors could see the target when the launch platform went dark. Take that with a grain of salt though, I’ve not toyed around with missile sensors a lot in this version.
Missile retargeting is currently bugged and does not work. In VB6, missiles without an MFC lock would target whatever had the strongest signal. Missiles with EM would hit the ship with the biggest EM signature, missiles with TH would hit the ship with the hottest engines, and missiles with active sensors would go for the biggest active sensor contact; typically that'd be the largest ship but cloaking could make it weird.
Missile retargeting is currently bugged and does not work. In VB6, missiles without an MFC lock would target whatever had the strongest signal. Missiles with EM would hit the ship with the biggest EM signature, missiles with TH would hit the ship with the hottest engines, and missiles with active sensors would go for the biggest active sensor contact; typically that'd be the largest ship but cloaking could make it weird.
So since retargeting is bugged, are MIRV missile not possible since the sub-munition needs to acquire its own targets?
If my fighters Active Sensors move out-of-range of their missiles but my Carrier's missiles are still in range, will the missiles still be guided towards their targets succesfully?
What is the size of a base infantry unit, is it 1 man, 1 squad, 1 platoon?Up to you, it's a roleplay-free entirely.
Feeling particularly thick today ??? - where is the fast OOB creation option in C#? Just starting to feel my way around my first C# game after changing from VB6.Nevermind, I found it on the Misc tab of the Class Window.
Thanks!
In addition, ton in Aurora is volume (displacement) unit, not weigh/mass as is, and that's displacement of metallic (liquid) hydrogen, so 1 Aurota ton it's smth like 13-14 cubic meters, IIRC. Way more then 1 human soldier with personal weapon might require, still smth like it might require with all necessary equipment and supplies for nearly indefinite service on any solid-surface celestial body.
This time I have checked the wiki and my search-fu has failed. In VB6 you could use SM mode to move fleets around systems to various locations - is that possible in C#?
Also, can you use SM mode to refuel ships (as you could in VB6).
I'm asking for a friend and not because I've failed to design my survey ships with sufficient fuel stores and watched them run out of fuel before getting back to Earth - honest :o
This time I have checked the wiki and my search-fu has failed. In VB6 you could use SM mode to move fleets around systems to various locations - is that possible in C#?
Also, can you use SM mode to refuel ships (as you could in VB6).
I'm asking for a friend and not because I've failed to design my survey ships with sufficient fuel stores and watched them run out of fuel before getting back to Earth - honest :o
You can move fleets in SM to bodies with colony. It is in Naval Organization tab - Fleet - Miscellaneous - Move Fleet button.
To SM refuel - Naval Organization - Ship Overview - Miscellaneous - SM Refuel button.
Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.
Once you add an "Orbital Habitat Module" to a ship "Engineering Spaces" stop adding maintenance supplies, i.e. the ship has no MSP at all. Is that intended or a bug?
I tried to attack an hostile enemy fleet with my fleet. My fleet contains of missile destroyers, PD ships and Laser Destroyer. I first kept a distance of 300k km to the fleet to engage it with the missile destroyers and laser destroyers. But I get only a 8% chance to hit the enemy fleet with my laser destroyers. The enemy is not moving but has a max speed of around 10k. Below you can see my laser destroyer. Do I have a flaw in my design?
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1) Max Range: 480 000 km TS: 40 000 km/s 98 96 94 92 90 88 85 83 81 79
I tried to attack an hostile enemy fleet with my fleet. My fleet contains of missile destroyers, PD ships and Laser Destroyer. I first kept a distance of 300k km to the fleet to engage it with the missile destroyers and laser destroyers. But I get only a 8% chance to hit the enemy fleet with my laser destroyers. The enemy is not moving but has a max speed of around 10k. Below you can see my laser destroyer. Do I have a flaw in my design?
Laser Destroyer:
Laser Cruiser Mk. II-I class Assault Ship 9 346 tons 310 Crew 2 969.1 BP TCS 187 TH 1 500 EM 0
8025 km/s JR 3-50 Armour 4-39 Shields 0-0 HTK 63 Sensors 0/0/0/0 DCR 36 PPV 51.52
Maint Life 5.46 Years MSP 2 791 AFR 116% IFR 1.6% 1YR 157 5YR 2 357 Max Repair 960 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 6 months Morale Check Required
Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive Max Ship Size 10200 tons Distance 50k km Squadron Size 3
Military Engine Mk. II Internal Fusion Drive EP300.00 (5) Power 1500 Fuel Use 82.67% Signature 300 Explosion 15%
Fuel Capacity 1 000 000 Litres Range 23.3 billion km (33 days at full power)
Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2) Range 420 000km TS: 40000 km/s Power 12-8 RM 70 000 km ROF 10
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1) Max Range: 480 000 km TS: 40 000 km/s 98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4) Total Power Output 49.6 Exp 5%
Laser Sensor Mk. II Active Search Sensor AS12-R100 (1) GPS 480 Range 12.8m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
Is the "squadron jump by sub-fleet" supposed to break the fleet apart? Whenever I try to use it they just break into sub-fleets and sit on the jump point not doing anything.
Also, is there any way to automate parisite craft more? I'd like to have a setup where a jump carrier deploys smaller survey vessels to recon a system, but my current FAC sized survey shuttles end up returning before they can fully survey most bodies, which leads to a lot of really tedious micro-management, to the point I'm considering just reworking the carrier to do the surveying itself.
Quote from: Eternal Noob link=topic=11545. msg148604#msg148604 date=1612819204Is the "squadron jump by sub-fleet" supposed to break the fleet apart? Whenever I try to use it they just break into sub-fleets and sit on the jump point not doing anything.
Also, is there any way to automate parisite craft more? I'd like to have a setup where a jump carrier deploys smaller survey vessels to recon a system, but my current FAC sized survey shuttles end up returning before they can fully survey most bodies, which leads to a lot of really tedious micro-management, to the point I'm considering just reworking the carrier to do the surveying itself.
It is supposed to break the fleet apart - in a successful squadron jump each squadron will end up in a different place.
For survey parasites there's no good automation, but you should consider designing them for greater range. If your ships are returning so soon they likely need a much longer range as traveling from one body to the next consumes a significant amount of fuel.
Yeah, I figured the shuttles needed more range but decided against it because I was hoping to automate things a bit more and I'd already had to increase the capacity of my shipyard twice to build the carrier.
As for the issue with the squadron jump, I thought that since it let a fleet jump using a jump tender instead of its own jump drive that "squadron jump by sub-fleet" would do the same thing but using jump tenders in each sub-fleet instead of one for the whole fleet. Instead, they just kinda sat there doing nothing and claimed that their orders were fulfilled.
Forgot to mention it, but the ship does have that box ticked. I though only tried to move to a fleet and resupply from there, never entered it as a sub-fleet; but that "external" resupplying neither worked with or without cargo shuttles.Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.
You need to designate the design as a supply ship. You can tick a box at the top right. Once you do, you can further set the ship to constantly share supplies with the fleet they're in (ship overview for the particular ship on the F4-screen), or you can order it to resupply other ships and/or colonies.
Forgot to mention it, but the ship does have that box ticked. I though only tried to move to a fleet and resupply from there, never entered it as a sub-fleet; but that "external" resupplying neither worked with or without cargo shuttles.Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.
You need to designate the design as a supply ship. You can tick a box at the top right. Once you do, you can further set the ship to constantly share supplies with the fleet they're in (ship overview for the particular ship on the F4-screen), or you can order it to resupply other ships and/or colonies.
Pretty sure the whole "jump by sub-fleet" is bugged. They do the first part of the order alright, splitting into the subfleets, but they seem to forget about the jumping part, because they say they're done but haven't gone anywhere.Yeah, that sounds like the same problem I'm getting so it's probably a bug.
Always have to jump them manually and then manually reassemble on the other side.
A functioning order of "squadron transit by sub-fleet and reassemble" is probably wishful thinking, but one can always hope. . . . because the micro of just jumping a sub-divided combat fleet into an enemy system is atrocious.
Does morale influence how quickly a crew gains fleet training XP?Yes, going over deployment will reduce training speed
Does morale influence how quickly a crew gains fleet training XP?Yes, going over deployment will reduce training speed
Does morale influence how quickly a crew gains fleet training XP?Yes, going over deployment will reduce training speed
Cheers! Any tricks to dealing with that, or do you also just give them the occasional break?
Does morale influence how quickly a crew gains fleet training XP?Yes, going over deployment will reduce training speed
Cheers! Any tricks to dealing with that, or do you also just give them the occasional break?
So one of the biggest changes for me is the awesome increase in Ground Forces complexity - I love it. The question is 'how do I upgrade the older formations with more modern equipment?' I thought I could change the formation template, send a unit with the required equipment and set them as a replacement - but that doesn't seem to work. Is there a manual way to swap out old equipment?
There is presently no mechanic for this. You can use the Unit Series/Replacements mechanic to replenish losses a formation has suffered with newer equipment (for that authentic Ostfront experience! Wait, bad example...), but the only way to actually upgrade a formation's equipment is to manually swap things around - although you can use the Replacements mechanic and just remove the outdated equipment from the old formation if you want to reduce the amount of clicking you do by half.That's really helpful but leads me to my next question ;D How do you manually swap equipment around? I cannot work out how to do that. I bet it is something really simple and I will conduct the 'head slap' manoeuvre once I'm told ???
There is presently no mechanic for this. You can use the Unit Series/Replacements mechanic to replenish losses a formation has suffered with newer equipment (for that authentic Ostfront experience! Wait, bad example...), but the only way to actually upgrade a formation's equipment is to manually swap things around - although you can use the Replacements mechanic and just remove the outdated equipment from the old formation if you want to reduce the amount of clicking you do by half.That's really helpful but leads me to my next question ;D How do you manually swap equipment around? I cannot work out how to do that. I bet it is something really simple and I will conduct the 'head slap' manoeuvre once I'm told ???
Welchbloke
I just do an overhaul/resupply/refuel whenever the fuel gets low. But I generally only do the training micro for the first few squadrons. Defensive fleets or Patrols get decent training over time if they aren't being thrown in the grinder right away.
By mid-game, I usually do one set of training for combat ships as they come off the slips, but after the first refuel/overhaul I consider that a good starting base and put them to work. Invasion Fleets are the exception. But at that point I do it as a whole group. Doesn't min/max the individual ships but is a lot less micro.
You should give them a break...actually you should put the fleet into overhaul to keep maintenance failure rates low. For this reason I train my fleets in a rotation so that at least one fleet is always active if I need to do some combat in a hurry.
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!
Hiya! I'm trying to train my task force. So far it is working: my ships are accruing training grade. I got my fighters properly docked as well, and they're doing great. To deal with the fuel issue, I set the fleet to refuel and resupply at earth, then move to earth on a cycle: they're basically sticking around on Earth as they train. However, with the rate that they're accruing maintenance- and crew deployment time, I'm afraid they'll suffer from disastrous failures and/or terrible consequences due to low morale.
For that purpose, I wonder how other people do it, and whether...
(1) ... I can safely overhaul the ships during the training without messing up their training gains.
(2) ... it's safe to ignore the increase in maintenance time so long as I keep them supplied (and whether it will swiftly drain my supplies).
(3) ... morale affects fleet training gain. If it doesn't, I should be capable of ignoring morale entirely while training, right?
Thanks in advance!
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!
It is, but this isn't a good idea as they can still have maintenance failures while in overhaul this way. You want to move them out from the TRN admin command for the overhaul, then put them back under the TRN admin when they are done and ready to resume training.
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!
It is, but this isn't a good idea as they can still have maintenance failures while in overhaul this way. You want to move them out from the TRN admin command for the overhaul, then put them back under the TRN admin when they are done and ready to resume training.
I think it is important to note that putting a fleet into Overhaul while attached to a training command is pointless as they don't perform any actual overhaul at all.
To be honest I think the training mechanic is mostly a waste of time as it is way to micro heavy and ships train while outside anyway just slower, they will gain 100% training eventually anyway and you don't have to pay out of the nose for doing so. More importantly you don't have to spend allot of time clicking on your fleets and moving them from different commands and performing allot of overhauls. Order delay is not really that much of a problem in general to be worth the hassle. On a side note I don't like that you can get rid of order delay with 100% fleet training either, it is too much... there should always be some order delay.
I don't think fleet training is completely pointless. Sure, you'll reach 100% eventually, but being able to reach it faster is a good thing when you're doing a lot of buildup and want to get your new ship crews able to fire on command before starting a war with someone. That said I do think it probably depends somewhat on game settings, if you play with 10% speeds for everything then the game will go by so slowly (in game time, in real time of course you're clicking "30 days" on repeat) that the time to reach 100% training is unimportant. Playing at full speeds where the galactic situation can change completely in a couple of years, then that quicker training becomes more valuable as you want to have good crews in shiny new ships right when you need them.
I do think the micro could be reduced though, particularly given that it is not needed for balance and honestly fleet training is probably overcosted for its actual benefits - since we can reach 100% eventually anyways, the cost in micro and MSPs is only paying for the time savings. I would like if training kept the fuel usage and maintenance failure rate but did not advance the deployment or maintenance clocks, instead taking a fleet out of training should have the same modifier as taking a ship out of overhaul prematurely so there is a motivation to keep some ships at the ready and not just chuck everything under a training command at the start of the game.
I think fleet training is completely redundant. There is already a thing called crew grade, just have that determine order delays.
Currently, if you run 30-day increments, you can get blown up by total surprise because your foe was able to cross your detection radius in less than the sub pulse. What I don't understand is how the AI doesn't have the same problem? If I am running 30-day increments, sometimes that gets interrupted by NPR vs NPR interrupts.
Is there some reason the AI gets special privileges like this? I mean, if a fight I'm not involved in at all can break me out of autoturns, why can't one I care about?
- Now here's a question; if I stick an Ordinance Transfer System on a ship with Box Launchers... would it reload them with it? I may test this at some point, but I thought I'd pose it here too, in case someone has already tried or wants to try for themselves. As for the inevitable "But why?" the answer is because I can then have a ship that reloads from colonies, Forward Operating Bases and Colliers on it's own, and thus multiple ships can reload at the same time without an Ordinance Transfer Hub. I'd be trading 500 tons of Mission Tonnage for increased strategic mobility.
I don't see a reason why they should as Ordnance Transfer Systems can't reload box launchers. You probably would be able to transfer missiles to the magazines and the magazine are always treated as a magazine no matter what the launcher fitted to the ship. So it would surely be odd that you have the missiles onboard the ship but you can't load them into the launcher.
In my opinion box launchers should have it's own special type of magazines so this could not happen but we don't.
It appears that I'm not capable of setting my diplomatic relationship towards alien empires. I know the block where it's supposed to show up (I saw it on a screenshot), but there are no boxes to tick for me there. I would like to set what I believe to be the precursors to hostile, but I can't. I haven't established communications with them, though I doubt that matters. I think this is a known bug, but I wonder whether there is a workaround for it.
Show us a screenshot.
The radio buttons for hostile and neutral always show up regardless of the diplomacy rating, but like most items they can probably become invisible if your font is larger than the one Steve has on his computer, or if your text scale is different.
Those are precursors. You can't reason with them.
What is considered a 'big' empire in Aurora?As Far As I Can Remember, Steve's empires dominate around 6 branches that are around 8 systems long when he uses their galactic maps as examples. No clue how big that is, so consider checking playthroughs (like EnterElysium's)
I want to first establish my empire in the 'core systems' 5 jumps away from Earth (which starts with 8 Jump Points) and developing them fully before turning on NPRs. Is that too large, too small, or just right?
Ah, that might be it, thanks. I'm not quite sure which font size Steve uses, but I've attached a screenshot for comparison! Don't mind the fact that I named the race after myself. I have... Reasons. And it's funnier left unexplained.
I suspect you might need to click on one of the elements of the list to make it appear.Show us a screenshot.
The radio buttons for hostile and neutral always show up regardless of the diplomacy rating, but like most items they can probably become invisible if your font is larger than the one Steve has on his computer, or if your text scale is different.
Ah, that might be it, thanks. I'm not quite sure which font size Steve uses, but I've attached a screenshot for comparison! Don't mind the fact that I named the race after myself. I have... Reasons. And it's funnier left unexplained.
Does C# not have an option to set a fleet to a certain speed? ???
Does C# not have an option to set a fleet to a certain speed? ???
It does, but you need to not only set the speed but uncheck "Use Maximum Speed" in the fleet movement orders tab. I'm not sure this requires two steps, but it does.
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...
Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...
Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.
Newer player so this confused me a bit. OP wants to limit pop growth on a planet - Kilo replied 'no, but then stated there is a method for 'orbital bodies'. What is the distinction between a planet and an orbital body? Planet, asteroid, comet, moon - all can have colonies, so I was treating 'planet' as a generic orbital body for this convo.
How do you cap growth on an orbital body? I can stop immigration, but I can't impose sterilization right? Peeps gonna make babies and make infra so the babies can go live on the planet/orbital body despite the 'stable' setting. If it is a high CC world (using Habs, so prob), the auto infra building can't keep up with the sex addicts.
I assume there is a 'colony' on the planet to contain the installations the Hab peeps are working, for which the Hab peeps gleefully make infra whether you want it on that surface or not. Issue could be the colony using the overall planet pop max for the growth % even tho there is no capability to survive on the surface atm? Or does it happen once infra hits the surface, the colony see's the max planet pop size as the number to use for pop growth, despite your lack of infra to house them all?
Either eliminate the ability for Hab peeps to construct Infra, or make sure the Planet pop cap isn't used in the pop growth formula for Hab only colonies?
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...
Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.
Newer player so this confused me a bit. OP wants to limit pop growth on a planet - Kilo replied 'no, but then stated there is a method for 'orbital bodies'. What is the distinction between a planet and an orbital body? Planet, asteroid, comet, moon - all can have colonies, so I was treating 'planet' as a generic orbital body for this convo.
How do you cap growth on an orbital body? I can stop immigration, but I can't impose sterilization right? Peeps gonna make babies and make infra so the babies can go live on the planet/orbital body despite the 'stable' setting. If it is a high CC world (using Habs, so prob), the auto infra building can't keep up with the sex addicts.
I assume there is a 'colony' on the planet to contain the installations the Hab peeps are working, for which the Hab peeps gleefully make infra whether you want it on that surface or not. Issue could be the colony using the overall planet pop max for the growth % even tho there is no capability to survive on the surface atm? Or does it happen once infra hits the surface, the colony see's the max planet pop size as the number to use for pop growth, despite your lack of infra to house them all?
Either eliminate the ability for Hab peeps to construct Infra, or make sure the Planet pop cap isn't used in the pop growth formula for Hab only colonies?
He is referring to the fact that planets also have a population capacity like orbital habitats do. The problem the people are pointing out is that there is no way to prevent orbital habitat populations to "spill over" onto the planet, which thanks to the way worker availability and agricultural sector size is calculated can result in a massive loss in workforce.
Okay. I get and agree with the perceived issue. See my options for a solution....
What I don't get is the ' I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.' What mechanic is this that differentiates between the two? What mechanic solves this issue for orbital bodies? 'Stable' doesn't stop pop from making babies.
I'm not trying to be difficult :) Aurora constantly teaches me that I need to keep asking questions to learn what I don't know. That statement sounds like there is a mechanic to stop pop from growing on orbital bodies that I am unaware of.
Is the difference one of having habs around a body but no colony on the body? Makes me curious as to when that is a reasonable action. What is the point of habs if there is no colony housing installations that need workers?
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.
I have some confusion here, because my understanding has been that OrbHabs always provide 100% of their population as manufacturing, accounted separately from the planet-based population that needs such frivolities as food and drink. In this case, mechanically if a bit of infra and population happen to pop up on the planet those workers would be essentially useless but would not affect the OrbHab population which remains dedicated solely to manufacturing. It seems to me that if this is not the case, OrbHabs are not in fact WAI and this should be a bug report.
However I admit I'm not terribly experienced with OrbHabs (I just can't seem to ever generate a good Venus worth colonizing...) so I'm open to clarification. Of course the unrest is a problem which I readily understand, albeit one not too hard to solve if you stick an infantry battalion on the surface.
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.
I have some confusion here, because my understanding has been that OrbHabs always provide 100% of their population as manufacturing, accounted separately from the planet-based population that needs such frivolities as food and drink. In this case, mechanically if a bit of infra and population happen to pop up on the planet those workers would be essentially useless but would not affect the OrbHab population which remains dedicated solely to manufacturing. It seems to me that if this is not the case, OrbHabs are not in fact WAI and this should be a bug report.
However I admit I'm not terribly experienced with OrbHabs (I just can't seem to ever generate a good Venus worth colonizing...) so I'm open to clarification. Of course the unrest is a problem which I readily understand, albeit one not too hard to solve if you stick an infantry battalion on the surface.
I can confirm from experience that it is not considered separately, in fact when a population is living in orbit and the surface the agricultural % is actually weighted - I have a world of 5bn people where 1bn of them live in orbit, the planet is CC 0 and has 4% agriculture, which is less than the 5% minimum it's supposed to have.
Also, the 100% manufacturing isn't true since orbital habs still need a service sector, so they at worst provide 30% of the population as workers.
I actually really like the way orbital habitats interact with surface workforce, I think in that regard they are perfect and not an underpowered asset thanks to the fact that they can effectively be used to add population capacity to even already habitable worlds.
So on the off-chance that it isn't WAI, I would propose that it become the WAI.
I actually really like the way orbital habitats interact with surface workforce, I think in that regard they are perfect and not an underpowered asset thanks to the fact that they can effectively be used to add population capacity to even already habitable worlds.
So on the off-chance that it isn't WAI, I would propose that it become the WAI.
It seems like a reasonable compromise is to keep the split of OrbHab population into Manufacturing and Service sectors - makes sense enough - but correct the weighting of agriculture so it only reflects the surface population. I do like the idea of a large OrbHab "colony" having small groups which conduct project studies of life in such conditions for scientific reasons (i.e. I'm fine with the intrinsic infra + pop growth mechanic), but if it drags down the entire habitat it's too much I think given that a major use case is supposed to be exactly those situations.
So do Thermal and EM sensors add up or will only the largest emitter of Thermal or EM be detected?
For instance, if I have 1 ship with a Thermal emittance of 100 and 1 ship with a Thermal emittance of 200, will the total Thermal emittance of the fleet be 200 or 300?
Yea. There is no such thing as "fleet" detection. The game doesn't imply this and I'm not sure if this idea comes from some other game?
But IRL the nimitz and it's escorts don't add up their detection abilities into one super detection.
Is there a way to create an empty fleet over a planetary body?
Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
Is there a way to create an empty fleet over a planetary body?
Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.
However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.
Is there a way to create an empty fleet over a planetary body?
Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.
However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.
I may be confused and misunderstood - But I'm pretty sure I've regularly dropped a tractored hull off into an existing fleet. After dropping off the first one as it's own fleet, I've used cycle orders to bulk move stations from one site to another just using 'tractor any ship in fleet' and picking a fleet at the destination to release the tractored hull into it.
Is there a way to create an empty fleet over a planetary body?
Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.
I'd like to mention that SM teleporting also works with rendezvous points allowing you to teleport stuff anywhere you want provided you made the waypoint where you want.
I may be confused and misunderstood - But I'm pretty sure I've regularly dropped a tractored hull off into an existing fleet. After dropping off the first one as it's own fleet, I've used cycle orders to bulk move stations from one site to another just using 'tractor any ship in fleet' and picking a fleet at the destination to release the tractored hull into it.This is how it works ATM. First release to the system body creates a fleet, then you have to make a new cycle order to tug the rest into that newly created fleet. My idea was to have that first ship also being tugged into a new fleet by creating an empty fleet by myself there - so I would have to do a bit less micro.
Is there a way to create an empty fleet over a planetary body?
Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.
Is there a way to create and import a new list of names for characters?
So uh. I have two colonies producing MSP right now, and 24 MSP per facility tech, yet my homeworld is producing around 111 MSP per facility and my other colony produces around 91. What the hell is going on? I don't have governors with crazy production bonus, sector + planet governor give no more than a 20% bonus.
Edit: Just talked to a bunch of people on the Discord channel and they seem to have this issue as well. Possible bug?
I'd like to mention that SM teleporting also works with rendezvous points allowing you to teleport stuff anywhere you want provided you made the waypoint where you want.
I've heard this in theory but had a lot of trouble trying to make it work. I did manage to do it just now in a test game, but the waypoint name was incorrect and I had to fiddle around with the movement orders tab to make it show up at all.
[ the amount of BP spent and each BP produces 4 MSP. The tech is labelled badly, but it is working as intended. I've changed the tech description to BP.
What are the incentives for civilian mining companies to go mining outside of Sol? They plopped quite a number of mining sites in Sol, but even me stabilising a dozen or so systems and building colonies there all over the place, none of the private investors went to build any civilian mining anywhere but in Sol. And as far as I see it there are a lot of small bodies which should fit their general rules of building civilian mines (and no I didn't preoccupy them by building and empty colony there).
So when and how do they begin to mine outside?!?
You need to have a colony with 10m pop in the system you want CMCs to spawn in.Ah, I was aware of the rest but not of this parameter. I have a system with quite a number of small interesting civilian mining sites but no large body that I colonised myself. My big colonies are elsewhere. But if they need a colony in that system, it makes sense why they don't mine there... .
Maybe Steve can change this by a per-system-flag: allow civilian mining.
Maybe Steve can change this by a per-system-flag: allow civilian mining.
This will never, ever happen, because Steve really doesn't like giving players control over civilians more than absolutely necessary. He prefers the civilians to be something the player interacts with, not another lever we can control to make them do our bidding for us.
I think you are overselling the point there a bit, but yeah in general he prefers civilians to be fairly autonomous.We should be able to execute Chinese-style control over civilians and tell them how to do their business... let's go with Zeitgeist ;)
Quick question I'm sure has been answered before but I haven't been able to find the answer to.
I know when creating a game, the NPR's start with similar pop/tech/etc. But with generated NPR's (mid game generated from system exploration) I know that the NPR's are generated based off a bell curve of the most powerful and largest player empire at the time of generation. Do they also use a bell curve for tech, or is the NPR generated with basic tech plus tech points for time advanced in game?
I ask because I was planning on starting a campaign where my empire is very technologically advanced compared to the starting NPR's but is much smaller then them, by starting the game with my race having a population where I want the NPR's population to start, then SM my population much smaller while using SM to instant a number of techs.
While this should work with no problem, I was concerned with how newly generated NPR's would be. Will they be generated with the same or better tech's then my empire regardless of my empire's size? This would defeat the possibility of being technologically advanced compared to NPR empires.
I also thought of just starting the campaign with the number of NPR empires I want in the game and changing the chance for new NPRs to Zero, but then spoiler's won't spawn, at least no precursors or ruins / xeno sites, as I've tested that in a previous test campaign (No ruins/xeno sites, precursors, or swarm were ever spawned, while a rift was in a system, it never spit out any invaders).
I can test it myself if someone knows an easy way, maybe using SM or something like it, to check NPR tech levels ( or a way to adjust NPR tech levels?). That way I could create a new test campaign and explore until I start getting spawned NPR's and check their tech levels while having my test empire having all tech's researched to see how they compare.
Sorry for the long post, and thanks in advance to whoever knows the answer!
Thanks!
I'll have to test it and post my findings in a few days.
If anyone already knows how system generated NPR's are assigned a tech level (i.e. is it based on the time passed in game from start, or just on the population size of the largest empire, or is it based on the technology level of the most powerful empire, or the technology level of the most advanced empire, etc.) when they are generated that would save me a half dozen hours or so of testing.
If not I'll post what I find as soon as I find it!
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What if I want to roleplay a Communist planned economy, though? I'd like the option to turn civilian mining off. I tried to remove them as they popped but I've kinda relented after it became too much micro.
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What if I want to roleplay a Communist planned economy, though? I'd like the option to turn civilian mining off. I tried to remove them as they popped but I've kinda relented after it became too much micro.
I would be more interested in allowing mining in systems I don't settle in... . Why should civilians be restricted to only system you settle in on your own? As long as there is a stabilised JP why shouldn't they be allowed to mine what is there? Though I don't want them to spread anywhere... military restriction flag does that but does not allow them to mine in a system I haven't settled in... .
They could be allowed to build CMCs in systems they fly through visiting your colonies.
I have no problem with allowing civilian mining in my communistic type governments in my play through...
I have no problem with allowing civilian mining in my communistic type governments in my play through...
You don't - some clearly do. I don't see why you are so adamant on limiting people's choices here. It's not like adding the option to stop civies from mining a certain world doesn't already exist. Maybe I want to RP true ideological communism - or maybe I want to RP a hivemind. More importantly - adding that option does not limit the way you want to RP.
I personally care more about having the ability to toggle civilian mines on/off in game settings as I really hate how civilian mines clutter up the menu in the misc tab when I'm teleporting empty fleets around.
I'm not against there being a way to restrict civilian mining operations, options is always good. But I don't think human type of authoritarian government is a good reason for it. Even a democratic government cold restrict a system from civilian operation because of some specific reason too, probably even easier than an authoritarian government to be honest if the reasons are good enough.
Hiya! How do you give a ground unit multiple capabilities (for instance temperature and gravity tolerance)?
How can I transfer fuel from one fuel tanker to the other? Both are fine refueling other ships - but they can't transfer fuel to the other...
How can I transfer fuel from one fuel tanker to the other? Both are fine refueling other ships - but they can't transfer fuel to the other...
You basically cannot. It's not implemented.
You can actually. Have all tankers in the same fleet then select the tanker you want refueled - make it so that it's autorefuel is either off or not set to "refuel fleet tankers" and then set all other tankers to "refuel fleet tankers". The tanker that isn't refueling will fill up from the others.Yes, that way it works. Thanks. :D
I get the feeling that the civilian economy is a "leaky" process. Can't put my finger on it but it seems that stuff is going into the "black market" and does not appear where it should. Is there an issue with the civilian economy?
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?
One example is that I had set up to transfer 18 Deep Space Tracking Stations from Earth to 3 different planet, 6 to each. In the end one of them had 6, the other one 3 and the last is now stuffed with 21. Very strange... . I though didn't watch what happened all the time; so I can't put my finger on it why and how this happened. I am sure that I didn't mistype the demand numbers... ;-)
I am sending things with the civilians all the time and had a feeling something is off for quite a while now. Automated mines for example I tend to send in blocks of 10. Though I have several colonies with like 54 AMs, another one 32, and so on... .
Oh this is a known issue - civilians will tend to overfill orders that you put. I think if an order gets filled while ships are on their way they don't cancel. So civies that pick up stuff for the same contract will end up overfilling your orders.I see. Any hope of this getting fixed - or is there some kind of workaround so I can minimize it?
Oh this is a known issue - civilians will tend to overfill orders that you put. I think if an order gets filled while ships are on their way they don't cancel. So civies that pick up stuff for the same contract will end up overfilling your orders.I see. Any hope of this getting fixed - or is there some kind of workaround so I can minimize it?
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?
One example is that I had set up to transfer 18 Deep Space Tracking Stations from Earth to 3 different planet, 6 to each. In the end one of them had 6, the other one 3 and the last is now stuffed with 21. Very strange... . I though didn't watch what happened all the time; so I can't put my finger on it why and how this happened. I am sure that I didn't mistype the demand numbers... ;-)
I am sending things with the civilians all the time and had a feeling something is off for quite a while now. Automated mines for example I tend to send in blocks of 10. Though I have several colonies with like 54 AMs, another one 32, and so on...
So I understand that Maneuver or something like that is actually a trait that Ground Units have that is hidden for some reason. How do you increase it and what does it do?
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.
Not just that, a breakthrough attack can also target formations in the support position through the enemy frontline IIRC.
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.
Not just that, a breakthrough attack can also target formations in the support position through the enemy frontline IIRC.
As far as I know, any unit in front line attack stance can do this, formations in support and rear echelons simply have reduced target profiles (25% and 5% respectively). It is not unique to breakthroughs.
I also think that civilians should a bit more randomly chose which demand to carry cargo to. They seem to be very laser focused on one demand before another and I don't actually like this behavior.Yes, they seem to have an internal priority which doesn't seem to make that much sense. If I enter 1 MD and 20 AMs they usually first ship the AMs and then the MD. If so happens I add some DSTS for a different planet, that all of a sudden gets shipped first... .
I positioned an elint equipped ship close to a planet - and now I am getting messages that the attempts to establish communication are blocked (I think they are Rahkas). I had thought that I would need the diplomatic module for communications, not the elint module... ???
So I understand that Maneuver or something like that is actually a trait that Ground Units have that is hidden for some reason. How do you increase it and what does it do?
The maneuver skill on ground forces officers improves the chance for a unit to make a breakthrough if they have the possibility to do so. While the breakthrough stat is hidden, it's not too hard to know the base stats - all vehicle types get full chance, infantry get something like half chance, and statics cannot break through. The basic breakthrough chance is essentially determined by the defending formation(s) having low morale, so essentially the maneuver skill lets you break through against a formation with a bit higher morale than you would otherwise.
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.
Another ground forces related question. Is there a way to select only a portion of a a particular unit type when manually transferring units between formations on the Order of battle tab. I have some infantry companies I want to upgrade. I've moved the obsolete kit out, set the replacement formation and selected the replacement template for the receiving unit. When the company receives reinforcements, they are not distributed like the formation template. Instead I have 40 of an AT unit in the company (should be 10) and 20 of an AA unit (should be 10) and only 80 basic infantry (should be 100).The replacement formation has enough unit to provide, but they aren't matching the formation. Is there a way to break 10 AT (or any other number) out of the group of 40 I currently have?
You need neither. What you need is an active sensor (or transponder!!) contact on a ship, or an EM contact on a population. This needs to go both ways and yields four scenarios that work for communications:So the communication attempts happen because not only I can see their colony but they also can see my (supposed) stealth elint ship... :o - oops...
- You detect their ship (w. active sensor), they detect your ship (w. active sensor)
- You detect their ship (w. active sensor), they detect your population (w. EM sensor)
- You detect their population (w. EM sensor), they detect your ship (w. active sensor)
- You detect their population (w. EM sensor), they detect your population (w. EM sensor)
In all four of those cases both parties need to be attempting communications.
Brazil Base class Fuel Depot 25,840 tons 30 Crew 552.9 BP TCS 517 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 103 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 20 MSP
Fuel Capacity 25,000,000 Litres Range N/A
Refueling Capability: 50,000 liters per hour Complete Refuel 500 hours
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Fleetwood Mk.4 class Fuel Transport 13,500 tons 50 Crew 202.8 BP TCS 270 TH 200 EM 0
740 km/s Armour 1-50 Shields 0-0 HTK 16 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 9 Max Repair 25 MSP
Negi Turbines C5-100.0 1.250t INP Engine (2) Power 200 Fuel Use 3.84% Signature 100 Explosion 4%
Fuel Capacity 10,009,000 Litres Range 3,471.9 billion km (54302 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 125 hours
This design is classed as a Commercial Vessel for maintenance purposes
Macwood Mk.5 class Fuel Transport 60,000 tons 210 Crew 657 BP TCS 1,200 TH 2,250 EM 0
1875 km/s Armour 1-136 Shields 0-0 HTK 109 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 6 Max Repair 25 MSP
Negi Turbines C6-150.0 2.400t ID Engine (15) Power 2250 Fuel Use 0.86% Signature 150 Explosion 2%
Fuel Capacity 22,412,000 Litres Range 7,856.4 billion km (48496 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 280 hours
This design is classed as a Commercial Vessel for maintenance purposes
I have the following space station
Fuel Capacity 25,000,000 Litres Range N/A
Refueling Capability: 50,000 liters per hour Complete Refuel 500 hours
All three have the tanker-bit set and the ships in the fleet are set to "no auto refuel". But the command "Refuel from own tankers" is doing nothing with a ship from the new design. Any ideas what I am missing?
I have the following space station:Code: [Select]Brazil Base class Fuel Depot 25,840 tons 30 Crew 552.9 BP TCS 517 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 103 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 20 MSP
Fuel Capacity 25,000,000 Litres Range N/A
Refueling Capability: 50,000 liters per hour Complete Refuel 500 hours
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
I transferred fuel to these stations with these ships:Code: [Select]Fleetwood Mk.4 class Fuel Transport 13,500 tons 50 Crew 202.8 BP TCS 270 TH 200 EM 0
740 km/s Armour 1-50 Shields 0-0 HTK 16 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 9 Max Repair 25 MSP
Negi Turbines C5-100.0 1.250t INP Engine (2) Power 200 Fuel Use 3.84% Signature 100 Explosion 4%
Fuel Capacity 10,009,000 Litres Range 3,471.9 billion km (54302 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 125 hours
This design is classed as a Commercial Vessel for maintenance purposes
It always worked. However, with my new design this base isn't refueled any more:Code: [Select]Macwood Mk.5 class Fuel Transport 60,000 tons 210 Crew 657 BP TCS 1,200 TH 2,250 EM 0
1875 km/s Armour 1-136 Shields 0-0 HTK 109 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 6 Max Repair 25 MSP
Negi Turbines C6-150.0 2.400t ID Engine (15) Power 2250 Fuel Use 0.86% Signature 150 Explosion 2%
Fuel Capacity 22,412,000 Litres Range 7,856.4 billion km (48496 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 280 hours
This design is classed as a Commercial Vessel for maintenance purposes
All three have the tanker-bit set and the ships in the fleet are set to "no auto refuel". But the command "Refuel from own tankers" is doing nothing with a ship from the new design. Any ideas what I am missing?
Is there a way for multiple nations starting on earth that all retain the default naming of the sol system? Or can I copy some entries in the DB so they all have identical names for the system bodies?
Yepp, it only shows in SM mode, but yes, it is there. Thanks.Is there a way for multiple nations starting on earth that all retain the default naming of the sol system? Or can I copy some entries in the DB so they all have identical names for the system bodies?
In the System View window there should be a button called "Rename Sol Bodies" or similar which should do this for you.
It shouldn't work at all.Man, as much as I like the new fuel system, the handling is so annoying... especially when you want to automate things... .
The refueling system is able to pull/push fuel from a colony, but it is not able to push fuel to another ship, that is not in a fleet with it.
Am I under the wrong impression that there is an option to refit fighter crafts?
Am I under the wrong impression that there is an option to refit fighter crafts?
Has anyone thought of using towed stations with cryopods to move colonists? Seems like you could move huge numbers quickly this way since the station could be gigantic.
Has anyone thought of using towed stations with cryopods to move colonists? Seems like you could move huge numbers quickly this way since the station could be gigantic.Absolutely. In fact, in my last game, I only moved colonists in towed stations. My tugs would flexibly swap out cargo and passenger stations as needed, with side-trips to haul asteroid miners and even major military bases. It was a long time before I even started to build freighters.
Towed - 1m Passenger class Spaceliner 355,563 tons 3,010 Crew 14,921.4 BP TCS 7,111 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 388 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 26 Max Repair 100 MSP
Cryogenic Berths 1,000,000 Cargo Shuttle Multiplier 600
Plotarchis Control Rating 1 BRG
Intended Deployment Time: 3 months
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Atlas class Tug 329,525 tons 1,940 Crew 5,803 BP TCS 6,590 TH 30,720 EM 0
4661 km/s Armour 1-424 Shields 0-0 HTK 558 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 11 Max Repair 115.2 MSP
Tractor Beam
Plotarchis Control Rating 1 BRG
Intended Deployment Time: 3 months
Peregrinatio MP 160 (40) Power 30720 Fuel Use 0.62% Signature 768 Explosion 3%
Fuel Capacity 4,000,000 Litres Range 354.6 billion km (880 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
You totally can but you have to do it in a shipyard tooled for that fighter class. You can't refit from planetary fighter factories. Fortunately, this isn't too annoying if you can get a 1,000-ton yard with a couple of extra slipways and just keep retooling it to the next class you want to refit to.I guess the fighters fall under the same limitations for a refit as normal ships, right? I had created newer fighters and can't refit them when tooled for the new class. I can only select a similar small fighter class ship as a source; not the old fighter class I want to upgrade... . Annoying.
You totally can but you have to do it in a shipyard tooled for that fighter class. You can't refit from planetary fighter factories. Fortunately, this isn't too annoying if you can get a 1,000-ton yard with a couple of extra slipways and just keep retooling it to the next class you want to refit to.I guess the fighters fall under the same limitations for a refit as normal ships, right? I had created newer fighters and can't refit them when tooled for the new class. I can only select a similar small fighter class ship as a source; not the old fighter class I want to upgrade... . Annoying.
if you're managing several species the clownification intensifies,
Is there a big tonnage difference? Refits are limited to +/- 20% tonnage change in C# to avoid some of the weirder situations people exploited in VB6.Yes, the first class was pretty small. At that low tonnage, you are pretty quickly above the 20% limit, unfortunately.
Can ship commanders get medals for destroying ground units? Can ground commanders commanding STO's get medals for destroying ships?
Can ship commanders get medals for destroying ground units? Can ground commanders commanding STO's get medals for destroying ships?
Yes and Yes
[rewritten/resolved]
ok. . . i've identified the issue causing slowdowns to max 6hrs interval, its actually single damaged Salvager. [check for NPR's damaged ships]
I wanted to make simple procedure to delete problematic ships from DB with all related records, but after deleting all data referencing to shipid/fleetid, game was still generating several null references from functions i couldnt identify...
Which left me to just change NPR in question to Human player, deleting that fleet, saving game and returning NPR to NPR. No errors detected, hopefully NPR will work on..
Leaving this for a chance it will help somobody or if somebody wants to share all fleet/ship relevant tables to delete..
Is it possible to stack more than 1 capability on an infantry unit using the Unit Class Design tab on the Ground Units window? For fluff reasons I'd like to create some genetically enhanced uber soldiers :)
You can't have multiple gene mods on an infantry unit though.Well, you kinda can. You can add multiple gene mods, but only one actually works. You will pay for all of them though.
Is there an explanation as to how exactly "Protection Required/Actual" in combination with "Police Strength / Resistance" works? Are they dependent on each other or not?
Example: I have a colony with 88.45 million people living there. The game tells me: Required Protection: 60 - Actual: 0 - Police Strength: 30 - Resistance: 58 - but the colony is fine and at 100% Stability. How can I deduce as to how much Police Strength I do need so the colony stays stable? I had thought at least equal to "Resistance" but obviously not. Or is it dependent upon "Protection"? If so it does not affect stability in this case... .
"Protection" indicates how threatened a population feels in the absence of nice, big warships with impressive-looking guns to protect them from big bad space aliens. The "actual" value is the sum of PPV values of all warships in the system, and all colonies in a system feel protected by all ships in a system, even if the ships are on a nice warm resort world in the inner system and the colony happens to be on an iceball with 30b km orbital radius.Thanks. So I basically only need the police strength if one of the triggers makes a population grow angry and when they are the police strength tells me how quickly I can counter the resistance or can slow them down until they declare independence. Fine. I am wondering though why that population from my example isn't worried about the missing protection and shouldn't that trigger them to being angry?
Police and Resistance indicate the ability of ground forces at the colony to keep the population under control, while resistance can exist for various reasons, including but not limited to a lack of PPV in-system. Other causes include overpopulation and I believe being a recently-conquered population in need of subjugation.
"Protection" indicates how threatened a population feels in the absence of nice, big warships with impressive-looking guns to protect them from big bad space aliens. The "actual" value is the sum of PPV values of all warships in the system, and all colonies in a system feel protected by all ships in a system, even if the ships are on a nice warm resort world in the inner system and the colony happens to be on an iceball with 30b km orbital radius.Thanks. So I basically only need the police strength if one of the triggers makes a population grow angry and when they are the police strength tells me how quickly I can counter the resistance or can slow them down until they declare independence. Fine. I am wondering though why that population from my example isn't worried about the missing protection and shouldn't that trigger them to being angry?
Police and Resistance indicate the ability of ground forces at the colony to keep the population under control, while resistance can exist for various reasons, including but not limited to a lack of PPV in-system. Other causes include overpopulation and I believe being a recently-conquered population in need of subjugation.
What's happening is that you've got enough police to counter the unrest that is being generated. You do not need 100% unrest reduction in order to successfully maintain order, as the colony grows the amount of unrest generating will go up because of more PPV being needed but also policing will become less effective since larger populations need police.I see. Keeping it close to 100% should suffice (I hope :) ). So you don't get any log messages like it has been in VB6. Thanks.
Unfortunately the game does not tell you the % unrest being generated in the planet summary and you have to eyeball it when the unrest starts to reduce stability so I can't give you a good answer on how much police you need. Just make sure that the policing % unrest reduction is higher that the % unrest increase that you'd expect.
What's happening is that you've got enough police to counter the unrest that is being generated. You do not need 100% unrest reduction in order to successfully maintain order, as the colony grows the amount of unrest generating will go up because of more PPV being needed but also policing will become less effective since larger populations need police.I see. Keeping it close to 100% should suffice (I hope :) ). So you don't get any log messages like it has been in VB6. Thanks.
Unfortunately the game does not tell you the % unrest being generated in the planet summary and you have to eyeball it when the unrest starts to reduce stability so I can't give you a good answer on how much police you need. Just make sure that the policing % unrest reduction is higher that the % unrest increase that you'd expect.
until they declare independence
My question was about the [2]. ::)
My question was about the [2]. ::)
I've not used 'Known Star names' in awhile, but I don't recall ever seeing that. I'm clueless when it comes to DB stuff, but I can't help but ask.....I know it's a 'did you unplug it and reboot' type response.... but could you verify that those extra [2]'s etc appear in a clean download/install? I'd look, but I'd have to spend a day learning how :)
Is there another star called "WISE 2348-1028"? The [2] could be trying to differentiate from the duplicate name. Though idk how many star systems you've explored in your game or how many unique star names are available in a known stars game.
I'm going to ask my annual 'Why Use Carriers Instead of Missiles' question cuz while I think carriers are cool using long-range missiles seems a lot more straightforward and less risky. A lot less finicky to use too.
I'm going to ask my annual 'Why Use Carriers Instead of Missiles' question cuz while I think carriers are cool using long-range missiles seems a lot more straightforward and less risky. A lot less finicky to use too.
- 1. You can load a carrier with gunz via fighters.
- 2. You can load a carrier with sensorz via fighters.
- 3. You can use accurate, short range missiles with bigga warheadz at a greater range by strapping them to fighters to improve their range.
Hey there.Sensor bouys at the JP are a good idea, unfortunately there isn't an easy way to remove it at the moment.
I have developed a small buoy as early detection array to place in a Jump Point (just for fun). The problem is that I placed the first one very far from the JP so I want to recover.. or destroy it.
I can't see how to assign a Fire Control to it in order to destroy or to recover.. how can I do it?
What does the "VC" after ship commander name mean? I just noticed it. There are either none, or one two or three VC's.
https://imgur.com/a/7fCN6sK (https://imgur.com/a/7fCN6sK)
oh, indeed! thanks!
i don't like the ui. so hard to spot things that can/should be changed. :(
Are different AI predisposed to one type of doctrine or the other?
For instance, do their racial attributes or government type influence them to use carriers ahead of beams? Or mesons instead of missiles?
Or do they just learn from the player and try to counter as best they can?
In which DB are the names of the minerals saved? I can't find them... any help appreciated. Thanks.Is it possible to rename the TN-Minerals in the DB or are those names hard coded?
- It is very possible, AuroraMod even has an interface for it! However, AuroraMod isn't going to be supported past 1.12, sadly enough. But! If you're willing to edit the DB, they are not hardcoded, and so you can do so. :) I'd check with Steve on it though, just to be sure, as breaking things isn't very good. Also, know that by doing so I'm like 99.9% sure that you'll lose the option of submitting bug reports. :(
In which DB are the names of the minerals saved? I can't find them... any help appreciated. Thanks.Is it possible to rename the TN-Minerals in the DB or are those names hard coded?
- It is very possible, AuroraMod even has an interface for it! However, AuroraMod isn't going to be supported past 1.12, sadly enough. But! If you're willing to edit the DB, they are not hardcoded, and so you can do so. :) I'd check with Steve on it though, just to be sure, as breaking things isn't very good. Also, know that by doing so I'm like 99.9% sure that you'll lose the option of submitting bug reports. :(
Just because AuroraMod changed it doesn't mean it is in the DB, as AuroraMod I'm fairly sure also involved some hacking of the EXE which is why the dev decided to stop supporting it as Steve's code changes were too much work to keep up with.
I'm trying to make a design capable to be built in a shipyard that has retooled to a previous design. What is the formule to achieve it?Don't know the exact numbers. But you can create a "Master Class" with the tool in that forum topic. If it is possible it spits you out a "to tool for class" that is then able to construct all ships you want to build in that shipyard.
I have tried many things, but none of them seems to work. To be more clear, I want to build a colony ship using the same shipyard I used to build a light freighter.
Thanks!
- So how do we set formations to direct support? The drag and drop method just assigns them as subordinates if their size is smaller than the biggest HQ of the formation I want them to support, which makes dividing up my Medium AA and Bombardment a real pain. On the other hand, f I combine them, and they are bigger than the biggest HQ of the formation I want them to support, the game yells at me and says I can't do that.
- What do? ???
I'm trying to make a design capable to be built in a shipyard that has retooled to a previous design. What is the formule to achieve it?
I have tried many things, but none of them seems to work. To be more clear, I want to build a colony ship using the same shipyard I used to build a light freighter.
Thanks!
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries.
My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome. This is mainly for my own liking of logistical webs. Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly.
And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries.
My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome. This is mainly for my own liking of logistical webs. Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly.
And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.
I appreciate it, and yes that is the intent, trying to make the logistic network more interesting than "mass driver minerals to earth, if outside sol mass driver to 1 planet then jump ship to earth". As well as give colonies more to do other than mine and be fruitful.Quote from: KriegsMeister link=topic=11545. msg149989#msg149989 date=1616880465Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries.
My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome. This is mainly for my own liking of logistical webs. Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly.
And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.
I made a list of which minerals are used in which components in excel, I've attached it to this post. It has installations on it as well. Because the cost of components scales with tech it only has costs for the installations.
Most components can be produced with industry, I think the only ones which can't are armour, fuel, engineering bays and life support. I think of these as components which are integrated into the hull.
2 small warnings, I made the sheet for Aurora VB and updated it for C# so it might be inaccurate if I missed some changes.
While producing components on specific planets is a wonderfully flavourfull RP idea, I think it will add a lot of micromanagement, so be prepared.
Ah, there it is. Thanks.
Wait. Have I understand correctly, that I'll have no warning about construct existance there until there's a 1-mln colony of mine?
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.
I've yet to have my Xeno unit actually determine the type of a dormant construct on their own, even parked on a planet surface for several years. Other forum posts seemed to indicate that the 1m pop was necessary to uncover its type.
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.
I've yet to have my Xeno unit actually determine the type of a dormant construct on their own, even parked on a planet surface for several years. Other forum posts seemed to indicate that the 1m pop was necessary to uncover its type.
This is the first I've heard of this issue since I've had no trouble identifying constructs without populations. Note that my expedition formations all have XENO, CON and GEO together to help with micro.
Perhaps I'm misremembering, but I recall not making a decision on actual colonists until after I've seen the Dormants specialty and %. I'm pretty sure I remember popping two PP Constructs and deciding to colonize (with real pop) just the better one.
Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.
The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).
This is the first I've heard of this issue since I've had no trouble identifying constructs without populations. Note that my expedition formations all have XENO, CON and GEO together to help with micro.Perhaps I'm misremembering, but I recall not making a decision on actual colonists until after I've seen the Dormants specialty and %. I'm pretty sure I remember popping two PP Constructs and deciding to colonize (with real pop) just the better one.
Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.
Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.
Yes, as Steve wrote:The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).
However, the implications of this are not all that obvious. Assuming that your 15kt formation consists of 47 xenoarchaeology vehicles each providing 1 Xenoarchaeology Point, that your construction phase length is the default 430000 seconds, and that you're clicking the 5–day button, then the chance per construction cycle is p = 47% * 432000/31556952 = 0.6434%. With a little arithmetic, you will find that the percentage chance that you won’t have completed the job after n construction cycles is (1−p)n.
Thus, after 120 5–day construction cycles the chance that you won’t have completed the job is pretty good: 46.089%.
On the other hand, if you were clicking the 30–days button, then the chance of completion per cycle would be p = 47% * 2592000/31556952 = 3.8604%. After 20 cycles, the chance of not completing the job is 45.503%.
Give it a little more time. Just be aware that it isn’t linear; if you’re really unlucky it could take 10 times this long. You can see a graph of the chance of not completing the job (https://www.wolframalpha.com/input/?i=%281-%2847+*+432000%2F3155695200%29%29%5En+for+n+from+0+to+1000), or if you prefer, a graph of the chance of success (https://www.wolframalpha.com/input/?i=%281-%281-%2847+*+432000%2F3155695200%29%29%5En%29+for+n+from+0+to+1000).
To guarantee a 90% chance of success, you’ll need to wait up to 357 5–day cycles. 99% chance of success will require waiting up to 714 cycles, and so on.
I recently turned off maintenance just to see what the game was like without worrying about it.
I only got as far as making a couple of cargo ships and a geological scanner, and I realised all my Gallicite (spelling?) was being spent on "maintenance"
After getting rid of a ship I confirmed it was for the ships which were just orbiting Earth. It ran about -2000/month which emptied everything I had pretty quick and couldn't make more ships.
Is this is feature or what? I'd like to know where I went wrong here?
While informative, I do want to clarify that my issue is not with deciphering the ruins (I've had pleasantly quick results with this in fact) but rather the dormant construct. If that follows the same logic, then I suppose there's nothing else for it but to wait another couple of years. Would be damn nice if that could be documented somewhere though, as there's no reason to assume that the dormant construct follows the same rule as the ruins.
I do want to note for your edification that my 15 kT formation contains 60 2xXEN vehicles, however, thus I think my odds are a bit brighter than indicated. The 47 figure would be accurate for 2xCON vehicles. ;)
I recently turned off maintenance just to see what the game was like without worrying about it.
I only got as far as making a couple of cargo ships and a geological scanner, and I realised all my Gallicite (spelling?) was being spent on "maintenance"
After getting rid of a ship I confirmed it was for the ships which were just orbiting Earth. It ran about -2000/month which emptied everything I had pretty quick and couldn't make more ships.
Is this is feature or what? I'd like to know where I went wrong here?
but if it is truly no maintenance required for anything, I'd kill any Maintenance Production Facilities to save on worker pop.
Do tactical officers affect the chance to hit of missiles, or only beams?
Do tactical officers affect the chance to hit of missiles, or only beams?
I want to believe yes
So I'm just curious... I have looked at the database and found an actual NPR that spans multiple systems and have a lot of populations, mostly on asteroids. most if not all of them have 0 pop though. But the weird thing is, this race has ZERO ships or fleets whatsoever. How did they discover other systems and made those colonies there? Maybe another NPR destroyed them all, but not their colonies?
Admirals, Officers, Gents i need a little help!!
I was used to play the game but are some years i'm missing..Now i'm back and i find this interesting C# version!
Cutting short my question is: where are Grav Sensors?? i made the Research for Geo Sensors, and i already have a Geoship surveying Sol, but i can't find the Grav Sensors either among the researches or among the components....
Please help!
Admirals, Officers, Gents i need a little help!!
I was used to play the game but are some years i'm missing..Now i'm back and i find this interesting C# version!
Cutting short my question is: where are Grav Sensors?? i made the Research for Geo Sensors, and i already have a Geoship surveying Sol, but i can't find the Grav Sensors either among the researches or among the components....
Please help!
You have to research Jump Point Theory first...bit annoying, it's 5,000 RP to do nothing practical, but it is what it is. After that grav sensors are 2k RP in the Sensors category.
Do the zero pop colonies have facilities on them? They could be automated mining posts or listening posts or fuel depots. Or they could be remains of colonies that got bombed by someone else. The colony designation doesn't go away even if there is nothing on the rock.So I'm just curious... I have looked at the database and found an actual NPR that spans multiple systems and have a lot of populations, mostly on asteroids. most if not all of them have 0 pop though. But the weird thing is, this race has ZERO ships or fleets whatsoever. How did they discover other systems and made those colonies there? Maybe another NPR destroyed them all, but not their colonies?
That's kind of wierd, you might be able to reconstruct what happened by looking at the log for that race.
If something still seems off you could post it in the bugs thread and Steve might take a look at it.
i'm a bit confused, probably this question was solved previously. This is the first time this happened to me, and maybe I'm missing something.
I stablished contact with an alien specie (No spoilers) and we have started conversations... but the diplomacy rating does not increase. I have sit a DIP ship next to another of their ships for ages and nothing is happening.
What am I missing?
I have nothing in the events since we stablished communication.
Do the zero pop colonies have facilities on them? They could be automated mining posts or listening posts or fuel depots. Or they could be remains of colonies that got bombed by someone else. The colony designation doesn't go away even if there is nothing on the rock.as far as i can tell, none of the colonies have anything on them, except for two: the capital has 0.00142395685862664 population (i guess that's in millions?) with a colony cost of 1.0944, but no radiation or dust. the other one has a similar low number of pops and colony cost 2. the race also have commanders and some 55k academy crewmembers but I don't know where those are. their hoeworld ID is 0, like for the swarm.
Prevent civilians from using that planetary body as destination for anything.
YesPrevent civilians from using that planetary body as destination for anything.- Does it stop CMCs from forming on them?
YesPrevent civilians from using that planetary body as destination for anything.- Does it stop CMCs from forming on them?
I don't know, probably. Definitely seems to be a bug somehow.
I was trying to trace back jump points to a system that I also know and then go and find them, but I gave up on this, it's tedious. Is there a simpler way to find a path to a given system?
Is it possible to "sell" components to another player race in exchange of TN minerals?That would honestly be a great addition for a multiplayer game... one specialises one thing, the other the next thing and they trade components to build better ships. Though probably not possible to implement quickly with the actual game code, I would love to be able to do this... .
For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.
(I guess I would make some exchange rate depending the availability of minerals)
Is it possible to "sell" components to another player race in exchange of TN minerals?You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.
For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.
(I guess I would make some exchange rate depending the availability of minerals)
You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.
can't one just build a ship with the component to trade, transfer it to the other party, who then scrap it for components?
can't one just build a ship with the component to trade, transfer it to the other party, who then scrap it for components?
Hmm... that is a very nice idea. Something like a "container" for the trade.
And how about the payment? How can we transfer TN minerals?
Hmm... that is a very nice idea. Something like a "container" for the trade.
And how about the payment? How can we transfer TN minerals?
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons. I go to the build ground unit section, select static, and it just isn't there.
I thought I had the prerequisites, but I must be missing something.
What is it?
Is it possible to "sell" components to another player race in exchange of TN minerals?You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.
For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.
(I guess I would make some exchange rate depending the availability of minerals)
Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons. I go to the build ground unit section, select static, and it just isn't there.
I thought I had the prerequisites, but I must be missing something.
What is it?
I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.
Quote from: froggiest1982 link=topic=11545. msg150308#msg150308 date=1618046061Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons. I go to the build ground unit section, select static, and it just isn't there.
I thought I had the prerequisites, but I must be missing something.
What is it?
I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.
Thanks for trying to help, I seem to have developed that - I tried both gauss and lasers, but no luck. .
What else could it be?
I also have yet to find a way to edit wealth either which is a but odd... useful for use as money between factions.
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.
Where? I don't see it.
Thanks!
The only way to "trade" ships is by boarding them. SM in a boarding ship, SM in a boarding party, load it, move the ship to wherever it needs to be, set the target ships speed to 1 so your boarders don't all die, board the ship, click until the crew is dead, and voila! You now have a ship that traded hands from one empire to another. It still has a hole in it's armor and a 1-month abandon-overhaul modifier tho.
Trading components via drops and invasions of uninhabited rocks is also something that works.Quote from: froggiest1982 link=topic=11545. msg150308#msg150308 date=1618046061Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons. I go to the build ground unit section, select static, and it just isn't there.
I thought I had the prerequisites, but I must be missing something.
What is it?
I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.
Thanks for trying to help, I seem to have developed that - I tried both gauss and lasers, but no luck. .
What else could it be?
Do you have the other techs that go into a functional weapons, beam fire controls, active sensors and reactors?
Otherwise, just to be sure, you go to the unit class design tab, hit static (only static), hit STO-Weapon, and then select something from the list that should populate.
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.
Where? I don't see it.
Thanks!
Not literal trading, but you can in SM mode change mineral stocks for any (player race) colony. Economics screen --> Mining tab --> uncheck "Double-click Sets Reserve Amount" at lower-left --> double click any resource to set the stockpile.
Just add +X to one race and take away -X from another race to "trade" minerals.
EDIT: I'm trying to find the way to transfer the container to the other race, and I can't find it. How can I transfer it? (the transfer button on misc. tab is no longer there)
The only way to "trade" ships is by boarding them. SM in a boarding ship, SM in a boarding party, load it, move the ship to wherever it needs to be, set the target ships speed to 1 so your boarders don't all die, board the ship, click until the crew is dead, and voila! You now have a ship that traded hands from one empire to another. It still has a hole in it's armor and a 1-month abandon-overhaul modifier tho.
Trading components via drops and invasions of uninhabited rocks is also something that works.
Now the question I have... could I mount a grav sensor without the tech? I wilm see it tomorrow 😁
Do tactical officers affect the chance to hit of missiles, or only beams?
I want to believe yes
I'm fairly certain I have seen it have an effect, since I've seen missiles launched from identical ships have different hit% chances in the same fleet-wide volley, but I've not correlated this with Tactical skills explicitly.
How can I set a map label in the galactic map? I can't find the way to even place a label.
Thanks!
Does anyone know the exact conversion rate between crew members and crew ground units in boarding combat?
The last I heard, the tactical officer's bonus was TBD. Has this been determined yet?
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.
There is some benefit since accuracy at 10kkm depends on range (range is proportional to fraction of maximum)
ACC% = 100% * (1 - target_range / BFC_max_range)
this means there are diminishing returns for BFC range, which means BFC size. For example, a BFC with 50k range will give 80% base accuracy at 10k range, however to get 90% base accuracy you need to have a BFC with 100k range - double the tonnage for only +10% accuracy. Doubling the tonnage again to 200k range will give only +5% more. I usually try for 80% or 90% depending on how advanced my BFC tech is, for PD fire controls. For main fire controls of course you want maximum range to gain accuracy at your weapon maximum range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
Anyone know if there's an option to transfer a fleet/ship to another race's control? Want to test out some little beam fighters and I'm hoping to avoid designing things twice. I think there's something like this but I just don't know where the button is.
Anyone know if there's an option to transfer a fleet/ship to another race's control? Want to test out some little beam fighters and I'm hoping to avoid designing things twice. I think there's something like this but I just don't know where the button is.
No such button exists.
Is there a way to SM-edit the amount of fuel at a colony?
The last I heard, the tactical officer's bonus was TBD. Has this been determined yet?
Tactical officers can add 100% of their tactical bonus to the ship. Tactical bonus increase chance hit with beam/missile weapons.
Hi Everyone.PI is Pi. 3.14etc.
Just building my own Active Sensor Model.
Does anyone know what the PI is short for in the formula below.
Apologies if its terribly simple but ive tried making it the subject of the formula, which works, but cant re-create it for other resolution values which stumped me.
I cant see any other related posts when searching.
Specifically using the formula:
Sensor Range = SQRT((Racial Sensor Strength * HS * Racial EM Sensitivity * (Resolution ^ (1/1. 5)) / PI) * 1,000,000 km
Formula mentioned here: hxxp: aurora2. pentarch. org/index. php?topic=8495. msg102701#msg102701
Thank you in advance :)
I still cant recreate results. >:(
Screenshot of Game data versus the results Steve posted which match versus 1000 & 250 tonnes
Res 200,
Size 1.
21 strength
11 sensitivity.
Has anyone else managed to build a model or replicate the results?
Apologies if I am missing something very obvious (Like PI!).
Thank you :)
No that doesn't work. The screenshot is from the Steve post. I was demonstrating my version of the game matched his results.
Its the "formula inner workings" I am trying to determine :)
Apologies if I confused anyone inadvertently.
RANGE = SQRT(STR * HS * SEN * RES^(2/3) / PI) * 1,000,000 km
where:
STR = racial grav sensor strength
HS = sensor size in HS, 1 HS = 50 tons
SEN = racial EM sensor sensitivity
RES = sensor resolution in HS
PI = 3.1416
RANGE = SQRT(21 * 1.0 * 11 * 200^(2/3) / 3.1416) * 1,000,000 km = 50,146,491 km
For C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).
Per Steve:QuoteFor C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).
My current scan of a planet shows an alien ground forces signature of 2,900tons.
Is my scanner compensating for the division by 100, or is the total signature of the ground force formation elements on the planet actually 290,000tons?
The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.Yeesh.
Good luck.
The planet's terrain type is "Jungle Mountain," which has a max fortification modifier of x3.
The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.Yeesh.
Good luck.
The planet's terrain type is "Jungle Mountain," which has a max fortification modifier of x3.
So, yeah. If these guys are dug in at all (which they probably are), I'm looking at several million tons of bugs to squash.
I could just nuke them, if I didn't want the planet so much.
...you probably need something like 15 million tons of forces...
If I have the "No Maintenance Required" option checked on in game options, are MSPs still needed to repair battle damage (via Damage Control) outside of a shipyard?
Boat Bays: cost 25 and provide 250t of parasite space in 262.5 tons of ship space with 3 crew and 1 HTK.
Hangar Decks: 100 1000t 1050 tons 12 crew 4 HTK
So, a Hangar Deck seems exactly equivalent to four Boat Bays.
Why would I ever care to research Hangar Decks?
Is there some advantage I am overlooking (other than the rather dubious advantage of absorbing 3 hits before losing any hangar space at all)?
Question: Does electronic hardening do anything if your electronics component has an HTK of 0?
Boat Bays: cost 25 and provide 250t of parasite space in 262.5 tons of ship space with 3 crew and 1 HTK.
Hangar Decks: 100 1000t 1050 tons 12 crew 4 HTK
So, a Hangar Deck seems exactly equivalent to four Boat Bays.
Why would I ever care to research Hangar Decks?
Is there some advantage I am overlooking (other than the rather dubious advantage of absorbing 3 hits before losing any hangar space at all)?
Other than the HTK, no, as the costs are identical.
IMO Steve should scrap the Boat Bay techs and just make them automatic research from Hangar Bays at this point. The +3 HTK is admittedly a nice bonus but not really worth 4k RP for a ship type that should not ever be getting hit.
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.
Wait I thought that was only based on engineering tonnage / vs total tonnage. Why would that even make a difference?
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.
Wait I thought that was only based on engineering tonnage / vs total tonnage. Why would that even make a difference?
- Max Repair for a Hangar Deck is 100MSP, Max Repair for a Boat Bay is 25MSP. So 4x Boat Bays extends the life by needing less MSP per breakdown, while the Hangar Deck NEEDS 100 MSP for a breakdown. Yes, yes the 4x Boat Bays will (on paper at least) breakdown 4x as much, but that's counterbalanced heavily by the fact that only one or two might break, resulting in an overall increase of Maintenance Life.
EDIT: Sorry for the huge-ness...
(two huge pics)
EDIT: Sorry for the huge-ness...
(two huge pics)
Those ships have identical AFR and IFR.
The estimated 1yr and 5yr usage is erroneous.
Apparently that calculation doesn't realize that those components are not subject to maintenance failures.
I wonder if the same error shows up for two ships differing only by the number and type of cargo bays.
The max repair numbers are correct...it costs 25 to repair the bay, and 100 to repair the hangar.
Those components can be hit, they just can't fail due to maintenance.
Is there a way to set ground troop elements to a starting field position? Its tedious to put 100s of units into Support, Rear and so on... Would be nice if these were given a position in "formation template" ???
Hello! Will civilian ships make us of commercial jump tenders to transit across jump points? Thinking about a campaign where in lieu of jump stabilization, "jump gates" (i.e. engine-less jump tenders) are the main means of commercial FTL transit, and I wanna make sure it's feasible before starting up.
Is there anyway to scrap ground units to recover the minerals?
In v1.14.0, you can scrap ground units for thirty percent of their wealth and minerals.
On the Ground Forces window, select a ground unit formation and click the new 'Scrap Formation' button. All elements within the formation will be scrapped. Wealth is added to the racial balance and minerals are added to the parent population stockpile.
- Is there any good reason not to turn all of your Sorium into fuel? Like, is there some other use of the mineral, or should I just let my Fuel Refineries have at it?
- Is there any good reason not to turn all of your Sorium into fuel? Like, is there some other use of the mineral, or should I just let my Fuel Refineries have at it?
You might find this post (http://aurora2.pentarch.org/index.php?topic=11882.msg140604#msg140604) useful.
Short answer: the only other use for sorium is in Jump Engines and JP Stabilization modules.
So, don't run yourself completely out, but generally speaking you can feed it all to your refineries, as long as you can siphon some off when needed to build jump ships and gate builders.
Whats the best way to order a tanker to refuel a stranded ship? Ideally one where it doesn't join the task group its refueling. Its such a pain I often use the SM to just cheat in fuel instead trying to finagle a tanker to do its job...
I'm putting together a xenoarchaeology expedition and I want to make sure I get the commander bonus.
I have two formations:
1) XENO -- Contains 872 tons of xeno units, with 4.0 total Xeno points.
2) SHQ1 -- Contains a single 22-ton static unit with 1000 HQ capacity.
I create a hierarchy with the XENO unit beneath the SHQ1 unit.
I have a commander with a Xenoarchaeologly bonus.
Where do I assign him? The SHQ1, because it has the HQ unit, or directly to the XENO?
Is there a way to self destruct missiles? Accidently put 4 navigation buoys on a single jump point
I'm putting together a xenoarchaeology expedition and I want to make sure I get the commander bonus.
I have two formations:
1) XENO -- Contains 872 tons of xeno units, with 4.0 total Xeno points.
2) SHQ1 -- Contains a single 22-ton static unit with 1000 HQ capacity.
I create a hierarchy with the XENO unit beneath the SHQ1 unit.
I have a commander with a Xenoarchaeologly bonus.
Where do I assign him? The SHQ1, because it has the HQ unit, or directly to the XENO?
The best approach is to put all of the elements into a single formation. Without any HQ element the XEN formation will not gain any benefit from a commander.
Your intuition is correct. The brigade will suffer slight penalties with this command structure while the regiments are suffering over 50% penalties I believe. This design is not good, and if this is what the NPRs are being given maybe Steve needs to revisit the auto-designer at some point as the NPR does not need such a handicap.
if the largest HQ in a formation has a rating less than the formation size, the effectiveness of the formation commander's bonuses will be reduced by (HQ rating / formation size).
I'm putting together a xenoarchaeology expedition and I want to make sure I get the commander bonus.
I have two formations:
1) XENO -- Contains 872 tons of xeno units, with 4.0 total Xeno points.
2) SHQ1 -- Contains a single 22-ton static unit with 1000 HQ capacity.
I create a hierarchy with the XENO unit beneath the SHQ1 unit.
I have a commander with a Xenoarchaeologly bonus.
Where do I assign him? The SHQ1, because it has the HQ unit, or directly to the XENO?
The best approach is to put all of the elements into a single formation. Without any HQ element the XEN formation will not gain any benefit from a commander.
Whale crap.
Suppose I design a new formation that contains the same xeno units plus the HQ unit.
Is there a way to combine my existing XENO and HQ formations into a formation of the new type?
Or am I going to need to build the new formation from scratch?
Are the missiles being detected by your res 1 sensor in the increment before impact? If they're fast enough to cross through your detection envelope before they're detected, your defenses can't fire.
More likely:
Do you have the race firing them set as hostile? That appears to be a requirement now.
No they are neutral, so that might explain it. I'll set them to hostile and try again. Thanks.
Are the missiles being detected by your res 1 sensor in the increment before impact? If they're fast enough to cross through your detection envelope before they're detected, your defenses can't fire.
More likely:
Do you have the race firing them set as hostile? That appears to be a requirement now.
No they are neutral, so that might explain it. I'll set them to hostile and try again. Thanks.
Your intuition is correct. The brigade will suffer slight penalties with this command structure while the regiments are suffering over 50% penalties I believe. This design is not good, and if this is what the NPRs are being given maybe Steve needs to revisit the auto-designer at some point as the NPR does not need such a handicap.
That’s not quite correct. These units will “suffer” only from slightly reduced bonuses.if the largest HQ in a formation has a rating less than the formation size, the effectiveness of the formation commander's bonuses will be reduced by (HQ rating / formation size).
Quote from: db48x link=topic=11545. msg151346#msg151346 date=1620510168Quote from: nuclearslurpee link=topic=11545. msg151248#msg151248 date=1620398833Your intuition is correct. The brigade will suffer slight penalties with this command structure while the regiments are suffering over 50% penalties I believe. This design is not good, and if this is what the NPRs are being given maybe Steve needs to revisit the auto-designer at some point as the NPR does not need such a handicap.
That’s not quite correct. These units will “suffer” only from slightly reduced bonuses.Quote from: Steve Walmsley link=topic=8495. msg110196#msg110196 date=1538934331if the largest HQ in a formation has a rating less than the formation size, the effectiveness of the formation commander's bonuses will be reduced by (HQ rating / formation size).
The regiments are 15k tons with HQ7, so they will suffer over 50% penalties by the exact rule cited - but the regimental commanders are the most affected, not the brigade commander.
There is no automatic upgrading functionality in the game at present. The unit series feature presently only works for unit replacement, that is, replacing losses or otherwise making up a shortfall in the unit template. However, the series system is configured to automatically use the most up-to-date version of a unit series to do the replacements. This means that if you have an "Infantry" series with a Mark 1 and Mark 2, an infantry formation built to a template with the Mark 1, and a replacement formation built with Mark 2s, the replacement formation will replace Mark 1 casualties with Mark 2s without you having to change the template at all.
I do hope Steve eventually reworks ground units to use the Series system more integrally as it has a lot of potential to automate formation design and upgrading, but for now this is what we have.
There is no automatic upgrading functionality in the game at present. The unit series feature presently only works for unit replacement, that is, replacing losses or otherwise making up a shortfall in the unit template. However, the series system is configured to automatically use the most up-to-date version of a unit series to do the replacements. This means that if you have an "Infantry" series with a Mark 1 and Mark 2, an infantry formation built to a template with the Mark 1, and a replacement formation built with Mark 2s, the replacement formation will replace Mark 1 casualties with Mark 2s without you having to change the template at all.
I do hope Steve eventually reworks ground units to use the Series system more integrally as it has a lot of potential to automate formation design and upgrading, but for now this is what we have.
Thank you once again for the help and incredibly quick response? So as far as this goes, if I make a new formation "Infantry Regiment Mark 2" that uses the "Infantry Mark 2" units, if a base "Infantry Regiment" formation takes losses they will be replaced with "Infantry Mark 2s" as well?
Replacements are only taken from a formation which is marked "Use for Replacements" with the checkbox in the ground forces window. However, if you were to mark the Mark 2 regiment as used for replacements, and a Mark 1 regiment needed replacements due to combat losses, the Mark 2 infantry would be used to replace those losses.
Reference Steve's dev post here: http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.Check off show alien components
How do I go about using these in a class design?
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.Check off show alien components
How do I go about using these in a class design?
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.Check off show alien components
How do I go about using these in a class design?
Help me out...where is that, exactly?
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?Create multiple human factions with SM, each one can have a colony on the same body.
How well does it work and how easy is it then to 'unite' the world'?
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?Create multiple human factions with SM, each one can have a colony on the same body.
How well does it work and how easy is it then to 'unite' the world'?
As to your second point, I don't know enough beyond "it depends" and if they are all controled by the player, "a lot of work".
Some of the AARs posted have multiple factions on Earth, but I don't recall any in which the planet gets united.
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?Easiest way is to have all four at game start - you can decide the number of factions when creating the game.
How well does it work and how easy is it then to 'unite' the world'?
Does anything other than Ships with weapons , provide PPV value to colonies ?
I have a colony on Luna with currently 6 Military ships each providing 12 PPV ( total 72) for colony defense. Luna has , at present , 89m inhabitants who demand level 55 protection.
I am loath to keep cranking out these vessels to provide protection to Luna ( the max inhabitants can be 890m which will mean an awful number of vessels for protection.).
Besides placing army units on the planet ( I already have 1 Battalion in place showing 20/52 - whatever that means ) what else can i do to save on the number of ships ( which are useless anyway , each having only 2-20cm Plasma carronades.
DavidR
PewPew class Populace Protector 339 tons 18 Crew 8.1 BP TCS 7 TH 0 EM 0
1 km/s Armour 1-4 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 6
Maint Life 0 Years MSP 0 AFR 67% IFR 0.9% 1YR 1 5YR 15 Max Repair 6 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 0 days Morale Check Required
10cm C1 Infrared Laser (2) Range 0km TS: 1,250 km/s Power 3-1 RM 10,000 km ROF 15
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
...in the long run, you don't really need that much PPV.
Do mines work in 1.13?
...in the long run, you don't really need that much PPV.
This is completely false. PPV requirements will increase exponentially because as populations get larger, their growth will also accelerate. This can become a real problem if you have an extra solar colony with 10bn+ capacity as you'll need tons of military equipment to meet the demand.
I think at a certain point it becomes easier to just use ground forces to counter the PPV unrest.
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box. Now it only apply's to turreted weapons, as only they can achieve enough TS.
Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box. Now it only apply's to turreted weapons, as only they can achieve enough TS.
That was a bug, as railguns cannot be turreted
Quote from: Steve Walmsley link=topic=11545. msg151556#msg151556 date=1621094899Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box. Now it only apply's to turreted weapons, as only they can achieve enough TS.
That was a bug, as railguns cannot be turreted
Doesn't this bug fix diminish STO effectiveness as a plantary defense? Now if you want to create PD STO's you have to invest a lot of tech and create enormous turrets with gauss that still will be more expensive than puting same system on a ship, as every STO has build in Actives and fire control, that kills its cost effectiveness in mass production? With railguns it looked like a good balanced tradeoff, where you can have reasonably efficient PD on a STO, that can be hard to destroy, but requaiers time to entrench, and a planetary body to function. Now if you want to guard your colonies efficiently, you have to make some sort of cheap ships filled with PD. And they require all the needed infrastructure to be kept operational. For me at least it was important from RP reasons, to have effective PD STO. Unless I don't see it correctly, and there are good alternatives for railgun PD STO's.
Quote from: Steve Walmsley link=topic=11545. msg151556#msg151556 date=1621094899Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box. Now it only apply's to turreted weapons, as only they can achieve enough TS.
That was a bug, as railguns cannot be turreted
Doesn't this bug fix diminish STO effectiveness as a plantary defense? Now if you want to create PD STO's you have to invest a lot of tech and create enormous turrets with gauss that still will be more expensive than puting same system on a ship, as every STO has build in Actives and fire control, that kills its cost effectiveness in mass production? With railguns it looked like a good balanced tradeoff, where you can have reasonably efficient PD on a STO, that can be hard to destroy, but requaiers time to entrench, and a planetary body to function. Now if you want to guard your colonies efficiently, you have to make some sort of cheap ships filled with PD. And they require all the needed infrastructure to be kept operational. For me at least it was important from RP reasons, to have effective PD STO. Unless I don't see it correctly, and there are good alternatives for railgun PD STO's.
The problem I have with PD STOs is that they are unreasonably expensive, since every single gun has a full-price fire control system which is tuned to anti-missile fire. So you can easily have each gun cost 2000k uridium or something because of the fire control. Big turrets help mitigate this since your quad gauss packs 4x the firepower per FC.
The problem I have with PD STOs is that they are unreasonably expensive, since every single gun has a full-price fire control system which is tuned to anti-missile fire. So you can easily have each gun cost 2000k uridium or something because of the fire control. Big turrets help mitigate this since your quad gauss packs 4x the firepower per FC.
STOs only have half-sized fire controls (the same as a ship-based single-weapon fire control).
That's great, but even half-sized fire controls can be very bloody expensive, especially if your building enough STOs to protect a homeworld. The other mineral costs for STOs are fine since it's literally the cost of the gun but the uridium requirement gets really prohibitive.
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice. Because sure, having fewer actives / fire controls than STOs is great for saving uridium but if you get unlucky and the actives are blown away, then you've got a problem. I think allowing planetary FC and Active sensor components for ground units will bring STO combat more in line with ship-to-ship combat.
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.
What is a quad turret STO but four guns slaved to one FC? Dude.
Comparing to typical warships on the other hand is really apples to oranges, as these have significant "inefficiencies" from a planetary defense perspective due to the need to mount propulsion and other necessities that an orbital base does not worry about.
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.
What is a quad turret STO but four guns slaved to one FC? Dude.
Brilliant observation... Can I put multiple quad gauss turrets under one FC like I can on a ship?
Way to miss the point.
Re Ground Unit STO's
I have designed a basic static 20cm Plasma Carronade ground unit and also another STO unit with the PDW box ticked.
Please could someone advise :-
a) what Damage 10/1 represents in the detail box.
b) an example of how I should incorporate the STO 's into my Ground Units . Do they remain on their own as independent units or have they to be incorporated into a unit with HQ's etc ?
How do others use them - if at all ?
David R
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?
Cant work out why STO's take so long to build when the same component builds in no time if its going into a ship.
v14+ request please : It would be nice to be able to recycle older ship components when building STO's. For both speed and saving minerals.
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?Fighter Operations was renamed Carrier Operations in 1.13.
This bonus will apply to the rate at which fuel, supplies and ordnance are transferred to parasites in the ship's hangar.(source here http://aurora2.pentarch.org/index.php?topic=12035.msg144588#msg144588 )
Quote from: ISN link=topic=11545. msg151632#msg151632 date=1621200944I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?Fighter Operations was renamed Carrier Operations in 1. 13.QuoteThis bonus will apply to the rate at which fuel, supplies and ordnance are transferred to parasites in the ship's hangar.(source here hxxp: aurora2. pentarch. org/index. php?topic=12035. msg144588#msg144588 )
Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.
No I don't think tactical applies at all to fighters.Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.
Does fighter combat stack with tactical?
...
Is my percentage of around 1/3 blank systems the same as with other people's games , or am i just unlucky with the die roll generation of systems ?
Do other people also find systems with just a habitable planet and nothing much else?
DavidR
Fighter Combat bonus applies to fighter commanders.No I don't think tactical applies at all to fighters.Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.Does fighter combat stack with tactical?
Fighter Combat bonus applies to fighter commanders.
Tactical bonus applies to tactical officers on board of ships with a CIC module.
skoormit,
Here is an example of a system in my game - not including the 8 blank or comet only systems.
I think I will start a new game.
DavidR
Have you confirmed that the captain gives 50% even if there is no CIC in the ship? Or has anyone? I thought that they didn't but I could be wrong as I haven't actually tested it.Fighter Combat bonus applies to fighter commanders.
Tactical bonus applies to tactical officers on board of ships with a CIC module.
Tactical bonus also applies at 50% of the bonus for the commander of any ship (except fighters? This I do not know), following the same rules as for other commander skills for which a ship module and non-command role exists, e.g., a ship commander puts forth 50% of their own Crew Training skill while a ship XO puts forth 100% of theirs if present.
Have you confirmed that the captain gives 50% even if there is no CIC in the ship? Or has anyone? I thought that they didn't but I could be wrong as I haven't actually tested it.
Autocannon is a compromise between Anti-Vehicle and Anti-Personnel weapons.
If your weapon tech is higher than enemy's armour tech, then your AC equipped vehicles will be cheaper than AV equipped vehicles while doing roughly equal damage.
If your weapon tech is lower than enemy's armour tech, then your AC equipped vehicles are useless cannon fodder.
AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.
But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.
AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.
But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.
HCAP is only really useful if your weapons tech is less than the enemies armor tech. As it costs/weighs more, has same number of shots and does the same damage but has higher penetration than CAP. You could make an excuse for using HCAP if your weapons tech is slightly superior than OPFORs armour as HCAP then can hit and penetrate light vehicles more effectively but even then I'm not sure.
A Lagrange point I just created is 150 degrees behind the associated planet.
Every other LP I've ever seen is 60 degrees behind.
Has anyone else seen this happen? Is it by design?
I am heading for my first battle in 1.13 and I wanted to try Fire at Will command. But I am not sure if I am doing it right.
I wanted to prepare my fleet by giving it Fleet Fire at Will command, but when I click on the button, there is no indication that they are now under Fire at Will command. Do I need to have active sensor lock on hostile targets, or do I need to be in weapon range to use this command?
There are currently no hostile targets on my sensors, but there is confirmed presence in the system and I wanted to give the command in advance.
Autocannon is a compromise between Anti-Vehicle and Anti-Personnel weapons.
If your weapon tech is higher than enemy's armour tech, then your AC equipped vehicles will be cheaper than AV equipped vehicles while doing roughly equal damage.
If your weapon tech is lower than enemy's armour tech, then your AC equipped vehicles are useless cannon fodder.
AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.
But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.
Do ground support fighters need a fire control?
If so Beam or Missile,?
The ones I have just built don't so I need to find out if I need to rebuild them
Is there any way to tell if I'm generating enough crew for my ships?
Is there any way to tell if I'm generating enough crew for my ships?
When new ships are being created pay attention to their starting crew grade level. If you have level 5 training level, then ships should have 12% crew grade upon creation. If for some reason ships are being made with 0% crew grade, you have run out of junior crewmembers and they are being conscripted.
Is there any way to tell if I'm generating enough crew for my ships?
When new ships are being created pay attention to their starting crew grade level. If you have level 5 training level, then ships should have 12% crew grade upon creation. If for some reason ships are being made with 0% crew grade, you have run out of junior crewmembers and they are being conscripted.
Also in the Race window, the box on the lower-left has a few tabs. The last tab "Academies" shows your current available crewmen number, which can be changed instantly (no, this is not realistic, but it is what it is) by changing the Training Level in the drop-box at the bottom of this area. It's worth checking this view every so often to keep tabs on how your crew situation is looking, generally the highest training level you can manage and still crew all military ships is the best choice but it is worth keeping your finger on the pulse and lowering the training level well in advance if you think it will be necessary.
Also note that you can avoid having these trained crewmen assigned to ships of certain classes by ticking the "Conscript" checkbox in the class design window. Conscripts have -10% crew grade but do not come from your pool of trained crewmen, making them good for staffing commercial ships that do not see combat.
Thanks for the help. I'm aware of the crewmen listed in the Academies tab, but the number of crew available isn't very useful without some sense of how many are being used -- which I'm not sure how to find without counting up each ship by hand.
Thanks for the help. I'm aware of the crewmen listed in the Academies tab, but the number of crew available isn't very useful without some sense of how many are being used -- which I'm not sure how to find without counting up each ship by hand.
In VB6 each Academy would generate 1,000 crew per year divided by your training level (1-5). I am not sure if this number has been changed in C# but I cannot find any evidence of such a change in the documentation. If you track the crew numbers over time and compare that to the expected crew production you can get a fair picture of things I would imagine.
Wait, sorry, I think I think I misinterpreted you. Is the number of crewmen listed the number currently available? I think I had interpreted it as the number produced, but now I'm thinking that might be wrong.
Wait, sorry, I think I think I misinterpreted you. Is the number of crewmen listed the number currently available? I think I had interpreted it as the number produced, but now I'm thinking that might be wrong.
Yes, it is. You can see this most obviously in any game where you've built more ships than you can crew, because the number will go down to zero. Please don't ask me how I know this. :P
The ship class you would like to refuel from needs to have the Tanker checkbox selected in the class design window.
Nvm. I put the box: Refuel own fleet for the 34th time and somehow it worked. Havent worked the whole day, but suddenly it just started functioning. Idk why.
Nvm. I put the box: Refuel own fleet for the 34th time and somehow it worked. Havent worked the whole day, but suddenly it just started functioning. Idk why.
If you don't have underway replenishment tech, then you can't refuel a fleet that is moving or has movement orders. Could that be the reason it didn't work before?
How do I turn part of my empire into an NPR? Is there anything I should take special consideration to prepare?
I want to simulate it fracturing due to over-extension so I can fight against humans.
Another problem... For some reason i have not been able to put a Sector Governor. I have the Sector HQ lv 5, i have the administrators, i assign but he never takes over. Is this a bug or am i missing something?
The Administrator is not being assigned. When i try to assign him, i get a text saying that he was assigned, but when i go check the sector or the colony. he isnt. It says it has no administration.Another problem... For some reason i have not been able to put a Sector Governor. I have the Sector HQ lv 5, i have the administrators, i assign but he never takes over. Is this a bug or am i missing something?
Do you mean the administrator isn't showing in the commander screen as having a job, or that no sector govenor is showing in the colony summary? If it's the latter, go into the sector window, click on the sector name, and add the systems to that sector.
How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!You should be able to obsolete templates in the bottom left of the Formation Templates window
That button marks units as obsolete, not templates. I don't know of a way to mark those as obs, but you can delete templates with the button of that name on the bottom right of that window.How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!You should be able to obsolete templates in the bottom left of the Formation Templates window
That button marks units as obsolete, not templates. I don't know of a way to mark those as obs, but you can delete templates with the button of that name on the bottom right of that window.How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!You should be able to obsolete templates in the bottom left of the Formation Templates window
Are there any settings in the game which will ensure that there are more systems with astronomical bodies and resources than systems completely devoid of anything.
Started a new game because of a plethora of empty systems in my last game - in the new game , lo and behold the 3 jump points around Sol lead to 3 empty systems ( i has 2 comets , the other 2 nothing ) . What can be done about this ?
Could possibly an option be available at game start to give a percentage chance of more systems with resources than completely empty ones ?
DavidR
Can this game be converted to play on android tablet?
Where do you see if Alien Intel points are being gathered from ELINT modules? I have an Intelligence Corvette with an EM Sensor and ELINT module that has detected a large Alien Population, but the EM sensor size/strength means it can detect sig strength 1000 at over double the range of the ELINT module. I've moved closer but am concerned about being detected. How do I tell I've gotten close enough to start gathering ELINT intel points?
If i make a military Space Station with enough maintenance modules to keep its size up and running, could it sustain itself as long as is there MSP or will there be critical failure after the maintanence clock runs out?
If i make a military Space Station with enough maintenance modules to keep its size up and running, could it sustain itself as long as is there MSP or will there be critical failure after the maintanence clock runs out?
Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)
So near habitable with non toxic atmosphere and water avaliable. Right?Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)
Remember also that if you Create New Race on a body it will adapt its values to the body assuming that they lie within the wider habitable values (ie O2 <=30%, temp high enough that the O2 is gaseous and low enough so that H2O is not gaseous) and I believe no poisonous gases in the atmosphere (SO2, CO2 > some value, Ammonia etc.). I don't believe that gravity or Hydrosphere are checked.
So near habitable with non toxic atmosphere and water avaliable. Right?Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)
Remember also that if you Create New Race on a body it will adapt its values to the body assuming that they lie within the wider habitable values (ie O2 <=30%, temp high enough that the O2 is gaseous and low enough so that H2O is not gaseous) and I believe no poisonous gases in the atmosphere (SO2, CO2 > some value, Ammonia etc.). I don't believe that gravity or Hydrosphere are checked.
Is there anyway to see how many crewmen and junior personel we have in the game? I notice that the academy will produce an X amount depending on what we choose and in previous versions not only we had that, but also it had an impact on gameplay. Is that still the case?
And if not, is Steve planning to implement that later on?
*Edit* Also, what does the support field position do? What are the mechanics for it?
Useful to know about the Academies tab thank you.
For the Training level drop down at the bottom of that screen, does anyone know if Quality is (1) v Quantity at (5). Or is it the other way round?
Thank you
Sometimes, when I salvage an enemy ship, I see something like this:
(see image)
But when I check my research options, there is no Compressed Fuel storage anywhere. What's happening?
(also, how do I in-line pictures ;p)
Quote from: themousemaster link=topic=11545. msg152112#msg152112 date=1621972148Sometimes, when I salvage an enemy ship, I see something like this:
(see image)
But when I check my research options, there is no Compressed Fuel storage anywhere. What's happening?
(also, how do I in-line pictures ;p)
I'm pretty sure its because of the borked way that the tech prerequisites are done for the ruins only stuff. All ruins only tech for compressed fuel is locked behind the standard size fuel tank. This means that until you get tech data on the standard size everything else will be useless.
Is there any way to prevent the auto-assignment feature from assigning junior officers to command positions on every single freighter before assigning one as XO on an actual warship?
I mean, other than turning the feature off.
Is there any way to prevent the auto-assignment feature from assigning junior officers to command positions on every single freighter before assigning one as XO on an actual warship?
I mean, other than turning the feature off.
The only commanders which should be auto-assigned to freighters are those with Logistics skills, which are rare enough that it shouldn't be a problem in most cases particularly since XOs require a Crew Training skill which is different.
Are your freighters designed oddly? For example if your freighters are classified as military ships they will be valid assignments for any commander with a Crew Training skill and take priority over XO slots.
Sorry, I meant fighter, not freighter.
I think I need more sleep. But I can't stop playing Aurora, so...
Anyway, when I assign my junior officer with the best Crew Training skill to be the XO of a warship, the auto-assignment feature inevitably reassigns him to command the next fighter that rolls off the production line, which is a complete waste of his talents.
The only solution I can think of (other than turning the auto-assign feature off, which is not gonna happen) is to spam a lot more academies so that I have more juniors available.
I have two questions in a row.
First, what is the (FP) marker that appeared in some of my tech? (It were unable to be researched, didint appeared on the research list. I had to delete and start another tech from scratch)
Second, What is the difficulty modifier? Does it make the NPRs deadlier or just makes our lives harder in regards to tech and playability?
Oh, i didint even knew we had that option to see next tech. That explains quite a lot then. Thanks man.I have two questions in a row.
First, what is the (FP) marker that appeared in some of my tech? (It were unable to be researched, didint appeared on the research list. I had to delete and start another tech from scratch)
Second, What is the difficulty modifier? Does it make the NPRs deadlier or just makes our lives harder in regards to tech and playability?
1. FP is Future Prototype. You're seeing it because you ticked "show next tech" in the research project screen and created a prototype. You can't research FPs because they require tech you haven't researched yet. (For example, you can FP a 20cm Laser before you research 20cm Laser Focal Size.) These are useful if you want to design ships based on the next tech tier and play around with the components, and then put research into the actual tech and components that will let you build that ship. (You can also prototype from current tech to figure out which components you want to research.)
2. (Most) green text in the options screen has tool tips. Hover over them to get descriptions in the info box.
Ground commander assignment:
When specifying the "priority" of a Governor, lower numbers are less priority.
Is the reverse true for Ground commanders? I tried setting my important formations to have a very high number, but they don't seem to be getting the (very few) Brigadier Generals I have available.
It was but it is supposed to be fixed.
So I've been having a group of 60 max tech CAS fighters duking out with a Rakhas planet and I have a question about armor specifically on small crafts.I might be wrong don't think shock damage has a special event or sub-event like "this ship took x shock damage" or AA has no events either.
These fighters are heavily protected, 9 shields and 10 layers of armor which is 3 wide and also have ECM 100 (note that I'm on a modded DB with extended tech lines).
Relevant but also very spoilery: The rakhas in question have racial weapon tech 30 and have AA tanks with 2x Heavy AA as well as infantry AA
These fighters went on a search and destroy mission on that planet, every 8 hour increment I get a bunch of kills and on average lose 2 fighters per round.
The interesting thing happened when one of the fighters got hit 3 times and survived. It received 1 shield hit and 2 penetrating hits with 18 armor damage.
I have attached screenshots to illustrate what happened to the fighter. Annoyingly the "combat summary" event for AA incidents is completely blank.
Regardless, my questions arise from the fact that the armor hasn't actually been penetrated, but the fighter still received internal damage.
If a damage pattern is wider than the armor width what happens? Does the "overflowed" damage do internal damage or does it get applied to the remaining armor?
Also did this fighter receive shock damage?
Also does ECM not have an effect when defending from AA fire? What level of ECCM would an AA unit even use?
I admit that I'm not familiar with the damage profiles from AA fire, but as the combat logs say these were 9-damage hits they look like the damage profile that would result from a 9-damage missile or plasma hit. The damage would be 1-2-3-2-1 and with an armor width of 3 the '1' columns will wrap around the '2' columns to produce a 3-3-3 profile.
The internal damage is almost certainly shock damage, the chance is ( damage / ship size in HS ), and a fighter of 10 HS would therefore have a 95% chance of suffering shock damage. Since you have an armor width of 3 I'm guessing your fighters are only 5 HS? So shock damage is guaranteed to happen in this case.
As far as I know, ECM has no effect on ground-based AA fire, at least it is not mentioned in any documentation I know of.
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.
Maintenance facilities require population to operate, so you can do this just fine but you will need a populated colony to do so.
An easier approach may be Maintenance Modules on a (commercial) station as these require no population and can be built to any size you want.
Either approach will require you to routinely ship MSPs to the asteroid though, so just be sure you've planned for that necessity.
Is there any easy way to mass-award a medal for officers and ground units? I've set up the automatic conditions that are available for medals, but for example I wanted to create a Campaign medal to commemorate the capture of a new system, and wanted all officers involved in my battle fleets and ground units to receive it. Is there a better way to do that then just going to the officers window, doing a wide search for all naval officers , then scrolling through the list and looking for people with assignments to some billet on a ship involved.
Is there a way to like, award a medal to the fleet and automatically have all officers receive it, same for ground units? Thanks!
Sure, but dont the maintanence facilities produce MSPs?
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.
Maintenance facilities require population to operate, so you can do this just fine but you will need a populated colony to do so.
An easier approach may be Maintenance Modules on a (commercial) station as these require no population and can be built to any size you want.
Either approach will require you to routinely ship MSPs to the asteroid though, so just be sure you've planned for that necessity.
Sure, but dont the maintanence facilities produce MSPs?
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?
Gauss weapons with reduced size do benefit from all the other stuff.
In your case with all the factors listed in your post the most your gauss will achieve is 8.5% accuracy. However if your tracking is low, the gauss accuracy will be even less than 8.5%.
You can however get higher than 8.5% accuracy if you have a CIC console with a strong tactical officer. In this case with a 50% tactical skill (the best) you would have at most 12.75% accuracy on these gauss weapons, which assumes that your tracking speed perfectly matches the missile speed and no ECM disadvantages are present.
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?
ACC% = (weapon_accuracy%) * [tracking_speed / target_speed * (1 - target_range / BFC_range) * missile_tracking_bonus - 0.10 * (target_ECM - BFC_ECCM)]
So Small gauss cannons for smaller crafts like FACs and patrol crafts are a bad idea then?
I was considering making the smaller gauss cannons supplementary on the main railgun. So then i will have a one shot railgun and some smaller gaus cannons, maybe 4-6 single turreted cannons to supplement that, the rest is just engines and sensors. I may even put a bigger engine and make it 1.3k tons. Do you think that works? The tought process is to make it more likely that they will be able to close the distance without getting blown up in the process.
Is there any reason why missile active sensors seem to have a minimum size you can use? If I try to make a missile with an active sensor smaller than 0.25 it doesn't add a reactor and the design display doesn't list the active sensor.
Is there any reason why missile active sensors seem to have a minimum size you can use? If I try to make a missile with an active sensor smaller than 0.25 it doesn't add a reactor and the design display doesn't list the active sensor.
Not sure why but 0.25 HS is the minimum. My guess is for balance reasons, because if you could put a 0.001 HS sensor on a missile with a range of 10k km, it would be incredibly overpowered and there would be no reason to ever build a missile without it.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
Is that not how it works? It did at least in VB Aurora; you'd set separation distance from target. So you had to choose a distance such that the active sensors on the second stage could pick up the target, and the second stage it self had enough range to reach it even if it was moving.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.
EDIT: To clarify, they're separating at 2m km from the target.
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
Is that not how it works? It did at least in VB Aurora; you'd set separation distance from target. So you had to choose a distance such that the active sensors on the second stage could pick up the target, and the second stage it self had enough range to reach it even if it was moving.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.
EDIT: To clarify, they're separating at 2m km from the target.
Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
What is the range of the 1st stage? Does it happen to be roughly 3400k km?
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.
EDIT: To clarify, they're separating at 2m km from the target.
Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.
It seems that when targeted at waypoints the separation distance works correctly, which makes me suspect there's a bug here -- although I haven't seen any bug reports to that effect. Have other people seen something like this? I'd previously been using the friendly neighborhood spoiler race as target practice, but their habit of shooting down my missiles and my ships is making testing difficult. I'm going to make a more cooperative race to test this on.
Where do you go to see the designs of enemy ships that you learned from capturing the ship? Been in a battle for a bit now and my breaching pods and marine boarding platoons this forum helped me design have born fruit. Capturing ships has been as good for intel as it has been for tech or minerals. In the midst of a huge missile barrage I missed that i had captured a new ship design I didn't know previously. Unfortunately advancing time the aliens blew it up with beam fire before I could check the class design in my Naval Organization window.
I went to the Races screen and checked for Intel on Known Ship classes, but the captured ship wasn't listed, nor was any of the other designs I captured. Where are those designs kept so I can see what I'm fighting against?
Thanks!
Annoyingly, these designs are not kept on the intel screen. When you capture a ship it is added to your list of class designs, so you can find them in the class design window nestled between your 100,000-ton Devastator-class missile dreadnought design and that experimental meson battleship proposal you keep fooling yourself into thinking you'll actually build someday.
Annoyingly, these designs are not kept on the intel screen. When you capture a ship it is added to your list of class designs, so you can find them in the class design window nestled between your 100,000-ton Devastator-class missile dreadnought design and that experimental meson battleship proposal you keep fooling yourself into thinking you'll actually build someday.
Thanks nuclearslurpee as always! Will the game remember that I knownthe design when future enemy instances of that class design appear? Or do I have to manually keep track that "Doberman" class ships from this one race map to some missile destroyer class squirreled away in my class designs.
Is it possible to get list of constellation names that Steve uses? I like the constellation names, but I would like to know what star they are, I can usually identify it for stars that are close to Sun but it it would be nice to have a list that would have both real name and constellation name.
Question - On a known stars game once you run out of the thousand known stars in the DB does the game generate new stars from the standards gen rules? Do they pull from the system naming convention of the race at that point?
I saved my game to peruse information in the Aurora forum.
On trying to load the save game I get this pop-up error message box :-
" 1.13.0 : function #1168 : The given key was not present in the dictionary "
Does anyone know what this error message means in case it requires any further investigation ?
DavidR
So, I know after the word "Thermal" in the screenshot is the heat-readout of the enemy's engines (higher values meaning they run hotter).
But what does the "C" or "M" at the front of the number mean?
Is there a checkbox I'm missing?
Do the Aether Rift invaders (or any NPC I guess) suffer the same 1.5% maintenance failure chance per shot as I do?
I mean, I've already written this CMC off as a total loss, I don't mind losing it, but I'm on my fourth in-game day of 5 second bombardment increments, and at the rate that infantry die to 1DMG orbital shots, I'm looking at another 6 of them ;p
Hrm. Then I need to figure out a way to expedite this "fairly"... I mean, I can just SM and delete the CMC and say "they won", but then I'm guessing they'll just hop over to the next planet and start bombing that CMC as well, even though they still (by my calculation) have a weeks worth of bombing to kill this one first, by which point my reinforcements will arrive.Do the Aether Rift invaders (or any NPC I guess) suffer the same 1.5% maintenance failure chance per shot as I do?
I mean, I've already written this CMC off as a total loss, I don't mind losing it, but I'm on my fourth in-game day of 5 second bombardment increments, and at the rate that infantry die to 1DMG orbital shots, I'm looking at another 6 of them ;p
I cannot find a source specifically answering this question in the dev posts, but I believe that NPR ships do not suffer component failures due to insufficient MSP for the same reasons that they can still move their ships when they have run out of fuel, namely that the AI is too stupid to handle refuelling and resupply logistics properly and this concession is necessary to prevent the NPRs from hamstringing themselves.
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.
So i have a planet that i cannot create a colony in it. Idk why. The only thing it calls my attention its that -1 CC it has.
Could be that this planet is habitable and even tough i surveyed it, my scans were crappy and didint got any life form there?
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.
No.
Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046
The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.
No.
Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046
The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.
No.
Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046
The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
It can help to check the Senior C.O. box in the class design window, which will make the minimum rank for a junior officer one above the minimum. This means your fighters remain commanded only by the lowest level of commanders and hopefully minimizes any overloading of a particular commander rank.
Of course then you have to be careful not to run out of commanding officers, since Tactical Officers have to be two ranks lower than their commanding officer so if you have four dozen ships with a CIC you need ~48 Rank-4 officers (CDREs in the UK system) which requires you to have something like 400 Rank-1 officers (LCDRs) if you use auto-promotions. With a level-40 academy producing 200 officers a year this is doable though.
I usually end up finding that the junior officers modules need to be used conservatively or I run out of officers at some rank. Even if all I use are AUX modules, it's easy to run out of XOs if I put them on every large ship class.
The way I solve it is by adding a new rank at the bottom "Lieutenant" (LT) and using senior CO on all ships that have things like CIC etc.
What happens is that fighters and commercial ships (without commercial JDs) use the LT rank, senior CO ends up putting the CO as Captain which means that the CIC and ENG modules are manned by LCDRs.
In fact, in my games LCDRs are almost exclusively bridge officers and never COs onboard military ships and it works quite well. The lowest commanding rank ends up being "Commander" for frigates that don't have bridge crews.
It works less well if you add jump drives to your commercial ships, as this pushes their rank requirement up to LCDR, making commercial ships scoop up LCDRs. It's still a massive improvement though because your 1000+ fighters / orbital PPV platforms will still use LTs, which massively reduces the burden on LCDRs.
The most obvious disadvantage is that you are halving the officer pool for capital military ships by adding the lower rank, but not only has this never seemed to materialize as a problem for me, I usually use all the LTs on fighter sized crafts anyways so the extra rank is not a waste.
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)So i have a planet that i cannot create a colony in it. Idk why. The only thing it calls my attention its that -1 CC it has.
Could be that this planet is habitable and even tough i surveyed it, my scans were crappy and didint got any life form there?
Everytime I see a -1 on that screen, it's a gas planet (Gas Giant or Super Jovian). You can leave things in orbit, but you can't make a colony.
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)
Sorium miners have not such limits. Take a ship with a fuel tank and a sorium harvester and park it in orbit of a sorium bearing gas giant. It should start filling its own tanks and the tanks of any tanker in its fleet.
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Yes.
When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.
So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Yes.
When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.
So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.
Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Yes.
When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.
So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.
Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.
Yeah, thats one of the advantages I have with having a deep company level OOB, it's much less problematic when your average fighting formations are 2000 tons and the supports 1000 ton. The example I gave was modelled after what my current army does.
I do have larger heavy artillery formations but those are not meant as artillery support, they exist purely as counter-battery. Which I find useful as it makes them combat effective while minimizing the heavy collateral that artillery units tend to have.
How do you set them to only provide counter-battery fire?
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Yes.
When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.
So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.
Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.
Yeah, thats one of the advantages I have with having a deep company level OOB, it's much less problematic when your average fighting formations are 2000 tons and the supports 1000 ton. The example I gave was modelled after what my current army does.
I do have larger heavy artillery formations but those are not meant as artillery support, they exist purely as counter-battery. Which I find useful as it makes them combat effective while minimizing the heavy collateral that artillery units tend to have.
How do you set them to only provide counter-battery fire?
To further elaborate, counter-battery fire happens if and only if:
A - The artillery formation is not providing artillery support*
B - There is enemy artillery firing on friendly formations
*Note that if an artillery formation has a support target but for some reason hasn't provided fire support they will become eligible to do counter-battery fire, but they cant do both simultaneously which is why you might want to have artillery formations without set supports.
To further elaborate, counter-battery fire happens if and only if:
A - The artillery formation is not providing artillery support*
B - There is enemy artillery firing on friendly formations
*Note that if an artillery formation has a support target but for some reason hasn't provided fire support they will become eligible to do counter-battery fire, but they cant do both simultaneously which is why you might want to have artillery formations without set supports.
On that note, if I want to keep a "dedicated Counter-battery unit" around, what types of artillery can be in the "Rear echelon" spot and still hit the Rear-Echelon spot of the enemy groups? The Heavy Bombardment only? The long-range medium? or if I want to hit enemy RE-artillery, do I have to have mine in the Support Position?
- Quick Question: Can a Jump Drive that is marked as "Self-Jump Only" still jump other ships via a Standard Transit,
Is there any way to manually add crew berths in 1. 13. 0? I'm currently having problem with fighters, that have 24 crew each and additional crew capacity, that game adds to hangar decks isn't enough. I'm sorry for any grammatical errors.
Thanks for reply. I found this information before. My problem is:Quote from: Voltbot link=topic=11545. msg152688#msg152688 date=1623528379Is there any way to manually add crew berths in 1. 13. 0? I'm currently having problem with fighters, that have 24 crew each and additional crew capacity, that game adds to hangar decks isn't enough. I'm sorry for any grammatical errors.
You do not need to add additional berths, they are added automatically with hangars and they are assumed to be always sufficient, check the link below for explanation from Steve:
hxxp: aurora2. pentarch. org/index. php?topic=8495. msg104051#msg104051
Game give 20 flight crew berth for each hangar deck, but I need 32. 6(6) spare berths for each hangar deck. That's why I need to manually add crew berths.
Quote from: Voltbot link=topic=11545. msg152690#msg152690 date=1623535426
Game give 20 flight crew berth for each hangar deck, but I need 32. 6(6) spare berths for each hangar deck. That's why I need to manually add crew berths.
No you don't, the game assumes the 20 are enough so you don't have to worry about the extra crew that "doesn't fit".
I know, that in C# shields don't need fuel anymore, but do they need something else, like power?
Do Vehicles with construction equipment have to be in a certain field and/or hierarchy position to provide entrenchment bonus, build points?
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level.
I assume that the commander has to be attached, in order to increase the build point bonus provided?
I have two cargo ship designs.
Design A has one Cargo Hold - Standard and one Cargo Shuttle Bay.
Design B has one Cargo Hold - Large and five Cargo Shuttle Bay.
Design B has five times the capacity of Design A, and five times the Cargo Shuttle Multiplier (5 vs 1).
In the Class Design window, both designs show a Load Time of 5:18:53.
I have two fleets in orbit of the same planet.
Fleet A has 13 ships of Design A.
Fleet B has 2 ships of Design B.
Both fleets are in the same Naval Admin Command.
Neither fleet has any ship commanders.
The planet has a cargo shuttle station (five, actually).
I give both fleets an order to load installations from the planet.
I would expect the load times for both fleets to be identical.
Instead, Fleet B needs 50% longer to load than Fleet A.
Fleet A needs 2:09:27, Fleet B needs 3:14:11.
Am I overlooking something? What would cause this discrepancy?
I think its proportions. Think about it, both fleets now have 1 more cargo shuttle facility than they did without the planetary facility.
Ships on fleet A have less cargo cap, which means that a single cargo shuttle bay has a much larger effect on the time to load.
Ships on fleet B have more cargo cap, which means that a single cargo shuttle bat has a much smaller effect on the time to load.
If for some reason, the planet provided +1 bay for fleet A but +5 bays for fleet B, I would expect the loading times to be the same.
Was the chance for defenders to pop out of alien ruins removed? I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version
Was the chance for defenders to pop out of alien ruins removed? I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version
Hello, I currently have an issue from 1. 13, which is about the assignment of fire controls. I built a design of 200 box launchers (emergency fire solution against planetary assailants), but it is absurdly tedious to assign all the fire controls. The auto-assign button worked on other designs in this game, but even though this one just has 1FC, 200 identical launchers, 200 identical missiles, and nothing else, it wont assign them at all.
Here is a screenshot of the situation (hope it works as a guest):
(https://abload. de/img/screenshot2021-06-211elj1t. jpg)
Well, no problem, in old Aurora I just dynamically assigned all my weapons by hand anyway. Except, in this version there are two insurmountable issues with that:
1) There is no shift-/ or even just ctrl-click, so I would have to do it all one by one for 200 launchers. And then 200 missiles.
2) You can not drag the to-be-assigned-weapon on the list that contains weapons, but have to drop it on the fire control. In some cases that could make it completely impossible to assign weapons at all, like for example if you had so many fire controls that the first upper ones aren't visible anymore once you are down to your unassigned weapons. (because you cant scroll up while drag and dropping)
In my case the main issue is that it forces even more clicks onto me. The assignment routine is like this:
- Close Fire Control List
- Drag 1 Launcher on Fire Control
- Scroll up because you get thrown to the bottom
- Close Unassigned Weapons
- Drag missile on the lowest new Launcher of the Fire Control
- Scroll up to Fire Control List again to Close it for the next Launcher, because you were thrown down again.
It is tedious, and every time there is any change, all the tabs reopen and you are thrown down. There are at least 6 clicks with some drags involved in just assigning and loading a single launcher, so everybody working with Box Launchers is screwed if the auto-assign script fails.
In the past the shift click made it so easy that I would often adjust loadouts within battle like with alternate ammunitions, or some less guns for the next volley and such. Impossibly tedious right now I think, but I do post here to cross check whether I have overlooked something. This is already some patches in after all, and the player base has become so huge, it seems likely to me that this couldn't have been overlooked, as it would be a pretty center piece issue. (coming up with some of your first designs likely - and many who know shift-click from before would probably be shouting foul if there isn't alternative. )
If you click the 'Assign All' checkbox, then dragging one launcher to a fire control, or one missile to a launcher, will drag all launcher/missiles of the same type. It can also be used for assigning one target to all fire controls.Oho, thank you very much. I was actually wondering what that checkbox did.
Hi all,
If ill start new game with jump gates built on all jump poiints will NPR still build jump ships? Dont want them to waste resource.
Do populations set as "source of colonists" still export colonists if they are experiencing worker shortages?
What would you call an FAC that mounts PD weapons?
FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.
What would you call an FAC that mounts PD weapons?
FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.
FPDC is the logical conclusion, but it doesn't exactly roll off the tongue.
How about FACscorts?
Ok this is super weird and frustrating: I have ground units on frontline attack and artillery on support. I want to support frontline units with artillery. But when I drag artillery to ground units, they got attached to it as a subordinate (every formation in my army has HQ unit in itself) instead of being set as a support. Dragging the other way around works, but I don't want my artillery to be supported but to provide support, damn it! What's going on here?
I don't care about commander bonuses and all that at all, it's just some basic two-level structure to nicely group units by their function. Ok, so I guess it's time to move the artillery one level higher. Which irritates me because this time I made no mistakes and my army is perfectly grouped only for something like this to ruin this balance...
Thanks, didn't expect attaching to a unit will have higher priority than supporting it when the dragged formation is set on support, guess I can instantly suggest this to be fixed in 1.14, please?... :'(
the AI is just cheating.
Is it worth building fighters to escort bombers in the hopes their piddling-little 10% Gauss Cannon can shoot down some AMMs?Generally, no but you could try it with a single RG instead. With high enough speed for the fighter, the accuracy might work.
I thought it'd be an interesting idea and an excuse to build fighters, but they can't even match the tracking speed of MY AMMs.
I have a carrier loaded with 10 "boarder" fighters, each with a 100ton boarding pod, with the intent to capture some targets.
I would like to have the carrier also carry a large contingent of extra "marines", so that after a landing op, the fighters can return, get fresh troops, and do it again, as the first conquered ship flies itself home (hopefully)
Would all I need to do is add a troop bay to the carrier? Do I need other parts? and/or, what command would I issue the fleet to have the spare forces "board" the fighters while they are in the hanger?
I know I can use SM to add a ruin to a body, as well as to delete a (as of yet unexplored) ancient construct, but is there a way to get an Ancient construct to spawn on a body?
(I removed one in my current game because I feel like all 3 that I found being B&G constructs was just stupid, but now I can't get another to take it's place >:( )
nevermind, after my hundreth "random ruin" click, I finally got a new one. 30% C&P, but still, I'll take it.
I believe they're impacted by the same tech that improves planet-based refinery efficiency
Yes. Looking at the changelog, there's a lot of differences and definitely a new database scheme involved. With major features like the new spoilers I wouldn't try to migrate a 1.13 DB onto 1.14.I did for 1.12 to 1.13 - worked fine. Had to be careful with the change in research. So far no issues with the edited DB. So you can do, but at your own risk. We'll see how good that works for the change to 1.14... .
Am I correct in thinking that if you find Advanced Railguns/Lasers in ruins there is no way to actually develop and build such weapons without database hacking? Or am I missing something obviousIn the Class Design window, if you go to the 'Miscellaneous' tab, there's a checkbox that says 'use alien tech'.
Is it right that NPR planets don't surrender?
I'm facing a choice of nuking an NPR homeworld from orbit (which I don't like for RP reasons) or spending many, many years building a much, much larger army to have a chance of invading. Is there a 3rd way I'm missing or are those the only options?
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.
Fingers crossed for Steve to someday implement some kind of peace treaty mechanic into the game.That does seem a very obvious gap. But presumably it is coming, why put diplomacy ships in if you aren't going to add some more diplomatic options?
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.
I actually do like the way it works out quite a bit, as it means you cannot just go from having a bunch of garrison brigades to being planet-conquering Space Mongols by clicking a button like in many other games. It does however mean that if your rather small army decides to go a-conquering, you will have to content yourself with glaring angrily at the NPR home world for a few dozen years. This is not the worst problem to have as glaring angrily is a time-honored tradition with a long history in warfare.
Once all front line attacks have been concluded, each unit in each element providing supporting bombardment will engage either the hostile formation being targeted by the friendly formation they are supporting, or one of the hostile formation's own supporting elements (counter-battery fire). If the hostile formation is targeted, each unit in the supporting artillery element engages a random element in the hostile formation, with the randomisation based on the relative size of the hostile formation elements (the same as front-line vs front-line). If a hostile supporting element is targeted, all fire is directed against that element. This represents the difference between providing supporting fire in a combined arms front-line battle and targeting specific hostile artillery for counter-battery fire. The decision to target the hostile front-line formation vs hostile support elements is based on the relative sizes.
V1.13 has blinded me. 8) Can't find the option "Hide Fleets in Orbit"... :'( Anybody an idea where I can find it? Thanks.
What are the advantages of particle lance? I have just researched it, and I can't see any advantages over normal particle Beam. It heavier than particle beam of same size and slower rate of fire.They do all their damage like this
What are the advantages of particle lance? I have just researched it, and I can't see any advantages over normal particle Beam. It heavier than particle beam of same size and slower rate of fire.
Is ECCM on a missile fire control cumalative with ECCM on a missile or redundant in that the best is used?
Is ECCM on a missile fire control cumalative with ECCM on a missile or redundant in that the best is used?
Neither, both are necessary. On the MFC, it negates the range penalty of enemy ECM whereas on the missile it negates the hit chance penalty of ECM.
Do aliens also have civilians for transporting their goods?
Other way round. NPR's do not have to transport their minerals or fuel (those get moved "magically"). Only installations and population, which are moved using the civilian fleet logic.Do aliens also have civilians for transporting their goods?
They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships. I haven't really noticed a separate civilian subconcious tied to NPRs.
Quote from: Droll link=topic=11545. msg153580#msg153580 date=1626267605Other way round. NPR's do not have to transport their minerals or fuel (those get moved "magically"). Only installations and population, which are moved using the civilian fleet logic.Quote from: Kiero link=topic=11545. msg153579#msg153579 date=1626263678Do aliens also have civilians for transporting their goods?
They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships. I haven't really noticed a separate civilian subconcious tied to NPRs.
NPRs, in fact, have ONLY civilians.
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?
I'll doubt that I will ever build such a large shipyard... but anyway, thanks.Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?
No. Either build a bigger yard, or use the abandon ship button to blow it up and salvage the wreck for a reduced return of minerals. If you don't need the minerals urgently it is probably better to leave it alone since space stations are commercial and don't cost anything to maintain, so later you can scrap it when you have a bigger yard.
So you can't just have jump ships hold the door open for your fleet and stay on the other side, right? They have to jump with the fleet?
How much of a bad idea would it be to just not give them engine and have them towed into position instead? I can't really give my tenders reasonable speed and range anyways while keeping them at a reasonable tonnage, so screw it, right?
This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.
The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.
I can't remember if they can hold the door open, but a jump ship does not have to jump with the fleet unless you are doing a squadron jump, so you can send in the fleet, then send the jump ship through later to jump them all back (if even needed, I can't remember for sure but I think a jump ship can jump ships from the other side too?).
Labour Camps are affected by all the production modifiers that affect construction factories and mines (such as radiation, unrest, economic and political modifiers, etc.)(http://aurora2.pentarch.org/index.php?topic=8495.msg105681#msg105681)
This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.
The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.
I wouldn't want to jump commercial-engined ships in the first place unless they are explorers, and then they have their own jump drives. Jump tenders are purely military meant for invasions of hostile systems.
Think of them like Mulberry Harbors the Allies set up during major invasions. They're temporary infrastructure.
It hasn't changed. You can put a jump engine into a space station. The only problem is that you need two stations: one for commercial engines and another for military engines, if you want to Jump Tender both.
Military Jump Tenders can jump commercial ships.
An NPR in my game seems to have a hard-on for a specific moon... as do I. The moon in question has a multi-10-millions gallacite deposit at good accessibility.
The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.
If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech? (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)
Is it a bug or a feature that adding engineering spaces actually decreases build time for ships?
Is it a bug or a feature that adding engineering spaces actually decreases build time for ships?
It shouldn't in a vacuum. Can you paste some examples?
JTS-1 class Jump Tender Station 59,784 tons 2,349 Crew 45,071.5 BP TCS 1,196 TH 0 EM 0
1 km/s JR 6-50 Armour 6-136 Shields 0-0 HTK 447 Sensors 18/18/0/0 DCR 150 PPV 90
Maint Life 1.01 Years MSP 66,542 AFR 238% IFR 3.3% 1YR 65,312 5YR 979,682 Max Repair 40152.3 MSP
Line Captain Control Rating 3 BRG AUX ENG
Intended Deployment Time: 12 months Morale Check Required
300M Jump Drive Max Ship Size 300000 tons Distance 50k km Squadron Size 6
Quad Gauss Cannon 25.00 Turret (12x20) Range 50,000km TS: 25000 km/s Power 0-0 RM 50,000 km ROF 5
Gauss PD Fire Control (3) Max Range: 57,600 km TS: 25,000 km/s 83 65 48 31 13 0 0 0 0 0
Medium Point-Defense Active Sensor Suite (1) GPS 180 Range 32.1m km MCR 2.9m km Resolution 1
Milspec Thermal Sensor Suite (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Milspec EM Sensor Suite (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
This design is classed as a Military Vessel for maintenance purposes
An NPR in my game seems to have a hard-on for a specific moon... as do I. The moon in question has a multi-10-millions gallacite deposit at good accessibility.
The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.
If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech? (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)
Is it very fuel inefficient to pair military engines with commercial engines?
Is there any way to transfer MSP back to a Supply Ship or Station/Planet?
For RP purposes, i want to know if it is possible to use PD without Railguns and gauss cannons, just energy weapons. Im trying to go Star Wars on one game, just for taste, but idk if the mechanics would allow me to just go energy weapons and missiles.Any weapon can be fired at a missile. ANY. Other than possibly microwaves (which miiiight not actually do anything to a missile), any weapon can destroy a missile. You can use 50 MSP missiles to shoot down 1 MSP missiles, if you really want.
So, does anyone knows this? And if so at wich extent?
While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)
Space Stations cannot be scrapped if too large. So you have to abandon them. MSP lost... .Is there any way to transfer MSP back to a Supply Ship or Station/Planet?
If you (temporarily) check the corresponding box in the class design window, it should at least be possible to transfer MSP to a planet with a cargo handling system/spaceport, which should be "good enough". I think to transfer it back to the supply ship you would need to have a cargo shuttle bay and temporarily change the MSP minimum to it would accept the supplies.
I'm not really sure why you would need to do this though, since scrapping or refitting a ship should return any MSPs and otherwise you would want a ship to have all of its MSPs if it is active, since we do not have a mothball function like in Starfire.
I had suspected this but wanted to make sure there wasn't some weird edge case I was missing. A cheers goes around the Admiralty as a vast amount of tonnage just got freed up on many escort ships.While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)
Yes. One BFC can target multiple missile salvos, although each individual weapon is limited to targeting only one salvo.
Of course depending on how you are doing PD it may be worth using single-weapon BFCs which only control one weapon at a time but are half the size and cost (and cheaper to research).
If add asteroids via SM to a system, will they always be without minerals or is it random, being revealed by survey?
The second is Ground Supply Points (GSP), which applies only to combat units during ground combat.(http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760)
The GSP requirement for a weapon component is equal to Penetration Value * Damage Value * Shots.
[...]
In all these cases, that is the GSP cost to provide sufficient supply for ten combat rounds.
If they're popping up low fuel warnings, what happens when you double click on the announcement?
If nothing else, the warning ought to have a system connected with it - can you go there and find your missing ships?
Do civilian ships use the fuel supply stored on the colonies or do they have their own fuel source?
So what attributes effect Ground Support Fighter performance? Does speed or fuel or armor or size matter at all?
Ground support fighters have the same chance to hit as ground units, although they are not affected by any negative environmental modifiers (such as high gravity or extreme temperatures). Each fighter's to hit chance is affected by its own crew grade and morale.
Ground-based AA FireSo speed matters tremendously, and I would assume you need 1 kL of fuel just to maintain a speed greater than zero. However, again, putting too much engine mass means bigger fighters with too little payload, so at some point more fighters will be better than faster fighters.
...
The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.
If a hit is scored, the damage vs the fighter is (Ground Damage Value / 20)^2 rounded down.So a LAA with racial attack 10 will deal 1 damage per hit, while a MAA at the same tech level will deal 4 damage per hit. The damage profile appears to be the same as a missile, which means MAA will penetrate a single armor layer and deal internal damage. More armor layers may help especially at high tech levels, but I'm not sure that this would be better than using more fighters.
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.
In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.
In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.
Micro load for CAS is important though, since it prevents you from using ground support at a scale that matters. The most I was able to use without tearing my hair out has been 60 so far. That's good for certain spoiler garrisons but for any substantial ground invasion you get a massive problem as you are dealing with 1000s of AA units firing on dozens of fighters, at which point no level of armor and shielding is going to help. Especially thanks to shock damage mechanics making armor on fighters almost completely irrelevant.
In essence all I need is a button/movement order that distributes CAS support missions across all available FFDs, dragging each fighter one by one on to the hierarchy every ground combat is insane.
Do shields still use fuel? It does not say so in the design window.No, they are now fuel-free. Go wild!
If it's like movement, it's based on initiative of the commanding officer. But I don't know for sure.
If it's like movement, it's based on initiative of the commanding officer. But I don't know for sure.
So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"... ;)
So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"... ;)
Again, both my initial question and my comment about heroism was not about sequence of hits from different ships - it was about sequence of hits from different weapons, mounted on the same ship - independent ship, that is operating independently with a perspective of possible fight by oneself against superior opponents.
What are peoples opinions of using larger vessels as carrier-borne 'fighters'?
I have a carrier design with 100k capacity and I'm beginning to think that it would be more efficient to use tens of 1000-3000 ton ships instead of hundreds of 250-500 ton fighters. Hell, I might even pack 10,000 ton ships in there and have a 'Fleet in a Box'.
What are peoples opinions of using larger vessels as carrier-borne 'fighters'?
I have a carrier design with 100k capacity and I'm beginning to think that it would be more efficient to use tens of 1000-3000 ton ships instead of hundreds of 250-500 ton fighters. Hell, I might even pack 10,000 ton ships in there and have a 'Fleet in a Box'.
I have heard of people making commercial jump ships that just dock the fleet inside and jump across, but I think for actual combat people prefer "capital" ships to have decent autonomy and not rely on a carrier.
How do I choose a specific target to fire at? I seem to pick a fire control and then pick a target and then press what exactly?
https://imgur.com/a/JOnOwEd (https://imgur.com/a/JOnOwEd)
Aye but he is asking if there is a way to "game" the sequence in which a single ship's weapon damage is calculated. And it'll have to go through BFCs, there's nothing else AFAIK. It goes by BFC by BFC, so you might have the shield-busting weapons under the top-most BFC, then your microwaves under the bottom-most BFC. I don't know if that's the order in which damage from weapons is calculated but it might work. Try it out and let us know!So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"... ;)
Again, both my initial question and my comment about heroism was not about sequence of hits from different ships - it was about sequence of hits from different weapons, mounted on the same ship - independent ship, that is operating independently with a perspective of possible fight by oneself against superior opponents.
All weapons will fire at once and then damage is applied after this. Due to the way damage works there's no real effect from the sequence of weapons firing (with the possible exception of mesons? And no one cares about those anymore... R.I.P.). There is no functionality right now where a ship will only fire as many weapons as needed to destroy the target, presently all weapons fire and then damage is calculated. The only part that is affected by Reaction score is firing from multiple ships.
Aye but he is asking if there is a way to "game" the sequence in which a single ship's weapon damage is calculated. And it'll have to go through BFCs, there's nothing else AFAIK. It goes by BFC by BFC, so you might have the shield-busting weapons under the top-most BFC, then your microwaves under the bottom-most BFC. I don't know if that's the order in which damage from weapons is calculated but it might work. Try it out and let us know!
Hi,
I have not designed a magnetoplasma warship for quite some time. What speed am I aiming for? It is going to be a 20k tons cruiser with 50b km range. What do you think about 6k km/s?
CLJ Forebearer (Defiant IIIS class Light Jump Cruiser) 15,000 tons 385 Crew 2,604.7 BP TCS 300 TH 750 EM 0
5000 km/s JR 3-50 Armour 7-54 Shields 0-0 HTK 77 Sensors 6/6/0/0 DCR 13 PPV 6
Maint Life 2.38 Years MSP 1,921 AFR 137% IFR 1.9% 1YR 463 5YR 6,948 Max Repair 593 MSP
Lord-Captain Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
Gravitic Propulsion System JM150 Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Hyperion Drive System ID-500M "Eagle III" Cruiser Engine (3) Power 1500 Fuel Use 30.0% Signature 250.0 Explosion 10%
Fuel Capacity 909,000 Litres Range 36.4 billion km (84 days at full power)
Astaroth AK-10 Weapons Battery (2x4) Range 30,000km TS: 5,000 km/s Power 3-3 RM 30,000 km ROF 5
MK II Secondary Weapons Battery Fire Control (1) Max Range: 33,600 km TS: 5,000 km/s 70 40 11 0 0 0 0 0 0 0
Janan R6 Gas Reactor (1) Total Power Output 6.2 Exp 5%
MK I Light Cruiser Active Augur Array (1) GPS 7200 Range 52.8m km Resolution 120
MK I Small Torpedo Detection System (1) GPS 6 Range 3.4m km MCR 304.7k km Resolution 1
MK I Infrarred Augur Array (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
MK I Electromagnetic Augur Array (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
I do not have a missile boat in my current game, but I would like to build one now with orbital bombardment in mind. And here come the problems:
1. Is it possible to load alien missiles now or does it still require DB magic?
2. If they are not intended to be used, what do you guys think about building a size 12 high yield ground attack missile?
I do not have a missile boat in my current game, but I would like to build one now with orbital bombardment in mind. And here come the problems:
1. Is it possible to load alien missiles now or does it still require DB magic?
2. If they are not intended to be used, what do you guys think about building a size 12 high yield ground attack missile?
- DB magic.
- I generally avoid missile bombardment due to the effects on the planet environment and the collateral damage effects, but this is because I want to take and use the loot for my own empire. If you just want to kill everything then it is fine as long as you wipe out any PD STOs first.
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
Well, it is "just" Rakhas on a planet with unfavorable terrain combined with me being backwards a few tech levels. The STOs have been dealt with. It is time for some instant sunshine ;D
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign
There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign
There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.
I got the impression that it was caused by shipments already in progress at the time that I conquered the alien homeworld pop, they would arrive at the planet, not find the population that they had originally been sent to, and therefore auto create a new pop for the race. I definitely remember seeing alien freighters suddenly appear at the homeworld and new tiny populations appear.
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".
What can I do to impede the creation of new colonies on the conquered planet?
So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign
There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.
I got the impression that it was caused by shipments already in progress at the time that I conquered the alien homeworld pop, they would arrive at the planet, not find the population that they had originally been sent to, and therefore auto create a new pop for the race. I definitely remember seeing alien freighters suddenly appear at the homeworld and new tiny populations appear.
I'm left wondering if there's somehow an undetected and active/bugged alien CMC somewhere that's sending minerals to the homeworld and creating colonies with mineral packets.
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.
The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.
The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?
Worst case scenario you can pop into the DB and delete the offending NPR and all associated entries. Needless to say this is the risky approach so make a backup before you attempt this but an NPR that no longer exists should be unable to make new colonies.
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.
The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?
Worst case scenario you can pop into the DB and delete the offending NPR and all associated entries. Needless to say this is the risky approach so make a backup before you attempt this but an NPR that no longer exists should be unable to make new colonies.
How do I do that?
Do the maintenance rules for military vessels apply to NPR vessels at all? I have seen an NPR with 4 megatons of deployed military vessels but only 0.27 megatons of maintenance capacity. This looks strange to me.
so I've got this wonderful campaign going where I destroyed the entire Sol system and rebuilt from the ground up with 200,000 pop, 2 mines, 2 factories, and a handful of ships. It's going great so far. . . but it's taken me more than 2 centuries to get a decent economy going where I can, eg, research techs, build ships, and refuel stuff. It's probably going to be at least another century before I get systems resembling a typical game start (20+ labs).
While I did not start with any NPR's enabled. . . I'm bound to run into them eventually. Will they just absolutely wipe the floor with me when I make contact with them? Given how NPR generation works per the wiki, it seems like their tech will be vastly greater than my own. Any clever ways to surmount this? by "clever" I mean something cleverer than "cheat and purchase a bunch of techs right now to catch up". . . but I'll do that if I have to.
Ground units of species with certain types of home world may gain capabilities for free (if you are from a desert planet, you would gain Desert Warfare for free, for example).
The rules post for planetary terrain from way back in 2017 says:QuoteGround units of species with certain types of home world may gain capabilities for free (if you are from a desert planet, you would gain Desert Warfare for free, for example).
Has this in fact been implemented? I don't see this information listed anywhere -- you certainly don't get the tech for free, and I don't see any such information on my ground units. If this is actually implemented, can you stack bonuses with the techs as well?
I have an ECCM installed on my ship but I cant select it in the ship combat.
Q of myself:
Changing the armor quality changes the price of a ground unit. For static units there are three different armor qualities available. These affect the build cost and the armor quality by x1/x1, x2/x2 and x3/x3. This is perfectly fine when it comes to ground units. When it comes to STOs, the difference in resource cost is close to 0 between the options, while the build time is significantly different. This does not make sense to me. What do you guys think?
What happens to officers in lifepods that are "rescued" by an enemy? I know the game tracks POWs in populations, so that when you conquer an alien population that has your POWs it'll give you a nice notification about all the prisoners you rescued (although it seems to still list them as POWs on the population summary screen). Does this extend to captured officers, or are they shuffled off to some gulag somewhere, never to be seen again?Captured officers are forever lost. Rescued prisoners are not returned to manpower pool either, if I remember correctly - they are forever stuck in the colony. Same for enemy prisoners that you take.
That's (almost certainly) what should be happening; but unless it's been fixed in the latest version that Steve's working on, the actual behavior in v13 is that captured commanders get thrown back into your pool.
Evidence: I've currently got a captain commanding one of my ships who has a "ship destroyed" in his history, who was left behind in an NPR home system when the fleet was forced to retreat.
--- A Particle Beam 2 has a power requirement of 5. If I use Capacitor 2.5 it will fire every two increments. However, if I use Capacitor 3, will it fire quicker over time? Everytime it shoots, it dumps 5 power, but every time it charges it charges three, meaning every other shot a capacitor is left charged, so every 2nd shot shot be on a 5 second increment instead. Right?
--- So the 2.5 Cap one is 2.5, 5, FIRE.
--- The 3 Cap one is 3, 6, FIRE, 4, 7, FIRE, FIRE, 3, 6 FIRE, etc.
Did you set them as hostile?No .... ::)
Did you set them as hostile?No .... ::)
Thanks a lot!
yep, diagnosed and treated, I didn't even know that was a thing.
Stupid question regarding ground forces.
When you create a series for a certain type of equipment, say supply trucks for reference. Will ground forces be build with the most recent piece of equipment from that category automatically or do I have to alter every type of ground unit using the old equipment?
Has anyone ever done a more extensive DB edit, something like "adding 10 more engine research types" to reach a finer granularity between engine levels? If so, did it work in any way? Did something break?
I recently captured some enemy colony ships, and have no idea what to do with them. I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think). What do you do with captured enemy colonists if you haven't captured one of their planets yet?
I've never gotten as far as capturing an enemy planet in my prior games, although I just did so now, so I may just dump the colonists back on their own planet for now.
I recently captured some enemy colony ships, and have no idea what to do with them. I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think). What do you do with captured enemy colonists if you haven't captured one of their planets yet?I'm courious, what happens if you scrap that ship? Normally all colonists would be unloaded to the planet where the scrapping takes place.
I recently captured some enemy colony ships, and have no idea what to do with them. I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think). What do you do with captured enemy colonists if you haven't captured one of their planets yet?
I've never gotten as far as capturing an enemy planet in my prior games, although I just did so now, so I may just dump the colonists back on their own planet for now.
AA units take part in ground combat normally, using their ground combat values. If an AA unit takes part in both ground-ground and ground-air combat, it will draw supply twice.
Are there any postings which explain the cost to maintain ground units? I mean the financial costs not how to maintain their supply.
I just noticed that the main armament on my ships has a higher hit chance against missiles (around 22%) than the dedicated PD turrets (around 15%) on the same ship. The lasers have a BFC with a range of 320,000 km and a tracking speed of 6250 km/s (the ships are slightly faster). The Gauss cannon turrets have a tracking speed of 20,000 km/s; their fire controls have a range of 64,000 km and a tracking speed of 20,000 km/s. Both are firing at 10,000 km in Final Defensive Fire mode. The lasers have ECCM, but the missiles they're targeting don't have ECM so that shouldn't matter. The missiles are size 6, move at 39,333 km/s, and have a maneuver rating of 13. The ships just performed a squadron jump but that should affect both equally. I've played around with the accuracy calculations a bit but I can't get the numbers to work out.
Given this, I have two questions: What is the formula used to calculate hit chance against missiles?
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) - 10 * (ECM - ECCM) ]
And how do you design your PD BFCs? Because clearly I'm doing something wrong with mine.
Just want to check I'm not missing something important. Orbital Bombardment Support is basically a waste of time, correct?As long as you have FFD units on the ground then the orbital bombardment support should hit - though naturally if it's a jungle rift planet then nothing is going to help. And fighters shouldn't get hit by STO's anymore so unless the enemy has loads of AA units, it's feasible. People have gotten good results with fighters, they are just micro intensive.
If it's from ships then it's very few shots and a low chance to hit, same from fighters but with high levels of attrition as well. So it's something to do for flavour/RP, not in the expectation that it will make any significant difference.
I only ask as the rules post from Steve said it was a "powerful aid" and my experience has been that it really isn't. So maybe I am missing some subtle detail?
As long as you have FFD units on the ground then the orbital bombardment support should hit - though naturally if it's a jungle rift planet then nothing is going to help. And fighters shouldn't get hit by STO's anymore so unless the enemy has loads of AA units, it's feasible. People have gotten good results with fighters, they are just micro intensive.Sure you can get some hits, but even if you give the supporting ships commanders with good Ground Support traits, a CIC with the same and a full Admin Command of great officers the hit percentage is still pretty low even on a barren planet. More seriously there just aren't many shots being fired.
I just noticed that the main armament on my ships has a higher hit chance against missiles (around 22%) than the dedicated PD turrets (around 15%) on the same ship. The lasers have a BFC with a range of 320,000 km and a tracking speed of 6250 km/s (the ships are slightly faster). The Gauss cannon turrets have a tracking speed of 20,000 km/s; their fire controls have a range of 64,000 km and a tracking speed of 20,000 km/s. Both are firing at 10,000 km in Final Defensive Fire mode. The lasers have ECCM, but the missiles they're targeting don't have ECM so that shouldn't matter. The missiles are size 6, move at 39,333 km/s, and have a maneuver rating of 13. The ships just performed a squadron jump but that should affect both equally. I've played around with the accuracy calculations a bit but I can't get the numbers to work out.
What size are your Gauss cannons? I can get these numbers to work out if I assume size-2 (33% base accuracy)
QuoteAnd how do you design your PD BFCs? Because clearly I'm doing something wrong with mine.
Your PD BFC looks fine, I would probably use 80,000 km range at this tech level if not 100,000 km but the exact best value is going to depend on your ship design principles. Always make sure you use the maximum tracking speed though, I am not sure if that is the case here.
I am using maximum tracking speed. I think I reduced the range of the BFCs because you get pretty sharp diminishing returns on range when firing at 10,000km -- going from 64,000km to 100,000km only changes the range multiplier from 0.84 to 0.9 while increasing the size of each BFC by 56%. But you're right that PD is probably not something I want to skimp on.
Hm, I have a problem with this formula. I'm good at math, but surely no expert, so I may have missed something.Code: [Select]Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) * 10 * (ECM - ECCM) ]
Hm, I have a problem with this formula. I'm good at math, but surely no expert, so I may have missed something.Code: [Select]Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) * 10 * (ECM - ECCM) ]
The first thing to do (after putting the correct numbers in, of course) is to dissolve the brackets.
My problem is, when ECM and ECCM cancel each other out, say ECM = 20 and ECCM = 20.
That will result in a 0 for that bracket. Dissolving all other brackets will produce some other values which, in the end, would be multiplied by 0, resulting in an Accuracy of 0, regardless of the other values.
So, am I missing something, or is there a flaw in the formula?
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) - 10 * (ECM - ECCM) ]
Words on orbital support and tonnageA fine effort post and I believe I agree with the conclusion; orbital bombardment support is inefficient and not 'incredibly powerful', but with enough ships it can make a difference. This seems entirely reasonable from a game balance perspective, forcing the player to build up many millions of tons of ground forces is one of the biggest changes in C# Aurora and making orbiting ships too helpful would completely undermine that objective.
Just for fun sake:
The orbit of any object mainly depends on three factors:
a+b) The mass and speed of the object itself
c) The mass of the object in the center
Since planets have an excessive amount of mass shipping tons and tons of TN minerals around maybe isn't much of a thing. But I was wondering if anyone has ever done calculations of how much mass can be added (or subtracted) to any object until it will significantly modify the orbit of that object... ?!?
This has been discussed numerous times in the context of moving asteroids with engines, but the same principles apply. Generally the understanding is that the mass of an asteroid is so large that human (or alien) constructions on the scale of Aurora cannot really affect them at all.Thanks for the info. I thought it might be slim - but that is not even slim... so biggest change in terms of mass is when we terraform atmospheres onto planets. Though I imagine even that might not be that much mass compared to the solid bodies of planets... .
Consider an "small" asteroid (by Aurora standards) with a diameter of ~100 km. This is a volume of approximately 500,000 km^3, or more useful for dimensional analysis 5e14 m^3. A quick Google check suggests a rough estimate of asteroid density as 2 g/cm^3 which is equivalently 2 metric tons/m^3, so we can estimate the mass of our "small" asteroid as 1e15 tons.
In zeroes, that is 1,000,000,000,000,000 tons.
A billion tons of TNEs - an unrealistic amount to have on hand, really - would if dropped on this asteroid cause a change of 0.0001% in its mass, almost imperceptible in any case and certainly well below the quantified uncertainty in astronomical measurements of any given asteroid's orbital parameters.
In fairness there are many asteroids much smaller than this, at least according to people who are dreadfully intelligent and know much more than me about the subject, however in Aurora these are generally not modeled as they wouldn't be worth colonizing and - at the scale of the game - would not have any resources worth mentioning. An asteroid of, say, 1 km diameter would be small enough that dropping a billion tons of TNEs on its surface would have a noticeable effect (roughly doubling its mass, in fact), but I don't think we have any of those in the game.
I was wondering if empty posts in the command hierarchy are always filled up before assignments for ship commanders or if it is possible to set the priority of ship commanders so high that they get restaffed before equal rank command posts?
After ship commanders are assigned, the non-command positions are assigned.
Question regarding Infantry units "Ground Capabilities", specifically "Extreme Pressure" & "Extreme Temperature". What exactly counts as "Extreme"?
My initial thought is anything that results in a CC > 0, is this correct or am I missing something? Thanks in advance.
Thanks. Because of that posting I asked, because I understood it in a way that it only talks about the command assignments on ships, but not in the admin superstructure - and I was wondering if they get prioritized over the ship commander assignments. It shouldn’t be an issue as long as all admin commands have a higher rank than ship captain - but what happens if an admin command has an equal (or even lower) rank than that for a certain type of ship class? Who gets assigned first? The admin command or the higher ranked ship commander?I was wondering if empty posts in the command hierarchy are always filled up before assignments for ship commanders or if it is possible to set the priority of ship commanders so high that they get restaffed before equal rank command posts?
As usual there is a dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046) on the matter:
Relevant quote pull:QuoteAfter ship commanders are assigned, the non-command positions are assigned.
There is also a final step which assigns ship commanders with Reaction/Engineering/Tactical skills and AFAIK can pull commanders from the auxiliary posts. Basically there will never be an officer in an auxiliary post if there is an open command for which they are qualified. Even with the priority system this cannot be changed unless you fill all ship commands, either automatically or by divine intervention.
Ships cannot have equal or higher rank than admin commands because the ranks required for admin go up if the ship captains rank goes up.That is only true for fleets below one admin command. Ships in other admin commands can have lower ranks and therefore that admin command can have an equal or lower rank than the ship in the first admin command.
Naval admin commands are, AFAIK, always assigned manually and an officer in such a position is never re-assigned by the commander auto-assign. At least, I have never seen an admin post filled automatically nor would I want this to be the case as these assignments require more care and precision than the auto-assignment system is capable of.Yeah, you are right... don't know why I mixed that one totally up. Sorry... confused... thought that would actually happen...
Simple question about ground formations:
You can combine two formations by dragging elements over from one formation to the other and deleting the old one. How does one split such a formation into two? For this you would need to create a dummy formation on a planet, which is not possible, right?
Simple question about ground formations:
You can combine two formations by dragging elements over from one formation to the other and deleting the old one. How does one split such a formation into two? For this you would need to create a dummy formation on a planet, which is not possible, right?
Basically this, you would have to build a skeleton of a new formation (with, say, a HQ unit and nothing else in it) and then move units between the formations. Probably in this case it is easier to use the replacements system to build the new formation out of the old one by changing the formation templates of both.
Candidly, I wouldn't really recommend splitting formations like this though, unless it is part of a much larger reorganization and for some reason it is necessary to have additional formations. Usually with ground forces the big limitation is number of leaders, and smaller formations exacerbate this problem. Larger formations are also more resistant to breakthroughs and will perform better in combat although this effect is relatively small above 5,000 tons or so.
I'm trying to start my first campaign with multiple player races and I've run into small little hiccup (possible game design flaw?) with the zero RP conventional start. That being when trying to design weaponry and fire controls for combat ships, you run into this problem where you can design and build Beam Fire Controls, but not Beam weapons, as well as the inverse for missiles. I can design and build missiles and launchers, but require Trans-Newtonian and Active Grav Sensor techs to make Missile Fire controls.You cannot have truly Conventional campaign, for several reasons but the most important is that without researching TN-Theory, you cannot have Active Sensors which are absolutely required for space combat. For ground combat, you'll need to use SM mode to create communications between all powers on Earth and set their relations to what you want because you cannot create diplomatic ships either. And ground units cannot fight what they cannot see which brings you back to the sensor problem. Plus, while you can use fighters to move colonists around, there are no cargo holds small enough for fighters.
As disappointing as it is to forgo pre-TN railguns and lasers that are already in development now, I'm fine with just having missiles as the only available armament. But my actual question is can I actually use missiles without MFC? I know I can add Active/EM/IR sensors to missiles which supposedly are for re-tracking onto lost or new targets, but i haven't really played with them much in the past. If I build these sensors into my missiles is there a way I can launch them in the general direction of a target with out an actual MFC lock and hope that they hit?
I'm trying to start my first campaign with multiple player races and I've run into small little hiccup (possible game design flaw?) with the zero RP conventional start. That being when trying to design weaponry and fire controls for combat ships, you run into this problem where you can design and build Beam Fire Controls, but not Beam weapons, as well as the inverse for missiles. I can design and build missiles and launchers, but require Trans-Newtonian and Active Grav Sensor techs to make Missile Fire controls.You cannot have truly Conventional campaign, for several reasons but the most important is that without researching TN-Theory, you cannot have Active Sensors which are absolutely required for space combat.
As disappointing as it is to forgo pre-TN railguns and lasers that are already in development now, I'm fine with just having missiles as the only available armament. But my actual question is can I actually use missiles without MFC? I know I can add Active/EM/IR sensors to missiles which supposedly are for re-tracking onto lost or new targets, but i haven't really played with them much in the past. If I build these sensors into my missiles is there a way I can launch them in the general direction of a target with out an actual MFC lock and hope that they hit?
For ground combat, you'll need to use SM mode to create communications between all powers on Earth and set their relations to what you want because you cannot create diplomatic ships either. And ground units cannot fight what they cannot see which brings you back to the sensor problem. Plus, while you can use fighters to move colonists around, there are no cargo holds small enough for fighters.
I've added some conventional systems, as suggested by nuclearslurpee.Hooray!
http://aurora2.pentarch.org/index.php?topic=12523.msg155095#msg155095
Under what circumstances do missiles disappear? I just had several fleets squadron-jump into a system and launch missiles at some stationary targets. When the first few squadrons fired, their missiles appeared for one increment and then vanished. (They are far enough away that they could not have hit their targets yet -- and even if they had hit, I should be able to see that in the events log. The missiles are not staged, so this isn't shouldn't involve any of the issues with those.) But when the rest of the squadrons fired an increment or two later, the missiles behaved normally. I've been able to reproduce this behavior by reloading the save several times, but I haven't been able to figure out what makes some the missiles disappear and others not. Presumably there's some sort of bug here (unless there's some weird jump mechanic I'm unfamiliar with), but I can't figure out exactly what the issue is.Sounds like something for the bug section, DB included for Steve to reproduce... .
1. When you have a ship in orbit above a colony, which has cargo handling capabilities, you can unload ground units to the ground from troop transport bays. How do you do that when you have a ship without a transport bay? You have to load them to a ship with a cargo bay and then transfer them to the ground to replace losses, right?
2. What happens when you scrap a ship with ground forces on it? Do they get recovered like ammunition or are they lost?
3. Can you accelerate the troop transfer between ships by adding cargo handling systems? If yes, which ship requires them, the donating or the receiving one?
That makes getting troops out of captured hulls unnecessary complicated. I will make the suggestion that Steve changes the order from 'transfer ground units from troop bay' to 'transfer ground units from ship' or whatever it is called right now. I will look it up how it is called right now though to not look completely stupid. I do not see a reason, why it should require a transport bay to do this.
That makes getting troops out of captured hulls unnecessary complicated. I will make the suggestion that Steve changes the order from 'transfer ground units from troop bay' to 'transfer ground units from ship' or whatever it is called right now. I will look it up how it is called right now though to not look completely stupid. I do not see a reason, why it should require a transport bay to do this.
Lazy Mass Driver question:
I have a colony on Mars with three mass drivers. This should have a capacity of 15K tons/year. But every time I advance 5 days I get a 13 ton packet. 30 days/month, 12 days/year gives 13x6x12 = 936 tons/year.
Martian mines are producing 9K minerals/year and Mars is my collection point for commercial mines, I have 5 minerals over the reserve totaling 3K excess, so I should have enough minerals on hand to send full mass driver loads of 200ish tons.
Or am I missing something?
Standard 5 day, production cycle, 5 day increments, automatic sub-pulse. I've attached the database if you'd like to have a look at my setup. I'm not extrapolating, just watching the minerals accumulate - I've had to periodically task a freighter to scoop up minerals for delivery.
I stepped through two 5 day cycles using 8 hour increments, and the mass driver is now flinging 5 ton packets, so it looks like a bug. Can anyone else confirm the behavior on your game before I submit it?
Civilian mass drivers work normally but so far none of them are anywhere near 5K tons/year production.
I'm not sure where to ask this so let me know if this is a bad place.
I'm currently trying to invade a precursor world, but my ground forces don't seem to want to attack anything. They out-tech me, so large losses are expected, but I'm not even targeting them. I have several formations set to Frontline attack, with supporting artillery attached and in support position, and around 400 fighters attached with room for hundreds more. The fighters all have autocannons and a fire control (not sure if that's necessary for auto cannons), in addition I have 200 more fighters set to search and destroy with bombardment pods and missile fire controls. After 5 combat phases, I literally targeted nothing and suffered a LOT of casualties.
Anyone have any ideas as to why this is happening?
I've added some conventional systems, as suggested by nuclearslurpee.
http://aurora2.pentarch.org/index.php?topic=12523.msg155095#msg155095
Guys, here is one question that might be easy for you experts, however I have not found any info here or at the wiki. Bad search terms maybe.
It is about the basic racial production rate (like 10 mining, 160 research, base sensor strength etc. ). In VB (and Quasar) there is information about the race basic values under "Race details"->"Empire Technology" plus in VB some bubble help or info in the mining/research etc. tab.
I do not find any such information in C#.
Of course I can extract that info while I play but
a. is all that summarized on any tab/window I have not discovered yet?
b. are the race base values always the same in any new game I start or do they depend on any starting conditions?
I understand that during game creation you can modify some from 100% to other values, my questions are more about "what are these 100%" and if these are identical in any game.
Thank you so much,
M
--- How exactly do the bonuses from the Main Engineering work? Do they apply to each Engineering Space individually or do they apply to all of them collectively? So if I have 100x Engineering Spaces, and my Chief Engineer has a 10% bonus, is that the equivalent of 110x Engineering Spaces or is it 100x Engineering Spaces with 10% added on to each of them.
...or is there no difference between either implementation?
Rendezvous waypoints can be used with standing or conditional orders. You can probably use it to automate things in a clever way if you can think of one.
What do all the different kinds of waypoints do?
I know you can set standing orders to move to the nearest point of interest or rendezvous point, and I know you can move a fleet to a rendezvous point in the Miscellaneous tab (but not any other kind of waypoint for some reason). Is there any other functionality I don't know about? Is there any actual difference between a normal point of interest and an urgent one? Also, do you actually use any of this functionality? I never find myself needing anything but the normal and named waypoints.
Situation: I've sent a bunch of maintenance facilities to several small colonies, but did not give them MSP yet. Local mineral production is too small to provide a decent amount of MSP yet. BUT I have forgotten that many of my exploration ships have automated overhaul standing order when they exceed deployment time. And this got half of my fleet of exploration ships stranded without MSP on these small MSPless colonies trying to get overhauled.
Question: Is there a way to prevent ships from overhauling at a particular colony when standing orders are set to overhaul at colony, or do I have to manage all overhauls manually now?
I captured some Precursor ships, one of which was right next to another of their ships that I had not yet captured. The enemy ship started firing on my newly captured ship and was clearly about to destroy it, so I abandoned ship, thinking that would save my boarding parties. Unfortunately that was not the case... not a single life pod was generated when I gave the Abandon Ship order. Is that because Precursor ships are hard coded to not leave life pods? Will that be an issue with my continued use of any captured Precursor ships? I can live with that, as it makes sense from an RP perspective that Precursor ships wouldn't be designed to even HAVE lifepods, but wanted to know if that was working as intended or if it was a bug.
I captured some Precursor ships, one of which was right next to another of their ships that I had not yet captured. The enemy ship started firing on my newly captured ship and was clearly about to destroy it, so I abandoned ship, thinking that would save my boarding parties. Unfortunately that was not the case... not a single life pod was generated when I gave the Abandon Ship order. Is that because Precursor ships are hard coded to not leave life pods? Will that be an issue with my continued use of any captured Precursor ships? I can live with that, as it makes sense from an RP perspective that Precursor ships wouldn't be designed to even HAVE lifepods, but wanted to know if that was working as intended or if it was a bug.
Which support ground units should I avoid giving the avoid combat trait?
Quote from: Tavik Toth link=topic=11545. msg156194#msg156194 date=1634858456Which support ground units should I avoid giving the avoid combat trait?
Anything which does not fire in the ground combat phases.
Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air.
Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs.
Quote from: nuclearslurpee link=topic=11545. msg156195#msg156195 date=1634868844Quote from: Tavik Toth link=topic=11545. msg156194#msg156194 date=1634858456Which support ground units should I avoid giving the avoid combat trait?
Anything which does not fire in the ground combat phases.
Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air.
Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs.
Thanks! And hm, I just noticed Medium Autocannon is heavier than Medium Anti-Vehicle. Is that WAI?
Thanks! And hm, I just noticed Medium Autocannon is heavier than Medium Anti-Vehicle. Is that WAI?
Is light or medium vehicle better for bombardment weapons?
Is light or medium vehicle better for bombardment weapons?
Do construction units fortify units lower in the hierarchy if they are placed in a HQ formation?
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.
The enemy is currently fielding TONS of AA, especially when you are fighting home worlds. On top of that, it is incredibly tedious to assign and manage ground attackers, which is why I am not fielding them anymore. What is usable are bombardment ships with cheap weapons and no engine. I tugged them to the planet, but they are more or less a role play thingy only.
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.
Assuming a 5 day cycle and 365 day year (is it 360?),
I don't know the precise rules for recovering stuff.
Assuming a 5 day cycle and 365 day year (is it 360?),
In C#, 365. Uniform 30-day months was a VB6 thing.
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.
This may be a dumb question, but are your GSFs armed with fighter pod bays and are the bays loaded with suitable pods? A regular old laser cannon will not work for ground support missions.
The wiki says you need a missile fire control.
Source:Off-Topic: show
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.
How many CAS total were you using. I only bothered with 60 max because of the micro burden so that may be part of my problems with bad CAS performance.
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.
Ah. I had added the tech to my race my editing the database. Guess I'll revert that change.
That was VB6.How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.
I recall getting advanced railguns organically once and they worked but I can't recall if this was VB6 or C#.
When creating a ground unit formation template, there is a button to change the default rank required for that formation template. When clicked it brings up a window with a dropdown selection for what rank you want but it also has an unlabeled checkbox. My question is what does the checkbox do?
I just lost a ground battle, and all my orbiting warships surrendered. What happened?
So in theory a small marine scout team could cause a whole sector fleet to surrender if it goes badly. This could probably be changed to only allow the handover mechanic if there is actual population or industry at the colony surrendering. Or even better some sort of weighting formula like %-surrendering = colony-pop% of empire-pop, so it also avoids cases where you come to orbit-assist a small outpost who has only a tiny garrison.
I think a minimum of 10m pop to trigger surrender mechanics should be sufficient, as this benchmark is already used as the minimum requiring PPV so it makes some sense.Oh, that is a good point, there is a measure for protection rank already there. Maybe it just shouldn't be possible for ships to surrender once the already surrendering ships exceed the PPV value of the colony?
I think a minimum of 10m pop to trigger surrender mechanics should be sufficient, as this benchmark is already used as the minimum requiring PPV so it makes some sense.
Why should the ships in orbit surrender at all? Especially the military ones.
Seems to me a space fleet would have a planet at its mercy assuming they were fully supplied, not the other way around.
I was just wondering.
How many capabilities can you give to your infantry? It appears that you can give them all. At least the cost keeps going up.
Do unit is support position and rear echelon position benefit from Fortification or Hit modifier? Or does it depend on suported unit position? (If the support Units in Attack, then they use Hit mod and the other way around)
Does Science department module bonus apply to missiles fired from the ship to scan planetary body? Or does it only work on onboard sensors?
Do NPR ever use shields?
Do NPR ever use shields?
Yes.
can someone explain to me how the standing order "move to gas giant with sorium" works because i have a fleet with fuel harvesting ships in it and when i set this standing order is says "Fuel fleet 1 is unable to carry out its primary standing order move to gas giant with sorium as there is no suitable destination" even though it is in sol and i know for a fact there are gas giants with sorium.
thank you i checked to see if this bug had been reported and it has it has been fixed for 1. 14Quote from: knife644 link=topic=11545. msg156833#msg156833 date=1637263263can someone explain to me how the standing order "move to gas giant with sorium" works because i have a fleet with fuel harvesting ships in it and when i set this standing order is says "Fuel fleet 1 is unable to carry out its primary standing order move to gas giant with sorium as there is no suitable destination" even though it is in sol and i know for a fact there are gas giants with sorium.
This could be a bug, assuming you have surveyed said gas giants. There was a bug fix in the 1. 13 patch for this standing order as previously a fleet was able to use this to fly over to a gas giant which hadn't been surveyed, so it is possible that the bug fix introduced its own bug of the opposite flavor.
Getting back into C# now...
Am I missing something obvious or how do you SM Add Ordnance or Ship Components?
Looks like the SM Add/Edit buttons were moved from Industry tab to Civilian Economy tab where these are not handled.
I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?
Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)
Quote from: alex_brunius link=topic=11545. msg156990#msg156990 date=1637688135I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?
Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)
Not AFAIK because wealth is an empire-wide value. I suggest modifying the FCT_Race table and not telling Steve that you did. ;)
Quote from: nuclearslurpee link=topic=11545. msg156995#msg156995 date=1637688604Quote from: alex_brunius link=topic=11545. msg156990#msg156990 date=1637688135I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?
Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)
Not AFAIK because wealth is an empire-wide value. I suggest modifying the FCT_Race table and not telling Steve that you did. ;)
It doesn't work: I've tried it in one game, editing the current wealth value in the BD, but the value never stayed, it somehow reverted to what it would have been, and ignored the value I'd added. I don't know if there's some way to do it, that'd require more changes.
What DB viewer/editor are you using? Some might default to read-only or have some other less intuitive method to save changes.
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.
Quote from: nuclearslurpee link=topic=11545. msg157049#msg157049 date=1637816520
What DB viewer/editor are you using? Some might default to read-only or have some other less intuitive method to save changes.
SQLite. But I committed the changes, saved the DB, checked it was saved. . . and somehow it didn't work. Next construction cycle and it was back where it was before.
It's not the first time I've taken to editing the DB (once I found how to do it and got used to the Aurora DB structure). Though it's been a few months already. I'll try it again, it doesn't hurt to check.
I like RPing a lot, and sometimes changing some detail helps. Though the game I'm preparing right now is the first time I'll try more extensive changes (attempting to make very low tech empires more effective and easier to play).
Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.
I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)Maybe Earth orbit?
since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)Maybe Earth orbit?
Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.
I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
Ah, I see. That might complicate matters, then. Well, no big deal as long as for my write-up of everything I remain consistent. I can only imagine the potential things that would break if I outright changed the name of a mineral!Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.
I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
It's a bit involved changing names in the DB though. If all you want to do is change a component's name, there's a table for that. If you want to change a research tech or field, well, it's more complicated, and may be risky.
Ah, I see. That might complicate matters, then. Well, no big deal as long as for my write-up of everything I remain consistent. I can only imagine the potential things that would break if I outright changed the name of a mineral!
Can you tractor enemy ships? From and RP perspective I would LOVE to be able to use fast, gun-less, heavily armored "catcher" ships to hold the enemy down while I bring in slower ships with big guns to pound them.
This would also potentially open up new tactics. It would also be useful if the tug could hold the enemy ship fixed (or at least oppose their motion to make them slower), reducing their ability to dodge laser/missile fire.
Changing the name of something in the DB should never cause a problem (take this with a massive grain of salt at your own risk!!). In the DB, everything is referenced by ID numbers, the actual string values for various names are not referenced. If you change the name of "Mineral #1" from Duranium to Durasteel for instance there should not be anything in the DB that cares.
Again, grain of salt, at your own risk, etc. etc. because the DB is a complex and confusing beast which often only appears to follow any semblance of rules. ;)
since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)
If you've found where in the DB are the names of the minerals, please tell me, I did look and I never found them.
BTW I'm looking for the place where's the list of names used for newly generated species, and I haven't found it either...
On changing the names, what I meant is that for tech names, you'll need to change it in multiple tables for it to work. Even then, changing the name of a weapon tech (and probably any user-specified component), it *won't change* the generated component's name when you try to design it. So you have to write it in full every time, and it gets boring. Also, if there's a way to change the name of the group where your components end up in the ship design window, I haven't found it yet. It's twice annoying to look for my newly-designed and named subspace mortars, when I forget they must be under "mesons" ugh...
In order to edit the DB you need to close the game, make your changes in an editor and save them, and then reload the game. Changes in a DB editor will not modify the game while it is running as the game does not read from the DB except when loading the save initially.
DIM_ComponentType is one of the tables you need, you can rename mesons to subspace mortars or whatever else you want and it will use this as the category name in component design, tech window, etc.
FCT_TechSystem is the other, which changes both the tech name and the auto-generated name used when designing components. There is a second column for an optional name which is used for auto-generated naming, currently only engines and fighter pods use this but it might work for any other component type you can design if you add a name in that column for each level of the relevant tech.
Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.
Ah, it would make sense for it to be hardcoded. Not a big deal in the end; honestly I don't think my write-up is actually going to include all that many screenshots of game menus, so I won't have to edit over it or anything like that. Mostly just mild annoyance on my part.
Is there a way to have your bombardment units indiscriminately fire on any and all enemy formations or do all bombardment units in support/rear echelon have to be assigned to support a specific formation in order to attack?
Are light bombardment elements that fight on the front line less likely to be targeted by enemies?
Do they still fire on attacking enemies as if they were supporting?
If a bombardment unit is set as "non-combat," does it suffer the malus to its chance to hit when bombarding or only when it's on the frontline?
Do units with static headquarters, or really any static units, completely miss out on the ability to do breakthroughs? For example, for a tank formation with a static HQ, can the tanks still do breakthroughs?
Can static elements attack or only defend?
Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.
Worked just fine for me to change the wealth via DB edit, for me the changed wealth value persists through both economy tick and saving + closing down Aurora and opening it again.
Did you edit the "WealthPoints" column?
are you using v.1.13 as I am?
Another question.
Why is my infantry only fortifying to their base value (3) on Earth? Based on this update on Planetary Terrain (http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912) ( and on what's visible in DB in DIM_PlanetaryTerrain Table ) Temperate Forest should have a fortification modifier of 1.25 which should work as "a modifier for the max fortification level".
I was expecting them to fortify to 3.75 based on this.
Is it normal to get an autopsy research item for Precursors? I've gotten ones for other races when I've blown up their ships and then rescued survivors, but I've never actually seen any Precursor lifepods, much less picked one up. I have a screenshot if it turns out to be a previously unreported bug, but didn't want to post it here because there's no way to spoiler tag an attachment.
What are the drawbacks of using fighters as troop dropships? Is that even remotely practical? Would they need troop drop transports or just troop transports, given that fighters can freely do cargo stuff without shuttles?
Yeah, that's what I figured. Even I'm not crazy enough to try and represent an OOB that detailed; even making captain the lowest rank is pushing things. Though at least the changes for 2.0 should alleviate that a bit.What are the drawbacks of using fighters as troop dropships? Is that even remotely practical? Would they need troop drop transports or just troop transports, given that fighters can freely do cargo stuff without shuttles?
You usually need to land multiple millions of tons of ground troops to invade a planet, and fighters can carry like 250 tons each. Even if building and micro-managing that many fighters isn't a challenge, finding enough commanders to lead tens of thousand of 250-ton drop platoons will be.
Even the typical CMC is going to be defended by ~3,500 tons of dug-in troops, so you'd need a few dozen fighters to invade even a small asteroid mining base. I think maneuvering a single 50,000-ton drop transport into place is probably easier.
Apologies for the double-post, but new question. One of the things I noticed in the dev listings for STOs is that they have the option to select other STOs to target. Now, I expect this was intended to handle cases where you, say, establish a colony on a moon above a hostile planet and ship over a bunch of STOs to rain hell on your enemies, but what about a shared planet? Can STOs shoot other STOs if they share a planetary body?AFIK STO's can't target units on their own body which is WAI.
Yep, makes sense. Just wanted to be sure for the sake of considering my own campaign for 2.0. Would definitely make planetary invasions weird if you could just... ship your own counter-STOs directly to the surface.Apologies for the double-post, but new question. One of the things I noticed in the dev listings for STOs is that they have the option to select other STOs to target. Now, I expect this was intended to handle cases where you, say, establish a colony on a moon above a hostile planet and ship over a bunch of STOs to rain hell on your enemies, but what about a shared planet? Can STOs shoot other STOs if they share a planetary body?AFIK STO's can't target units on their own body which is WAI.
Large weapons shooting at targets in direct fire mode is basically covered by heavy anti-air and anti-vehicle.
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.
More to the point, the STOs in Russia cannot shoot through the Earth to blow up the STOs in the United States.
Is there any mechanical difference for setting a race as a neutral race when creating a new race on a system body (particularly if it's player-controlled), or does it just set every installation except shipyards to 0?
I read that apparently it matters whether or not the race is also an NPR, but it seems to be impossible to actually set a neutral race to be an NPR.
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.
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.
What if you SM'd them some sensor platforms so they can detect you and then force open comms?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.
What if you SM'd them some sensor platforms so they can detect you and then force open comms?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.
I've never used them, but I thought neutrals were a source of colonists only for your civilian transports not your state owned ships. Is it possible they are actually working and you just didn't notice?
Is there an easy way to make use of the more than 42 ground support fighters / orbital support that fits in the UI? ( Issue is I can't find a way to drag + drop and scroll the list at the same time )You can have multiple ground combat windows open at the same time and drag and drop between them.
Meh. They are mostly useful for getting between distant binaries imo.
1) I just realized that you can stabilize Lagrange points. Would you say it is worth the hassle of going through every high-traffic system to find opportunities, just to shave off a few days of travel?
2) I have a Battalion HQ with 10 HQ guys. Assigning stuff works just fine. But when I try to put it under a Brigade HQ (60 HQ guys) I get a message saying something about needing a higher rating. All my ground commanders have a command rating of 0, which seems somewhat low... Is there something I don't understand?Command rating doesn't do anything anymore (ignore it). However, multiple HQ units in a single formation don't stack. Instead, you need to change the HQ capacity of the unit in the design screen (it's the green number that defaults to 1000 tons). You also only need 1 such unit in the formation (multiple units decrease the chance of the commander dying if an HQ unit is destroyed, but they also increase the odds of an HQ unit being destroyed so it's a wash).
3) I found out how to manually move stuff between units. But the reinforcements checkbox doesn't seem to have any effect. When are reinforcements being sent?Reinforcements happen during the construction cycle only. The process moves units from formations that are marked as a replacement source to replace any losses in other formations on the same colony.
4) I've been neighbors with an alien race for ages. Language is understood and diplo ships are there. But our relationship is still 0. Are there some (non-spoiler) races which don't ever feel like getting friendly?The relationship you can see in the diplo screen is your opinion of them and only increases if the aliens have diplo ships with an officer with a diplo rating assigned that are hanging out where you can see them.
5) Is there a way to quickly find a system on the galaxy map when there's a hundred systems and more?Not really. You can try using the automatic path to system finder thing in the ship orders (since the systems will appear in alphabetical order), then look at the path taken to figure out where the system is.
6) Do ELINT modules stack? If so, do they stack in regard to range or point collection speed?ELINT modules stack in regards to range, but not collection speed.
7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?Delete civilian ships, muck around with automatic detection settings.
8) What determines the order in which medals are shown in the commander window?No idea.
9) I guess I could figure it out myself from the wiki documentation, but anyway:ECM makes missiles (or ships) harder to hit, as well as reducing missile fire control lock on range.
- ECM makes my missiles harder to hit (beam hit chance/ MFC range)
- ECCM makes my missiles... what? I already have ECCM on my fire controls, do I need both? On offensive missiles and AMM?
That was quick. Thanks!
Anyway, I don't quite get the command HQ system - if I can just enter any number (max. command tonnage), what's the point then?
11) With no water on a planet, terraforming is kind of pointless, right?
12) Are missile-based planetary defenses possible?
14) Can I stop e.g. fighter factories from employing millions when I don't build any fighters, other than shipping them all to the next moon?
4) I've been neighbors with an alien race for ages. Language is understood and diplo ships are there. But our relationship is still 0. Are there some (non-spoiler) races which don't ever feel like getting friendly?Very high xenophobia will essentially prevent diplomatic relations from increasing, so check your race stats.
Anyway, I don't quite get the command HQ system - if I can just enter any number (max. command tonnage), what's the point then?For Ground units, if the HQ size is lower than the unit it commands then the commander bonuses are reduced proportionally.
10) Leftover damage (after destroying a ship component) is applied "sideways" to other components, or wasted?AFIK left over damage gets applied to the next component, as determined by the DAC. Components with 0 HTK can get chain exploded, ie all the damage keeps transmitted.
11) With no water on a planet, terraforming is kind of pointless, right?It takes longer. First you add water vapour, the water vapour slowly condenses out of the atmosphere and the hydrosphere increases.
12) Are missile-based planetary defenses possible?There are no missile based PDCs or STOs. You can build stations, but you need a Naval shipyard because 'no-armour stations' can't have military components.
13) Can I scrap ground units and get minerals back?In 1.13 and lower you can delete formations but you get nothing back. In 2.0 (aka 1.14) scrapping will give you 30% of the cost and minerals back.
14) Can I stop e.g. fighter factories from employing millions when I don't build any fighters, other than shipping them all to the next moon?No, you need to move them. If it's any consolation, they do generate you wealth.
7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?Delete civilian ships, muck around with automatic detection settings.
Thanks for all the answers!7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?Delete civilian ships, muck around with automatic detection settings.
If I feel bad about deleting civvie ships - what about combining them in fleets (I just found out it's possible per drag & drop)? That should speed up things a little, no?
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?There's war going on somewhere if it has really been 2 in-game years. Though it's possible that there's a fleet stuck in a loop somewhere and/or sensor detection loop as well.
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?
Per Steve:QuoteFor C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).
My current scan of a planet shows an alien ground forces signature of 2,900tons.
Is my scanner compensating for the division by 100, or is the total signature of the ground force formation elements on the planet actually 290,000tons?
The latter. The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.
Good luck.
Sorry to resurrect a "settled" discussion, but I'm running into a situation where the numbers above don't make sense, specifically the 100x divisor on signature for ground forces. I'm seeing a Ground Forces Signature of 445,600 tons, on a Jungle planet. If that 100x divisor is still present in the signature per Steve's original post which was referenced as recently as April of 2021 in the above explanation, then I'm looking at an actual sig of 44 million tons, which accounting for fortification is probably more like 280 million tons of troops, which is... not believable. If the 100 divisor is no longer in use (and I'm not sure why it ever was, seems to just confuse the issue), then I'm looking at an army likely in the 2.8m range, which seems totally believable. Hence my question is... did that 100x divisor get removed at some point since 1.0.0?
DELETE FROM "main"."FCT_ShipyardTask" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_DamageControlQueue" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_DamagedComponent" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_FireControlAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_MissileAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_ShipCargo" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_ShipWeapon" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_Survivors" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_WeaponAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_WeaponRecharge" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_MoveOrders" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_ShipyardTask" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_Fleet" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
Maybe just change the systemID for those fleets and send them all to an arena system where they can duke it out?That is a good idea. Come to think of it I could send every problem fleet to it's homeworld. I know from futzing around with a couple changed to not be NPRs that most of those fleets are out of fuel and either trying to get home or flee to unexplored space because they belong to an empire that got very defeated in a war such that they only have their homeworld remaining and scattered defenses over 3 systems with enemy fleets running around the entirety of their current and former territory.
Thank you for your help. I'm going to start a new game with the same settings and hope for better luck. Moving the fleets to their capitals fixed the 2 hour time increments but introduced a null reference every 5 days (or every time increment, whichever was less) implying something in a construction tick is screwed up. After a lot of futzing I found that there is one troop transport fleet I can move by itself to fix the 2 hour increments, but even just moving the one fleet within the system caused the null reference on construction tick, thus implying I have seriously broken something else in the database and that behavior can be replicated all the way back to my oldest database backup.
I am very tempted to write myself a tool to monitor the FleetHistory table for a fleet jumping back and forth 3 times in 12 hours and alert me. But I am not sure if that would break the rule against modding.
Any way to disable "night mode", that is, get the screens to stop being dark with light text and go back to white backgrounds with black text?The only thing you can do is go to the approved mods section and have a look for something there.
Any quicker way of giving all techs under "x" cost with Space Master mode? I vaguely recall it was possible in the VB version, but only seem to be able to do tech by tech in C#.Unfortunately this feature hasn't been added to C#, you'll have to do each tech individually.
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!
Second question, is there an easy way to compare lasers and see damages dealt at various ranges? Trying to compare Lasers to Particle Beams; the laser range is farther than my Beam Fire Control range even at 4x, so trying to see how much damage falloff will have occurred for the large laser at the max range of my fire controls.
Thanks!
I found on wiki, that Genetic Modification Centre was not implemented in 1. 12 and I can't find any post about implementing it in 1. 13. Additionally I can't find any button in game, that would allow to use it (I can build it, but can't use it)>It's still not implemented. Currently there's no indication when it will be re-added.
So is it not implemented in 1. 13 yet, or I'm just an idiot, that can't find the way of using it?
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!
Second question, is there an easy way to compare lasers and see damages dealt at various ranges? Trying to compare Lasers to Particle Beams; the laser range is farther than my Beam Fire Control range even at 4x, so trying to see how much damage falloff will have occurred for the large laser at the max range of my fire controls.
Thanks!
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!
Motherships will automatically resupply ships in hangars, in the same way as automated refueling.
Sorry to spam the thread but it's been very helpful!
So I'm working to open diplomatic relations for basically the first time in Aurora and it seems to be working, but had a question. I found an NPR in their home system, and was able to establish communications and have my scout ship leave before they fired at it (once comms were established they quickly demanded I leave or be fired upon).
In the next system over from them, I have a few size 1 Security Buoys with Active Sensors on each known jump point, and I saw the NPR jumped a few ships of their own into the system and left them sitting on the jump point. I've sent a 7,000 ton civilian Diplomatic Ship (with DIP module and size 1 passive thermal/em sensors) over to that system to also sit on the jump point, and diplomatic contact was established with an Ambassador of one of the ships on the jump point, with slow DR gains each day.
However, each day I gain DR, I do also get a message from the NPR requesting that my ships leave the system as the NPR has claimed it. Are they asking for my diplomatic ship to leave, or are they complaining about the Security Buoys? As far as I can tell the NPR hasn't gone farther towards me than the system they are asking me to leave, and I'm not sure if a way was added in C# Aurora to destroy missile salvos if that's their complaint. I'd prefer to keep building DR with them but also don't want them to eventually get fed up and turn on me for not sending the diplomatic ship away.
Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.
EDIT: Additional question, I've found a new NPR that's in two different systems where communication efforts are stalled because the NPR "refused to communicate." I thought this may just mean precursors, but thus far while they flew some ships over to my survey ship they haven't yet opened fire. Do some NPRs just not want to talk?
How fast does refuelling in hangers happen and does it improve with tech?
Another (probably dumb) question:
There are some techs, that you can only get from ancient ruins.
My question is: How you get the tech?
Is it retrived like installations?
Or I will get components, that I have to disassemble?
...This is why in some cases it is better to design a special ship solely to use high-tech components that you only have one piece of, as you're unlikely to gain any significant tech boost but a scout ship that extends your sensor range or a brawler ship that has lot more advanced beam weapons can be quite useful.
I think this is a bug which has been corrected in the unreleased v2.0:Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.
You should be okay as long as you haven't got any other ships in the system that would generate a of threat rating. However, if the system isn't terribly important to you it is probably worth giving it up if you want to foster continued good relations with the aliens as NPRs like a buffer around their home systems for obvious reasons.
Well, until I saw your reply I had left the Diplo Ship there as event reports showed my DR climbing to over 180. I sat down this morning, read your reply, advanced time and in the very next time increment the NPR began launching missiles at my Diplo Ship. Ske-daddling to the next system over!
EDIT: I had two races I was establishing diplomatic contact with with diplomatic ships; I decided to open up the DB to see what they thought of me. The one I had DR 180 with and opened fire on me was indeed at -101, and the one I had built up to have DR 402 with (the longest-contacted race) only is DR 28 with me. Is there another way to build DR without triggering the request leave warning hits?
...This is why in some cases it is better to design a special ship solely to use high-tech components that you only have one piece of, as you're unlikely to gain any significant tech boost but a scout ship that extends your sensor range or a brawler ship that has lot more advanced beam weapons can be quite useful.
How to do it exactly?
Is the only way to get units to fortify above their SF value is by having construction vehicles either in the formation itself, or somewhere above the unit in the hierarchy? I thought I had read that units could leverage construction factories, or other construction ground units on the planet to fortify, even if not within the hierarchy.
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level.
I have a garrison on a ruins planet with a top-level Division HQ formation, with some support artillery attached to the DHQ directly, and 3 Brigades (one Garrison w/ Static units, one Assault w/ Vehicle and Inf units, one Construction/Xeno/GeoSurvey) under the DHQ, each with 4 battalions. The Con/Xeno/Geo brigade battalions AND the brigade HQ formations all fortified to the max Fortification value of 6, but neither the Garrison or Assault brigades ever went above their SF value. As a test I moved all the construction battalions on the planet (5 total) to be attached directly to the DHQ formation; now the Assault Brigade fortification values are going above the SF value, but the Garrison brigade units remain locked at their SF max.
Thanks for continuing to be such a help! Really appreciate it, felt like I knew a lot about Aurora but constantly finding new things or items I never even tried out in VB6.
Along those lines, is there any additional diplomatic levels above once an NPR shares research with you? Is there ever a point at which they would share colony locations, class designs, or even shared vision?
Thanks again!
How does trade with NPRs work? I've allowed trade with an NPR who I am Allied status with and who's homeworld is ~4 jumps from mine, and they've also allowed trade with me. However, as best as I can tell, no civilian trade is occurring between our planets. My civilian freighters, who have no contracts from me to transport installations, are sitting idle on my capital, and I haven't seen any freighters of the NPR visit my homeworld.
Also referencing standing orders, is there a way to make exploration ships auto-jump through unexplored jump points?
Is there a way for me to build my own freighter and set up standing or cycling orders to exchange trade goods?No, that's not possible at the moment. Only civilian shipping lines can do trade goods and ergo, only they can do trade with NPRs. As nuclearslurpee said, you need stabilized jump points in every system between your colonies and their colonies before your civilians will start trading with them. AI usually is quite aggressive in stabilizing JP's so if the network doesn't exist yet, it will soon. In fact, in one game Steve wrote about here, his civilians discovered the NPR home world by 'accident' via trade.
I'm in yet another brush with Precursors and I've fired a few missile salvos. The first, my usual size 10 ASM, worked like it should and went boom. Then my fighters and later my destroyers launched more salvos with two types of my size 8 el-cheapo ASMs. Which have worked against Precursors before, one of them even carrying the same second stage as the size 10 type.
This time they just disappeared. They reached separation range, separated, closed the remaining distance and then vanished. Every time. No sign of defensive fire, no hidden messages in the log.
Yes, the targets are well in sight of plenty of active sensors, missile range and fire control ranges are a multiple of the actual range to these targets. What's wrong here?
I have captured a few enemy colony ships with colonists on board. How do I get rid of them. My game won't let me land them on a world with a different race it says.
I have captured a few enemy colony ships with colonists on board. How do I get rid of them. My game won't let me land them on a world with a different race it says.
Each colony on a world can only contain population of a single race. You need a colony of the correct race to drop them off at. It’s been quite a while, but as I recall once you have multiple species in your empire you are supposed to be able to choose what race a newly–created colony is for.
I am having land battles for first time.
My troops on enemy moon have 0% supplies after I won. I need to attack another moon. How can I resupply?
Usually, ships/fleets ordered to move to other ships/fleets in motion will attempt to plot a straight-line course which will intercept the target, and will re-evaluate this course at the increment (or sub-increment, I'm not sure exactly which). In this case, since TK Tennessee has orders to move, TK Minnesota would try to plot a course to intercept. However, since TK Tennessee has no fuel it is not actually able to move, so my guess is that this is confusing TK Minnesota into the odd behavior you are observing.
To solve this problem you should probably cancel the orders for TK Tennessee until it has received fuel (this will also prevent it from moving away as soon as it received fuel, but before it is fully refueled). If the orders are quite complicated and you don't want to re-issue them, saving them to an Order Template temporarily can be used to get around this.
This would make sense however if you pay attention the Tennessee is moving to the JP which means it's going to go right, so I would expect Minnesota to curve right but instead it curves leftwards, which is the opposite of an intercept.
This is why I said that TK Minnesota appears to be confused by the out-of-fuel status of TK Tennessee, since she appears to be trying to intercept TK Tennessee as if the latter were flying backwards. I don't think the out-of-fuel behavior is terribly well-refined, which is understandable since the "proper" way to handle that status should be to rescind orders and wait for refueling (as, again, you otherwise run into problems with the refuel target not holding still anyways).I see the same phenomenon when trying to intercept enemies all the time too, which, -even though they don't use fuel at all-, are well capable of flying. Sometimes the intercept is not correctly plotted to the hypothetical meeting point given constant velocities, but instead it follows a curve.
I see the same phenomenon when trying to intercept enemies all the time too, which, -even though they don't use fuel at all-, are well capable of flying. Sometimes the intercept is not correctly plotted to the hypothetical meeting point given constant velocities, but instead it follows a curve.
I think I have even seen it while going towards some faster celestial bodies in some cases, though I might be misremembering.
Why that is happening in some cases and not others I have not been looking into so much, but if nobody else can explain it here, I guess I will look out a bit more.
Sword class Missile Frigate 5.974 tons 42 Crew 536 BP TCS 119 TH 90 EM 0
753 km/s Armour 1-29 Shields 0-0 HTK 49 Sensors 0/0/0/0 DCR 1 PPV 75,6
Maint Life 2,08 Years MSP 156 AFR 285% IFR 4,0% 1YR 48 5YR 723 Max Repair 100 MSP
Magazine 504
Captain Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
Loken Aircraft Engine Co Ion Drive EP45,00 (2) Power 90 Fuel Use 14,58% Signature 45 Explosion 5%
Fuel Capacity 150.000 Litres Range 31 billion km (476 days at full power)
Invictus & Brom Size 14 Box Launcher (36) Missile Size: 14 Hangar Reload 187 minutes MF Reload 31 hours
Avitus Sensor Systems Missile Fire Control FC57-R100 (1) Range 57,4m km Resolution 100
Styphus Kinetics Scorpion Mine S14 (36) Speed: 0 km/s End: 12,5m Range: 11,8m km WH: 0 Size: 14 TH: 0/0/0
Ortan-Ectellion Auspex I AS64-R100 (1) GPS 10000 Range 64,1m km Resolution 100
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
Missile Size: 11,95 MSP (29,875 Tons) Warhead: 9 Radiation Damage: 9 Manoeuvre Rating: 18
Speed: 15.732 km/s Fuel: 625 Flight Time: 13 minutes Range: 11,81m km
Active Sensor Strength: 1,2 EM Sensitivity Modifier: 6
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 7.026.798 km
Cost Per Missile: 10,838 Development Cost: 1.084
Chance to Hit: 1k km/s 283,2% 3k km/s 94,4% 5k km/s 56,6% 10k km/s 28,3%
Missile Size: 13,916 MSP (34,7900 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 625 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 13 minutes 2nd Stage Range: 11,76m km
Thermal Sensor Strength: 0,48 Detect Sig Strength 1000: 5.477.226 km
Cost Per Missile: 11,286 Development Cost: 1.129
Second Stage: Styphus Kinetics Sting ASM D9 S12 R6.4b x1
Second Stage Separation Range: 150.000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
"Each production cycle, an Construction Brigade has a chance to make a recovery roll on an installation. If this roll is unsuccessful, nothing happens. If it is successful, then there is a chance that the facility they recover is unable to be repaired. The chance of this happening determined by taking a random roll from 1-200 and comparing it to 200 - (Construction Brigade Morale + Xenology Bonus of the Brigade commander).
For example, a new Construction Brigade with morale of 100 and a Xenology bonus of 5% should have a success rate of (200 - (100 + 5))=95 versus a 1-200 roll, or about 52%. Since Construction Brigades can gain morale and bonus increase with each successful recovery, a seasoned Construction Brigade with morale of 118 and bonus of 22% might have a success rate of (200 - (118 + 22))=60 versus a 1-200 roll, or about 70%
Total number of construction units (modules) matters, how many formations they are in doesn't matter.
For beam sluggers, while alpha strike and range-sniping are both important, DPS is the king. You can't rely on shock damage to take out an enemy, though when it happens it's fantastic. So first figure out which weapon gives you the highest damage over 30 seconds and 1 minute of firing. Use as many of those as you can fit. But do put in a spinal weapon - since you can only have one anyway. Plus, if you do need to kite/snipe, that's the weapon to do it with and if you go for close-range, it'll help punching a hole in enemy armour when you save it until you're close enough.
Does the size of a construction company (i.e. how many construction modules are in the overall force) influence ruin recover rate/success chance? Per the Wiki it does not, but that was written before C# and the elimination of "Teams" and introduction of construction units.
What are rules of thumb for figuring out how big to make the beam weapons on your beam ships?
I try to get the largest I possibly can on a craft, even if it mean I can only mount one as I assume range will make my ships more safe and a bigger gun will make fights end quicker. But if they miss, its devastating.
So always use spinal weapons even if you can only fit one?Yes, if you are researching lasers. If you're not researching lasers at all, then it's not worth it, of course. Note that while nuclearslurpee brings up very useful points to consider, a sobering fact is that max-range beam weapons generally suffer from awful accuracy. This tends to degrade the value of alpha strikes, even at JP assaults. While on paper it might look like your battleship can knock out an enemy ship immediately with its alpha strike, unless you save your weapons until you reach point blank range, it's far more likely that your big guns will miss the first time the fire, and then their capacitors will spend 20-40 seconds recharging while your enemy blasts you to smithereens with their 5- / 10-second weapons.
Trafalgar class Surveillance Cruiser 60,000 tons 2,033 Crew 64,721.1 BP TCS 6 TH 200 EM 0
16666 km/s JR 3-50 Armour 1-136 Shields 0-0 HTK 487 Sensors 375/756/0/0 DCR 142 PPV 0
Maint Life 3.19 Years MSP 96,070 AFR 202% IFR 2.8% 1YR 14,225 5YR 213,376 Max Repair 40000 MSP
Leftenant Colonel Control Rating 1 BRG
Intended Deployment Time: 36 months Morale Check Required
Blaydes Kinetics J60000(3-50) Military Jump Drive Max Ship Size 60000 tons Distance 50k km Squadron Size 3
Langeveld Marine Photonic Drive EP20000.00 (1) Power 20000 Fuel Use 2.24% Signature 200.00 Explosion 10%
Fuel Capacity 1,500,000 Litres Range 201.2 billion km (139 days at full power)
Maslin-Augsburger CIWS-1000 (2x16) Range 1000 km TS: 100,000 km/s ROF 5
Barbato-Thruman Thermal Sensor TH5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Barbato-Thruman EM Sensor EM10-750 (5%) (1) Sensitivity 750 Detect Sig Strength 1000: 216.5m km
ELINT Module (54) Sensitivity 756 Detect Sig Strength 1000: 217.4m km
Cloaking Device: Class cross-section reduced to 0.500% of normal
ECM 100
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
How is Intelligence Point (IP) generation calculated?
[...]
Is it related to racial characteristics, or should IP just be generating?
Is there an easy way
besides digging into the database to enable/disable interrupting automated turns for different event types?
Is there a list somewhere here for Youtube (or Elsewhere) gameplay videos for Aurora, not Tutorials, but Lets play or gameplay videos?
Is there a list somewhere here for Youtube (or Elsewhere) gameplay videos for Aurora, not Tutorials, but Lets play or gameplay videos?
There is list of various creators: http://aurora2.pentarch.org/index.php?topic=11116.0
Or this is topic with videos from SpaceMarine, including lets play videos: http://aurora2.pentarch.org/index.php?topic=11003.0
How do I bombard an enemy planet? I've got a fleet armed with missiles a few million kms out. I can't detect ground forces, since they would start hitting me if I moved in closer. How can I order my fleet to open fire at the planet? Do I use the "launch ready ordnance" command? Many thanks!
Edit: My ELINT ship can see multiple ground targets and STOs. . . I still can't target any of them in ship combat or via move orders. . . what do I do? I want to bombard the planet from a safe distance instead of having my troop transports shot out of the sky with STO. . . .
Also, do I need to use the "Unit Series" tab?
Quote from: CaiusIuliusCaesar link=topic=11545. msg158424#msg158424 date=1643592743Also, do I need to use the "Unit Series" tab?
Yes. The Unit Series system is designed to allow replacing losses with any unit in the same series, which is cool and useful, but it does have the annoying downside that you need to put every unit into a series even if that unit is the only one of its type you have developed so far, e. g. , at the start of the game.
Generally, how many PDs do you want slaved to a single FC? If I have the room, I do 2 per turret which is generally quad-sized.
Unfortunately, the system currently does not replenish formations back to 100% supply - instead they will just automatically consume available supply units during combat. The supply column will always show 0%
This has been brought up repeatedly in Suggestions so hopefully Steve will change it for the next version.
Unfortunately, the system currently does not replenish formations back to 100% supply - instead they will just automatically consume available supply units during combat. The supply column will always show 0%
This has been brought up repeatedly in Suggestions so hopefully Steve will change it for the next version.
Is it somehow possible to add custom name themes?
I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them. Does anyone know?
What is the purpose of being able to have ground units support each other? Is there an advantage to have, let's say, a armored brigade support by an infantry brigade or vice versa instead of having them both just fight on the frontline?
Quote from: maeby link=topic=11545. msg158479#msg158479 date=1643753966Is it somehow possible to add custom name themes?
I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them. Does anyone know?
The text to the left of the 'Add Name Theme button explains what is needed: "Click button, enter theme name, then select text file with one name per line"
Quote from: Steve Walmsley link=topic=11545. msg158481#msg158481 date=1643756228Quote from: maeby link=topic=11545. msg158479#msg158479 date=1643753966Is it somehow possible to add custom name themes?
I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them. Does anyone know?
The text to the left of the 'Add Name Theme button explains what is needed: "Click button, enter theme name, then select text file with one name per line"
Oh I see, it adds a class name theme. I looked for it in the race name section, couldn't find it and just assumed I did it wrong. So, I reckon there is no option to add a character name theme?
Thanks for this amazing game btw!
If only they automatically grouped under the HQ when built
Press Shift when clicking Ground Unit window button and it'll open a new instance - you can drag them between the two.
I wouldn't use 100-ton marine squads at all - go with 500-tons per assault shuttle, for example. That also reduces the amount of micro needed and will ensure victory when boarding.
I usually have a three tier Marine hierarchy which goes from Fleet, task-force and ship HQ.
The Fleet HQ is often stationed on a planet unless the whole Marine Division are doing a joint operation. Task-force command is often on an Assault carrier and part of the actual task-force. Each ship have their own HQ based on the number of Marines on them, that can be anything from 100ton security forces to 500t assault elements or 2500t company element for ground operations.
I was hesitant to use an HQ with my marines because a) 95% of them will die anyways, b) I read somewhere that HQ officer bonuses do not properly apply to very small squads (that might have been an old thread though, and I can't seem to find it anymore) and even if c) they take up precious space in my carrier, that would ideally be stuffed with more marines ready for boarding. Do you think it is still worth it? I feel like I am kind of sleeping on officer bonuses and managment in general.
An officer in command of a boarding party is also very likely to get killed as those tend to suffer a lot of casualties
And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...
create a "dummy command" have all units that you want to load under said commandHow does one do this without designing, researching, and building a tual HQ units? Is there a way to create free commands like this to fold units under for organizational and transports purposes?
I've got orbital habitats around Earth to boost maximum workers. One question though: I see two pop growth values (surface and habitats). Which one is applied? Are the two populations (ground and orbit) growing independent of one another? How can I tell how many people live on the habitats? Many thanks!Orbital habitats are not needed at habitable worlds (colony cost 0). (The possible edge cases are you reach the planet population capacity or unless you have to deal with dust in the atmosphere or you have one of the starting disasters)
And another one:If you group the units into a hierarchy in the Ground Forces window, you can load all the units using a single order.
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...
create a "dummy command" have all units that you want to load under said commandHow does one do this without designing, researching, and building a tual HQ units? Is there a way to create free commands like this to fold units under for organizational and transports purposes?
And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...
create a "dummy command" have all units that you want to load under said command, and when you go lot load the units, make sure you select "load-subunits" (or something to that effect). As long as the transport is big enough to hold all the units, they will all be loaded.
Here is a weird question. If you are playing a Real Stars game - what happens if you run out of system names i.e. every system in the list is generated? Will the game just generate new random systems or are you done exploring?
You're not going to run out of system names. The list is too long.
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?
--- Yes, but only if deployed as a second stage.
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?
--- Yes, but only if deployed as a second stage.
This is wrong.
An engineless missile, if you move to, say, a jump point and trigger the "launch ready ordnance" command, will stay on site forever. Doesn't need to be a second stage.
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?
Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?
Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?Sometimes it's better to have something stationary rather than something that can end up in an off position of a jump point or a colony due to its own orbit.
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?Sometimes it's better to have something stationary rather than something that can end up in an off position of a jump point or a colony due to its own orbit.
Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?
I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?
I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.
It is not difficult actually. The types of engines represented in Aurora, at least through fusion tier, are essentially rocket engines which means they need some kind of propellant which can be expelled out the back end to provide delta-V. The giant fission/fusion reactor that makes up the engine essentially serves as a mechanism to expel that propellant out the back end with as much force as possible. In some engine designs the fuel and propellant may be the same things, in other cases they might be different materials.
In this sense maybe calling the refined sorium "fuel" is a misnomer but by now it is what it is.
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.I had no problems doing the exact same thing in my previous game.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?If the setting and/or mechanics of the game are causing you distress, you should stop playing and find something else to do.
I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
Yes I have... Maybe it's a bug, I took screenshots:How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
--- Have you tried hitting the "Open Fire" button?
Missile Size: 2.9988 MSP (7.49700 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 12
Speed: 5,002 km/s Fuel: 140 1st Stage Flight Time: 19 hours 1st Stage Range: 345.3m km
2nd Stage Flight Time: 1 seconds 2nd Stage Range: 0k km
Cost Per Missile: 1.15824 Development Cost: 116
Second Stage: Vandis Electronics Vox Sensor Buoy R100-5m x1
Second Stage Separation Range: 0 km
Chance to Hit: 1k km/s 60.0% 3k km/s 20.0% 5k km/s 12.0% 10k km/s 6.0%
And here's the sensor buoy itself:Missile Size: 2.055 MSP (5.1375 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 0 Flight Time: 1 seconds Range: 0 km
EM Sensor Strength: 0.52 Detect Sig Strength 1000: 5,700,877 km
Cost Per Missile: 0.832 Development Cost: 83
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Orcus Electronics Missile Fire Control FC15-R1
Resolution 1 Range vs 50 ton object (or larger) Range 15.5m km MCR 1.4m km
Range vs 1000 ton object 15.5m km
Range vs 250 ton object 15.5m km
Signature vs Passive Detection: 38
Cost 37.8 Size 90 tons Crew 4 HTK 1
Yes I have... Maybe it's a bug, I took screenshots:How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
--- Have you tried hitting the "Open Fire" button?
So, we can see the GSV Zeus sitting right on top of the waypoint I want to fire at. We can also see that the FC is set to open fire and has the waypoint as a target.
Here's the design of the torpedo carrying the sensor buoy:Code: [Select]Missile Size: 2.9988 MSP (7.49700 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 12
And here's the sensor buoy itself:
Speed: 5,002 km/s Fuel: 140 1st Stage Flight Time: 19 hours 1st Stage Range: 345.3m km
2nd Stage Flight Time: 1 seconds 2nd Stage Range: 0k km
Cost Per Missile: 1.15824 Development Cost: 116
Second Stage: Vandis Electronics Vox Sensor Buoy R100-5m x1
Second Stage Separation Range: 0 km
Chance to Hit: 1k km/s 60.0% 3k km/s 20.0% 5k km/s 12.0% 10k km/s 6.0%Code: [Select]Missile Size: 2.055 MSP (5.1375 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 0 Flight Time: 1 seconds Range: 0 km
EM Sensor Strength: 0.52 Detect Sig Strength 1000: 5,700,877 km
Cost Per Missile: 0.832 Development Cost: 83
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Last but not least, the FC used:Code: [Select]Orcus Electronics Missile Fire Control FC15-R1
Resolution 1 Range vs 50 ton object (or larger) Range 15.5m km MCR 1.4m km
Range vs 1000 ton object 15.5m km
Range vs 250 ton object 15.5m km
Signature vs Passive Detection: 38
Cost 37.8 Size 90 tons Crew 4 HTK 1
I really don't know what's going on... please have a look dear veterans :(
--- Ya gotta load the tube. :P Click & Drag the missile to the launcher to load it.
Not really a game specific question.I suppose it would entirely depend on the properties of these new, magical materials. TN materials are only that because they behave under classical Newtonian physics in situations where they have no business doing so. Whatever other materials can be thrown into the game would have to have properties that go beyond even that, and then once those details are worked out can a name be derived from the results.
But in game, if you have a conventional start. The general assumption is that your species discovers and begins researching TransNewtonian materials (like Duranium and Sorium), and integrates them in everything form industry to ship design. Before this, your species one would assume builds most of their stuff out of traditional/conventional Newtonian materials.
Assuming that after you maxed out the research tree, a new option came available. After decades possibly centuries of exploring the stars and interacting with other spacefaring races... a new material was discovered. One that was so worldchanging, it was like TNs were to your conventional race.
The hell would you call them? SuperNewtonian? SubNewtonian? PostNewtonian?
--- Ya gotta load the tube. :P Click & Drag the missile to the launcher to load it.
Hey guys, sorry to ask again. For some reason, the clock in my game only advanced by 2 hours per increment now. . . No I idea why :'(
There's no ship combat happening, I can't spot any hostiles. No matter what I select in pulse and sub-pulse, it seems to be locked to 2 hours per pulse. Any idea why that might be?
Cheers!
Check all fire controls.
Check all fire controls.
Quote from: CaiusIuliusCaesar link=topic=11545. msg158742#msg158742 date=1644715690Hey guys, sorry to ask again. For some reason, the clock in my game only advanced by 2 hours per increment now. . . No I idea why :'(
There's no ship combat happening, I can't spot any hostiles. No matter what I select in pulse and sub-pulse, it seems to be locked to 2 hours per pulse. Any idea why that might be?
Cheers!
You may have a couple NPR ships playing "tag" through a jump point. One is trying to flee from the other by jumping, the other pursues it, round and round we go infinitely. Thankfully this should be strongly mitigated in 2. 0, but for now your only real recourse is to crack open the database, look at the FCT_GameLog table, sort the table by time and look at the most recent events. If you see a couple fleets repeatedly transiting through the same two JP's, you may have found the culprit. By altering the database entry for one of those fleetss (offset it's X or Y axis coordinates by some large number, for this look in FCT_Fleet) you can often break the loop.
Right, I was thinking that if he clicked 30-day turns, game might do 2-hours instead of 5-sec increment but yeah apparently that's not the case.Check all fire controls.
Active fire controls always trigger the 5-second (i.e., combat) increments, IIRC. The post above is probably it as NPRs playing with JPs is usually what causes infinite minimum increments and gives good advice.
Ok, will do so. How do I open the database? Is it a SQL db?Yes, SQLite specifically. Something like [urlhttps://sqlitebrowser.org/]DB Browser for SQLite[/url] will do the job.
Ok, will do so. How do I open the database? Is it a SQL db?To piggyback on what Nuclearslurpee recommended - and I too use the utility he linked - here's a detailed breakdown of what you'd do if you use that utility:
Quote from: CaiusIuliusCaesarOk, will do so. How do I open the database? Is it a SQL db?To piggyback on what Nuclearslurpee recommended - and I too use the utility he linked - here's a detailed breakdown of what you'd do if you use that utility:
NOTE: Before you do this, be sure to make a copy of your existing DB in case something goes wrong, you make a mistake, etc. This *shouldn't* cause any problems with your game, but I'm not an expert.
- Open the DB Browser for SQLite program
- File > Open Database > navigate to, select and open your AuroraDB. db
- Near the top left you'll see a tab that says "Browse Data". Click it.
- Slightly below that you'll see Table: with a drop-down selection box next to it. Go into that.
- Scroll down to FCT_FleetLog and select it. Click on the "GameTime" header to sort the list in descending order.
- Scroll down to the very bottom of the page. Under the heading of Description you can see every fleet action that's been carried out for all empires in the game, including NPR's.
- You should see a message that says something along the lines of "JP3: Midgard: Standard Transit" (The JP number and name will of course be different for your game)
- Look for repeating messages of this sort in close succession. You might see "JP3: Midgard: Standard Transit" repeated twice, then "JP1: Jotunheim: Standard Transit" repeated twice, with two different FleetID's in the FleetID column. This pattern should be repeated over and over. This will indicate which fleets are (likely) to be the issue.
- Write down one of the associated FleetID's. Now switch your table from FCT_FleetLog to FCT_Fleet. Sort by FleetID at the top, and navigate to the row with the fleet corresponding to the one you wrote down.
- Scroll to the right until you find the column labeled "Xcor" and "Ycor". These will probably be a very large number, in the 10's or 100's of millions.
- Here's where you fix the problem: For the relevant FleetID, increase or decrease the Xcor or Ycor by some arbitrary large number, add 50,000,000 to one of them, for example.
- Once that's done, File > Save All and you should have your increment problem fixed.
CJ Niagara Falls III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Niagara Falls III 005 is unable to carry out its primary standing order: Join Operational Group
...
CJ Niagara Falls III 010 is unable to carry out its primary standing order: Join Operational Group
So I checked the DB. The actual problem doesn't seem to have to do with jump points. The log entry that keeps on repeating is:That shouldn't be causing your shortened increments. I've had NPR ships caught in those exact kinds of loops before according to the game logs, but without any interruption to normal play.Code: [Select]CJ Niagara Falls III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Niagara Falls III 005 is unable to carry out its primary standing order: Join Operational Group
...
CJ Niagara Falls III 010 is unable to carry out its primary standing order: Join Operational Group
I mean I could try to just delete the ships (how would I do that, btw?), but I'd rather not damage the NPR's ships in any way. Is there any other solution?
Many thanks!
--- If I build a GSF with shields and it takes AA fire, does the shield function against it like it would normal ship to ship fire or does Ground-Based AA bypass shields? Does ECM lower the to-hit chance of enemy Ground AA as well?
--- If I build a GSF with shields and it takes AA fire, does the shield function against it like it would normal ship to ship fire or does Ground-Based AA bypass shields? Does ECM lower the to-hit chance of enemy Ground AA as well?
Shields will work, since ground AA damage is applied as normal damage with the gradient-1 (missile/plasma) damage profile. ECM I don't think works since ground AA does not have a corresponding ECCM capability.
--- Do you happen to know if shield recharge is counted across the 8-hour ground combat span? Basically, do shields provide protection equal to their listed shield strength or do they provide protection equal to eight hours' worth of shields. I mean, a 1 strength shield with a 30 second recharge would provide 960 shields over eight hours, so that'd end up being a lot of survivability tbh...
What happens if my nation does not have enough wealth and stays on the negative?
Modifiers
- Economic Production Modifier (EPM): If a race is using deficit spending (i.e. its wealth is lower than zero), then any installations that use resources operate at a lower output, based on the size of the deficit compared to an Empire’s annual wealth production. The EPM shows the percentage of normal output.
So I found 1200 abandoned installations on Callisto. Now I've had two divisions of xeno teams and two construction divisions on the planet for about a decade now and nothing happens.. Do I need to order the troops to do something?
Every division is 10.000 tons of troops in this playthrough. I guess I'll build a few more divisions, then...
I actually think that the chance of surveying a ruin is also based on the overall number of installations and 1200 is on the large size. So it might just be a good idea to bring more xeno surveyors to the site.
I was looking at my civilian administrators and lamenting that I have a grand total of 4 who have an admin rating of 5 or higher (two at 7, one each at 6 and 5). By contrast I have 39 who have an admin rating of 4 or lower. :P
If I have an academy led by a civilian administrator, does he/she give graduates a re-roll for their admin rating? If so what admin rating is needed to get the re-roll?
On a related note, can scientists get a re-roll for their research admin rating? This is more likely to be relevant for people playing with the new optional lower limits on research admin.
I was looking at my civilian administrators and lamenting that I have a grand total of 4 who have an admin rating of 5 or higher (two at 7, one each at 6 and 5). By contrast I have 39 who have an admin rating of 4 or lower. :P
If I have an academy led by a civilian administrator, does he/she give graduates a re-roll for their admin rating? If so what admin rating is needed to get the re-roll?
On a related note, can scientists get a re-roll for their research admin rating? This is more likely to be relevant for people playing with the new optional lower limits on research admin.
Unsure on the questions asked - I think there should be a re-roll but those skills are a bit odd.
However I would like to note that it would be nice if civilian admins actually improved their admin rating over time, like a promotion of sorts. It's weird that "ability to manage millions of people" is not a skill that improves with practice.
I'm building my first light cruiser size (22K tons) warships in C# and have some shields questions. I'm at Epsilon, regen 3, max size 20. Do shield generators stack like they did in VB? re: If i wanted more than 85 shield strength could I slap on a second? Due to the strength increase given to larger generators I assume there is no reason to build multiple generators until I hit the max size limit. I know engines should be around 30-40% of the ship mass but is there a rule of thumb on how much armor/shield a beam ship should carry? I'm at Internal Fusion and currently researching 15k-30k cost military techs. In VB I was missile-heavy and only put the minimum shields on the ships - 1 or 2 missile's worth of damage absorbed to handle whatever leaked through the AMM and point defense. This run I'm focusing on laser for offense and gauss for defense (12 lasers, 6 twin gauss turrets) so I expect my ships will have to take some abuse before they get in range.
Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.
I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.
I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.
I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I can confirm that administrators can get promotion, it should be visible in the table where officer history is shown (not sure what is the exact name, do not have Aurora at hand).
Edit: I checked my game and unfortunately promotion of administrators is not shown in their history in Commanders window.
I am probably blind, but can I somehow change my shipyards with the spacemaster mode?
--- Shields do in fact stack like in VB6, however while larger shields have more power per Hull Size, they lack the regeneration rate of smaller shields, so it's a trade-off. However, this matters more at higher tech levels that you are at... As for stacking only when at max size, there is also the fact that multiple shield generators regenerate concurrently and provide some redundancy if one or two get shot out.What you mean about the regeneration rate? isn't regeneration lineal to size?
--- Shields do in fact stack like in VB6, however while larger shields have more power per Hull Size, they lack the regeneration rate of smaller shields, so it's a trade-off. However, this matters more at higher tech levels that you are at... As for stacking only when at max size, there is also the fact that multiple shield generators regenerate concurrently and provide some redundancy if one or two get shot out.What you mean about the regeneration rate? isn't regeneration lineal to size?
Generator A: Gamma S7 / R210 Shields
Shield Strength 7
Recharge Rate 10 Recharge Time 210
Cost 17 Crew 5 HTK 2
Size 5 HS (250 tons)Development Cost 291 RP
Generator B: Gamma S20 / R300 Shields
Shield Strength 20
Recharge Rate 20 Recharge Time 300
Cost 40 Crew 10 HTK 3
Size 10 HS (500 tons)Development Cost 447 RP
I thought shield regen was fixed per generator, so it would increase linearly with number of shield generators.
But apparently I'm wrong. :P
Using Gamma shield tech and RR2 (8k RP)Code: [Select]Generator A: Gamma S7 / R210 Shields
Shield Strength 7
Recharge Rate 10 Recharge Time 210
Cost 17 Crew 5 HTK 2
Size 5 HS (250 tons)Development Cost 291 RPCode: [Select]Generator B: Gamma S20 / R300 Shields
Shield Strength 20
Recharge Rate 20 Recharge Time 300
Cost 40 Crew 10 HTK 3
Size 10 HS (500 tons)Development Cost 447 RP
If you calculate the time to gain 1 point of strength you get 30 seconds for A, and 15 seconds for B, so two copies of generator A regenerates the same amount as a single copy of generator B.
RIP my treatise on the use of multiple shield generators to more effectively fight in high ROF situations. :P
--- I seem to have neglected an important fact, sorry I've been sleeping poorly as of late. Still am actually... anyhoo my lame excuses aside; Shield Regen varies at higher tech levels by combining low-strength shields with high regen tech. I cannot math good at the moment, so I might update this later, but multiple shield generators recharge separately AFAIK. So two shield gens with 1 recharge per increment will recharge faster than one big one that recharges at 2 every other increment. As by the time two increments have passed, the two smaller ones will have made four units of shield power and the bigger one will have made... well two. You'd think they might be equal at a glance since both produce 2 total strength per increment overall, but the bigger one is actually producing less than the two smaller ones because combined they are producing 2 per increment rather than 1 per increment. Basically, don't forget that shield recharge is additive. :)
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?
I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?
I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.
I dunno, I think they're pretty useful when you have a lot of bodies to survey.
Think what I'm gonna do is have a jump-capable exploration mothership with geo sensors and capacity for a ground survey team that will carry 2-4 smaller grav survey vessels. The mothership will stick to only surveying the larger bodies and plopping down ground survey teams as needed while the light craft do the grav survey sights of which there tend to be a lot.
Main problem is micro, I used survey carriers in VB6 as it was quite easy through the old naval org window to launch all the surveyors and have them fan out to their survey locations. They would even return to the carrier automatically once done. Maybe I've missed something but I haven't been able to automate survey parasites to that degree in C#.
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?
I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.
I dunno, I think they're pretty useful when you have a lot of bodies to survey.
Think what I'm gonna do is have a jump-capable exploration mothership with geo sensors and capacity for a ground survey team that will carry 2-4 smaller grav survey vessels. The mothership will stick to only surveying the larger bodies and plopping down ground survey teams as needed while the light craft do the grav survey sights of which there tend to be a lot.
Main problem is micro, I used survey carriers in VB6 as it was quite easy through the old naval org window to launch all the surveyors and have them fan out to their survey locations. They would even return to the carrier automatically once done. Maybe I've missed something but I haven't been able to automate survey parasites to that degree in C#.
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...
IMO this is another argument in favor of reworking Flag Bridges to function like portable Naval HQs with single-system radius of control, instead of the current implementation which is just +Reaction for a single fleet.
Anyways, I see the term 'parasite' thrown around a lot. Is that just any ship that docks with a larger ship in a hangar?Yes, exactly that.
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...
IMO this is another argument in favor of reworking Flag Bridges to function like portable Naval HQs with single-system radius of control, instead of the current implementation which is just +Reaction for a single fleet.
Can someone explain why ground based geosurvey is taking years?
I made a survey team formation with five medium vehicles with geosurvey in both slots and an infantry powered armor HQ, enough to generate 1 point for 1100 tons.
I found a "good" M4 site on Alpha Centauri A-I (1400 survey points) and made a colony and plunked two formations down. Image shows them in residence making GEO 1 each total 2.
Why is it after about 5 years the survey has not completed?
I calculate that if the points are generated hourly as one source suggested, it should take a month but if they are generated per construction cycle (5 days) then it would be 9.59 years.
Is it that or is it because I did not assign officers?
Advice please!
Can someone explain why ground based geosurvey is taking years?
I made a survey team formation with five medium vehicles with geosurvey in both slots and an infantry powered armor HQ, enough to generate 1 point for 1100 tons.
I found a "good" M4 site on Alpha Centauri A-I (1400 survey points) and made a colony and plunked two formations down. Image shows them in residence making GEO 1 each total 2.
Why is it after about 5 years the survey has not completed?
I calculate that if the points are generated hourly as one source suggested, it should take a month but if they are generated per construction cycle (5 days) then it would be 9.59 years.
Is it that or is it because I did not assign officers?
Advice please!
The formation is much too small. With only 5x GEO vehicles you will take forever to generate enough survey points (I believe it is per day - see Steve post here (http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705) - but it may have been changed to be per 5-day cycle and not documented, I'm not sure).
In my current 1.13 campaign I have 25,000-ton GEO formations, and ground surveys often complete in a single 5-day construction cycle, never taking more than a few cycles. This is nice as only a few formations + small transports can easily keep up with my survey fleet.
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
Time taken so far has already exceeded 3 years and 177 days.
I believe skoormit is correct but I will leave the formations in place as an experiment and see how long they take. My guess is just under 10 years if they stack and 20 if they dont. But if its 3yr10mo I will report back.
Hehe, could be a long wait. There will be questions in the UN assembly and calls for a survey policy revision I dont doubt!
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for youSurvey teams don't stack? Is that confirmed?
It is not possible to have multiple types of shield generator on a ship, you can only have multiples of the same type. Thus there is no distinction between recharging individual generators or over the entire ship for any practical purposes.
There is also not really a reason to have multiple types anyways, as larger generators are always strictly more efficient, and the only reason to use a generator smaller than the maximum possible size is if you want to have multiple generators for redundancy on a smaller ship. This is because shield regeneration scales linearly with size while shield strength scales as the 3/2 power of size. Thus, a ship with a single size-20 (for example) generator will have about 40% more shield power than a ship with two size-10 generators of the same tech level, and both ships will regenerate the same total amount of shield points per increment (barring any weird edge cases of integer rounding).
The general rules are here: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705
IF units at the same population are not stacking, then it is a bug, pure and simple.
To confirm all you have to do is check how many points are generated by all your formations and check how many survey points you'll require to complete the survey.
After that do the math and verify.
Please post as a bug if the verification doesn't give you the expected results.
Please note: Remember to add the commander bonus to the equation. Those currently don't stack - fixed for 2.0
The general rules are here: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705
IF units at the same population are not stacking, then it is a bug, pure and simple.
...
I don't think it is a bug, each formation is independent of each other and each one is incrementing independent of each other until they reach the required survey points
construction formations on ruins do the same except they each roll their chance to recover
Survey ships do the same in space (as far as i can tell)
Do Fighter Factories get a construction bonus from the governor's Shipbuilding bonus or Production bonus?
What bonus affects Ordnance Factories?
Hawking III M class Gravitational Survey Vessel 16,405 tons 477 Crew 2,263.5 BP TCS 328 TH 800 EM 0
2438 km/s JR 4-50 Armour 1-57 Shields 0-0 HTK 115 Sensors 0/0/1/1 DCR 38 PPV 2.7
Maint Life 5.86 Years MSP 3,277 AFR 57% IFR 0.8% 1YR 163 5YR 2,439 Max Repair 790.7 MSP
Magazine 109
Captain Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
Martellus-Ardias J20000(4-50) Military Jump Drive Max Ship Size 20000 tons Distance 50k km Squadron Size 4
Pertinax-Tigurius Commercial Magneto-plasma Drive EP800.00 (1) Power 800 Fuel Use 3.35% Signature 800 Explosion 5%
Fuel Capacity 900,000 Litres Range 294.4 billion km (1397 days at full power)
Vash & Vivar Ordnance Size 3.0 Missile Launcher (30.0% Reduction) (3) Missile Size: 3 Rate of Fire 2600
Orcus Electronics Missile Fire Control FC15-R1 (1) Range 15.5m km Resolution 1
Vandis Electronics Vox Sensor Buoy Torpedo R100-5m (23) Speed: 5,002 km/s End: 958.9m Range: 287.8m km WH: 0 Size: 2.9988 TH: 18/11/5
Orion-Ventris Electronics Industries Active Search Sensor AS12-R2 (1) GPS 120 Range 12.3m km Resolution 2
Lexandro-Darillian Warning & Control Active Search Sensor AS53-R100 (1) GPS 8400 Range 53.7m km Resolution 100
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
Geological Survey Sensors (1) 1 Survey Points Per Hour
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
Why can't this shop jump? I know that it has a commercial engine and a military jump drive, but I was under the impression that military jump drives can make any ship jump (no matter the engine type) as long as the tonnage is appropriate:
Why can't this shop jump? I know that it has a commercial engine and a military jump drive, but I was under the impression that military jump drives can make any ship jump (no matter the engine type) as long as the tonnage is appropriate:
Nope. Military jump drives can only jump military engines, commercial jump drives can only jump commercial engines. This is being, ahem, corrected in v2.0 (http://aurora2.pentarch.org/index.php?topic=12523.msg158216#msg158216)... finally...
Anyone know what sublimation temps Steve has used for various atmospheric gases? I'm trying to unlock frozen Cl so that I can remove, but it has remained solid at a surface temp of -95C while Google suggests a sublimation temp of -100C,
Thanks
Legemaine
--- If a GSF is engaged by another GSF on a CAP mission, can it shoot back with spaceship weapons like railguns, gauss, etc.?
As a kind of hobbyist beta tester I am trying to be helpful and still testing the ground survey mentioned on the last page and as part of that tried to test gravitational survey to make sense of the principles involved and be sure I understood how it worked.The commander of a ship only provides 50% of their bonus to the ship survey points, a science officer provides 100% of their bonus.
Apparently I dont, as my survey ships appear to be getting half the survey points and one quarter of the command bonus I would expect.
Can anyone please explain these results and help me understand what is going on? I include an example with 2 screenshots to demonstrate I have not made observational errors (I hope!)
"Surveyor" ship has 3 improved gravitational sensors, produces an alleged 6 points with a 20% bonus from CdrDwayne RosiakSamuel Hutson.
A sample period of one day was tested and survey value reduction observed.
survey value 1- 239.6
survey value 2- 160.4
survey points reduction in 86400s (i.e. one day) = 239.6-160.4 = 79.2
survey points per hour observed = 79.2 / 24 hours = 3.3
expected survey points per hour = 6 (+20%) = 6 +1.2 = 7.2
I repeated this experiment with another ship of the same design with 15% command bonus and the result was 3.225/hr
This is consistent with half the expected survey points and one quarter the expected bonus.
Is that as expected or is this a bug, (like the known bug with transported items in cargo reports showing as twice the expected value) in 1.13.0 ?
If a bug is it a known bug ? :)
The commander of a ship only provides 50% of their bonus to the ship survey points, a science officer provides 100% of their bonus.
Did you change your game settings to 50% survey speed and forget about it likeI dida certain person who will remain nameless?
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?There is no fully automated exploring. You can use conditional orders but, on a strategic level, the decision which system to survey next and in what manner should be done by the player. To keep up with how the surveys are going, the galactic map is the best way to look at it since it'll show you status of both surveys, number of unexplored jump points and the connections between systems.
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?
Column | Description |
Sys | System Name |
PtsPerLoc | Survey Points Required Per Location |
UnexLocs | Number of Locations Not Yet Surveyed |
AssignedFleets | IGNORE. (Always blank.) |
InProgressLocs | Number of locations currently in progress.* |
InProgressPointsRemaining | Total points remaining for in progress locations. |
...download DB Browser for SQLLite, use it to open Aurora.db, click the Execute SQL tab, paste the query, hit F5, click the top left cell of the results grid to select all the data, hit ctrl-c to copy to your clipboard, then paste it into the sheet.
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?
For keeping track, I use DB scripts to pull information into Excel.
I have attached the script I use for survey information.
The columns:
Column Description Sys System Name PtsPerLoc Survey Points Required Per Location UnexLocs Number of Locations Not Yet Surveyed AssignedFleets IGNORE. (Always blank.) InProgressLocs Number of locations currently in progress.* InProgressPointsRemaining Total points remaining for in progress locations.
* "In progress" counts all locations that are the target of any order in the order list of any of your fleets.
Since I usually don't give manual surveying orders (I use standing orders "survey nearest location"), this number usually tells me how many grav survey ships I have working this system.
In Excel I perform further calculations.
The upshot is a column showing how many ship-years of grav survey work remains in each system (not including travel time between locations), taking into account my game's survey speed setting and my naval admin command bonuses.
Note: This query only returns data for the most recently created Player Race in the most recently created game in your database.
If you have no experience with database work:...download DB Browser for SQLLite, use it to open Aurora.db, click the Execute SQL tab, paste the query, hit F5, click the top left cell of the results grid to select all the data, hit ctrl-c to copy to your clipboard, then paste it into the sheet.
Sidenote: has anyone written out a more thorough basic database how-to?
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?
I don't, but I'd be willing to take a chop at it.
What kind of output are you looking for?
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?
I don't, but I'd be willing to take a chop at it.
What kind of output are you looking for?
Basically i want the EventType row to be the actual Event name not the ID, Time to be date not seconds and the message text so essentially the Event screen in game just not in game, my SQL skills are lacking to say the least
with CTE_Const as
(
select max(RaceID) as RaceID from FCT_Race where NPR = 0
)
SELECT
et.Description as Event
,DATEtime('2025-01-02', '+' || cast(i.GameTime/60/60/24 as varchar) || ' DAY') as GameDate
,gl.MessageText
FROM
FCT_GameLog as gl
inner JOIN
CTE_Const as c
on
c.RaceID = gl.RaceID
inner JOIN
DIM_EventType as et
on
et.EventTypeID = gl.EventType
inner JOIN
FCT_Increments as i
on
i.IncrementID = gl.IncrementID
order by
i.GameTime desc
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
Time taken so far has already exceeded 3 years and 177 days.
I believe skoormit is correct but I will leave the formations in place as an experiment and see how long they take. My guess is just under 10 years if they stack and 20 if they dont. But if its 3yr10mo I will report back.
Hehe, could be a long wait. There will be questions in the UN assembly and calls for a survey policy revision I dont doubt!
is there planned date of release for next version?
SoonTMis there planned date of release for next version?
It’s usually some variation on “mañana”.
Hi Steve,
Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)
Hi Steve,
Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)
--- Sooner than you'd think, but not quite as soon as you may like.
Hi Steve,
Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)
I'm still finding some bugs, including this morning, but I don't intend adding any more significant features. It is just a case now of a little more playtesting and then generating the enthusiasm to get v2.0 finalised and released.
Just a question of curiosity, how many academies do people tend to build? I usually have around 15-20 by the time I'm warring with an NPR, and will usually build a few more here and there after. That's still not enough for me due to my OOBs and role playing, but it also somehow feels excessive. Just curious on people's thoughts.
I usually find that running out of leaders is a bigger bottleneck for ships and ground formations than running out of build capacity...
Quick question: How do maintenance modules work?
I tried making a maintenance base for my military fleet(s) and put so many maintenance module on the base to match the tonnage of the fleet, yet it didn't decrease the deploy time or maint time.
Am I missing something?
Quick question: How do maintenance modules work?
I tried making a maintenance base for my military fleet(s) and put so many maintenance module on the base to match the tonnage of the fleet, yet it didn't decrease the deploy time or maint time.
Am I missing something?
Maintenance modules do not affect the maintenance time of the parent ship. You need engineering bays and maintenance storage for that.
Maintenance modules maintain other ships that are at the same location as the parent ship depending on the total tonnage it can support, preventing their maintenance clocks from progressing while using up MSP to do so.
Where do maintenance modules get/use there msp from?
Do you have to load msp to maintenance ship? if you have one.
3) The ship being maintained will use up MSP from any racial populations in the same location, in descending order of MSP stockpile. If no populations are available, or have no MSP, the maintained ship will use MSP from any Supply Ships in the same location, in descending order of available MSP. Finally, if no other option is available, the maintained ship will consume its own MSP. A ship can use a combination of the above to locate sufficient MSP.
Another question regarding maintenance modules:
Do they manufacture MSP as well, if you make the required resources available on the body they are stationed at?
2) The only source of maintenance supply points is from maintenance facilities as you can no longer build them with construction factories.
I have two questions:
1. When ship creates Langrance Point, is stabilization module level affects time required to do this?
2. Is there any way to move ground units between two populations on the same planet, without using ships?
Another question:
What does standing order "Move to the Entry Jump point" mean?
To go to the Jump point, that ship entered through?
And what is "Point of intersest"?
And what is "Point of intersest"?It's not a terribly well-used feature and I suspect it is mainly a bit of NPR code which Steve exposed to the player for those rare use cases.
Will civilian traffic make use of my jump ship (in one or both directions) if I park it next to a jump point? I haven't really used jump ships much yet, since historically I tend to rely on jump point stabilization.
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.
Though I suspect if you sent one against a spoiler missile base they would exhaust their ammo against it and you could sail in withoit having to worry about their missiles. But just a guess.
This worked quite famously in VB6, see for example the first Blue Emu AAR on the Paradox forums. However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.I tested this half a year ago and documented it in the "Saving Europa.." game.(here (http://aurora2.pentarch.org/index.php?topic=12806.msg158252#msg158252)) The setup was various different kinds of 7-9kt missile destroyers with the NPR faction vs 12x 7.5kt missile destroyers on mine (+2 beam defenders) and a large civilian armored freighter with CIWS on the other side of the engagement.
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.
This worked quite famously in VB6, see for example the first Blue Emu AAR on the Paradox forums. However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.
Quote from: Sebmono link=topic=11545. msg159619#msg159619 date=1648918977The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.
I have added NPR weapon failures, but it might only be in the unreleased version.
Weird, I thought there were no NPR weapon failures in the game yet.
Here's a link to Steve saying that this was implemented for the upcoming 1. 14/2. 0 version:
hxxp: aurora2. pentarch. org/index. php?topic=12524. msg153041#msg153041
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.
I have added NPR weapon failures, but it might only be in the unreleased version.
.[...]However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.[quote edit for pictures]
(https://abload.de/img/20561004-004-amazingtf6kho.jpg)
(https://abload.de/img/20561004-006-alotofexlpj04.jpg)
[/quote edit]
The setup was various different kinds of 7-9kt missile destroyers with the NPR faction vs 12x 7.5kt missile destroyers on mine (+2 beam defenders) and a large civilian armored freighter with CIWS on the other side of the engagement.
One might have expected the AI to prefer one or the other target, but though they seemed to somewhat prefer to shoot at the military targets (..maybe just because there were more though?..), there were always some salvos also shot at the freighter, which he then absorbed.
So in effect, the tactic is not a perfect shield anymore, but definitely a useful pressure release valve. That is if it happens every time like this. Though I doubt it, the AI might have also considered the freighter a threat due to it sitting on the jump point escape route in the back. That seems like rather advanced reasoning however, so I am not convinced. Active sensors on the very close freighter could also have something to do with it.
Anyway, one way or the other, civilian shields can still be put to use.
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.
[...]However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.
The AI does know to shoot a military ship before a civvie... IF both are in range. The cheese-method is to make the missile sponge, sail it in front, let the AI waste all of it's missiles on it, THEN send the fleet in.
Warning: against a planet, the AI "wasting all it's missiles" might take you an real-life day of clicking 5 second increments ;p
I don't think that is possible, as the temperature is based on other factors, like distance from the star and atmosphere composition. Easiest way to emulate what you want is most likely to add Frigusium to the atmosphere. You can the gradually remove it in SM mode or with terraforming equipment to emulate restoration of ecosystem.
The diplomacy rating you see on the Intelligence screen is your empire's opinion of the aliens, not the other way around. You have no way of knowing your exact score with them, just that eventually they will start trading with you and so on.
OK - is this a bug?
I created a start for a scenario I am working on and set conventional player start but with 100k research and 50k build points.
Once the game is generated the research points are available but the build points are not.
See screenshots, one shows the start settings including the build points. The other shows post generation ship class misc tab with build points zero (by activating SM to show instant which otherwise does not show), plus the edge of the research window behind it on the right with 95,000 points remaining, as expected after researching TN in case that was a sticking point.
Have I missed something or is that an edge case bug ?
OK - is this a bug?
I created a start for a scenario I am working on and set conventional player start but with 100k research and 50k build points.
Once the game is generated the research points are available but the build points are not.
See screenshots, one shows the start settings including the build points. The other shows post generation ship class misc tab with build points zero (by activating SM to show instant which otherwise does not show), plus the edge of the research window behind it on the right with 95,000 points remaining, as expected after researching TN in case that was a sticking point.
Have I missed something or is that an edge case bug ?
Have you designed a ship yet? Could be that the logic to calculate and display the build points requires (inadvertently) at least one design to exist.
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?
Sorry if this has been asked before, but I wasn't able to find it via search.
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?When you create a waypoint that's attached to a body, that body should appear in the waypoint window next to the waypoint name.
Sorry if this has been asked before, but I wasn't able to find it via search.
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?
Sorry if this has been asked before, but I wasn't able to find it via search.
I've been playing quite a lot lately as the current campaign is very interesting, but still finding a few bugs. However, I have a lot of holidays coming up in the next couple of months. 10-day and 14-day trips in the motorhome and a 9-day boating holiday, plus TT fortnight on the island, all before the end of June, so I think it is unlikely (but not impossible) v2.0 is happening now before July, despite my earlier optimism.
i have played VB6 several times, this is my first time in C#. a question! where is the button to use my existing ordinance factories to make new missles?If I'm understanding your question correctly, on the Industry tab there's a drop-down list near the top and center-left of the window from which you can select "Ordnance" and build your missiles.
Quote from: Steve Zax link=topic=11545. msg159865#msg159865 date=1650428431i have played VB6 several times, this is my first time in C#. a question! where is the button to use my existing ordinance factories to make new missles?If I'm understanding your question correctly, on the Industry tab there's a drop-down list near the top and center-left of the window from which you can select "Ordnance" and build your missiles.
Twin Gauss Cannon R300-100 Turret (1x6) Range 30,000km TS: 16000 km/s Power 0-0 RM 30,000 km ROF 5
Cost 89.3 Size 773 tons Crew 22 HTK 4
Base Chance to hit 100%
What does "point defence" check box mean for STO weapons?
I can see it reduces firing range and chance to hit drops to zero, increases cost but tracking does not improve.
Does this confer an advantage worth the apparent sacrifice relative to a standard STO?
I was trying to use dug up alien gauss turrets to make STOs.Code: [Select]Twin Gauss Cannon R300-100 Turret (1x6) Range 30,000km TS: 16000 km/s Power 0-0 RM 30,000 km ROF 5
Cost 89.3 Size 773 tons Crew 22 HTK 4
Base Chance to hit 100%
I can fit these to ships but not STO, is that right? And I recall STO does not provide PPV whereas the alien turret provides 15, quite big but free and twin yet 1x6 which is unusual, not sure what the gauss fire rate is though.
If (and only if) the STO weapon is a turret with a maximum tracking speed greater than racial tracking, the Point Defence check box will create that STO with a single-weapon fire control with 1x range multiplier and 4x tracking speed multiplier. The default behavior is 4x range and 1x speed multiplier. This allows a STO based on, say, a Gauss turret to be effective against missiles.
As the turret is twin and fires a total of six shots you can infer that the Gauss ROF tech is 3 (2 * 3 = 6).
Is the population supposed to reach 1. 2 trillion from default start by the year 2045, specifically on Earth alone?No.
25.00cm C4 Ultraviolet Laser (1) Range 57,600km TS: 6,250 km/s Power 16-4 RM 40,000 km ROF 20
The race I am playing does not have 25cm laser tech as it only has 20cm so far but does have soft X-ray which is more advanced than UV.How do i give a order to abandon Ship? I've messed up and one of my fleets is stranded. All i can do is try to save the crew, but the ships are done.Naval Organization window -> Ship Overview -> Miscellaneous tab -> Abandon Ship at the window bottom.
I think you will find the bodies are over 16 billion kilometres away you will have to manually survey them. but be careful you might run out of fuel and maintenance suppliesdon't know how far they were, but they were moons of a planet, and half of them were surveyed, the other half weren't. that's why I think my survey ship ran out of deployment time or something and left the job. maybe they were que'd up for survey when the standing order to go back to a base kicked in and deleted the que'd jobs, and the game incorrectly assumed they are/were surveyed? dunno.
Percentage of system body survey completed is now shown correctly on the system view window.
Fighters don't retain organization. The new sub-fleets would be optimal for this job, but currently you can't use this mechanic for fighters, because docking a fighter fleet to ships or stations just lists them all at the highest hierarchy level, destroying the order of the fighter fleet. As a consequence you also cannot launch or detach them all at once, so if you have a still reasonable 50 fighter planes, you now have to go through them one by one upon launch, having to rebuild the entire squadron by hand.I thought you could do this by using join as sub-fleet (maybe once they've been assigned a mothership?).
Drag and Drop implementation is incomplete. There is no shift click to select multiple objects, and once an object is dragged, there is no scrolling the list. This makes weapon assignment problematic, but also rears its head with a long fighter ship list. E.g. if there are some fighters in the middle of the list, you cannot get them out by drag and drop, since the target fleet isn't visible on screen, and scrolling doesn't work while dragging.I might have missed it but I don't think this will change for the next version.
Dragging to another fleet is not a launchI thought you could do this by selecting the sub-fleet and clicking detach.
You can shift/ctrl-select in the fleet window and detach the parasites from there.Wow, I looked everywhere but didn't realize this was possible. Thank you, that pretty much settles all the problems.
Select the parent fleet on the left, then shift/ctrl+click around in the ship list in the middle. Click detach.
I thought you could do this by using join as sub-fleet (maybe once they've been assigned a mothership?).If you do that, they will not land on the mothership. In VB6 there was a button that would let you land all parasites that were in the fleet but not landed, but it doesn't seem to be here yet, so just joining the fleet (sub or not) wont help.
You are correct that this is still not planned. However, I meant that all the other changes to fighter mechanics will make it so this isn't a problem anymore. ..At least concerning fleet managements, concerning FC-setup detailing however... .Drag and Drop implementation is incomplete. There is no shift click to select multiple objects, and once an object is dragged, there is no scrolling the list. This makes weapon assignment problematic, but also rears its head with a long fighter ship list. E.g. if there are some fighters in the middle of the list, you cannot get them out by drag and drop, since the target fleet isn't visible on screen, and scrolling doesn't work while dragging.I might have missed it but I don't think this will change for the next version.
If you already landed all craft, then you could create a sub fleet afterwards and drag all relevant fighters into it. This sub-fleet could then be launched via detach at once, which is definitely an easier solution than to individually detach them, but still cumbersome.Dragging to another fleet is not a launchI thought you could do this by selecting the sub-fleet and clicking detach.
If you already landed all craft, then you could create a sub fleet afterwards and drag all relevant fighters into it. This sub-fleet could then be launched via detach at once, which is definitely an easier solution than to individually detach them, but still cumbersome.
You cannot however to my knowledge land a squadron as a sub fleet and then re-launch it as you please, because depending how you do it, sub-structure is either eliminated upon docking or you have sub-fleets but nobody docked.
Anyway, what Rince Wind said solves this mostly. I would prefer the sub-fleets to be working, but that is coming next update, so for now a functioning multi-selection detach command is working well enough.
Is "Avoid combat" checkbox in GU creation screen means, that unit will never be shot at, unless there are combatant units in formation, or rather it would still be in danger?
If it's not a complete protection, then is it at lest lowering the chance of getting shot at?
I wasn't able to find answer on wiki, so sorry if it was there and I missed it.
You can actually make this work but it is a bit cumbersome.Ahh, thank you, I managed to make it work like you described. I guess the only reason that never worked on me is because I changed playstyle with C# to many smaller carriers. Especially the Tau game where every larger ship has a "hook" to carry around an Orca gunboat always made the whole sub-fleet thing impossible, so I just assumed it was universally not working.
Basically there are two steps needed. The first is to land a fighter squadron on a mothership and assign them to that mothership ("Land on Specified Mothership(+ Assign)"). This is the cumbersome part as there is unfortunately no way to keep fighters as a sub-fleet when doing this, the necessary order is inexplicably missing.
However, once fighters have an assigned mothership and are re-grouped as a squadron (using the helpful Shift/Ctrl-clicking as Rince Wind pointed out), the order "Land on Assigned Mothership as Sub-Fleet" will preserve the squadron sub-fleet. This means that as long as you keep your squadrons on the same ship and do not hop them around from one carrier to another very often, you will be able to keep them as a sub-fleet once the assignment step above is done once, every time after that is much easier.
There are still many problems with the sub-fleets, notably they tend to break easily if you combine fleets with carriers together or move carriers between fleets. Hopefully the squadron feature in 2.0 solves many of these problems, for now it remains very annoying. I am also looking forward to the ability to prevent commander assignment to specific classes as fighter-heavy fleets tend to not play nice with your limited number of officers.
ok i did this in VB Aurora, but its been quite some time, and i don't know at all what i'm doing wrong or NOT doing in C# aurora.
i cant get my missel defense ships to fire at incoming missles, i cant get my Beam ships to fire at incoming missles, i got my missle ships into range and i cant get them to fire at the enemy ships either?
I see the "open fire all" button and i selected a Fire control, and a target, and hit that button, but . . . nothing.
i can attach screenshots if that will help
(i DID set the enemy force from neutral to hostile, but still nothing)
ok i did this in VB Aurora, but its been quite some time, and i don't know at all what i'm doing wrong or NOT doing in C# aurora.Im sorry to ask, but have you assigned all the missile launchers and beam weapons to their respective Fire controls?
i cant get my missel defense ships to fire at incoming missles, i cant get my Beam ships to fire at incoming missles, i got my missle ships into range and i cant get them to fire at the enemy ships either?
I see the "open fire all" button and i selected a Fire control, and a target, and hit that button, but . . . nothing.
i can attach screenshots if that will help
(i DID set the enemy force from neutral to hostile, but still nothing)
You have to do it manually for every ship (I do not know of another way of doing it besides that) and then you use the respective fire control to fire towards the incoming missiles.
Question:
Does multiple refueling systems stack?
For example: If I have a tanker, that has 2 refueling systems, does it can refuel 2 ships simultaneously?
Or maybe refuel one ship, but at doubled speed?
In lore, does TN technology make artificial gravity possible?
In lore, does TN technology make artificial gravity possible?
Also, game now uses nearly a gig of memory, while the DB is over 200 megs. Is it normal?
For that and other general slowdown/db maintenance see here http://aurora2.pentarch.org/index.php?topic=12722.0unfortunatelly non of those help. I used to do these regularly.
Now there are a few hundred ships of theirs out of fuel. Could this be the case, or what else? Is it ok to delete just those ships, or do I need to delete the according (empty) fleets and their movement orders as well?I don't have any definite answers for you, but if it has gotten that bad and you have some ideas, maybe just duplicate the database and experiment, like with deleting those empty fleets. Something like this saved my current game one time, where I found some AI fleet that had the same ID as another, so deleting one corrected it all.
Also, game now uses nearly a gig of memory, while the DB is over 200 megs. Is it normal?
I don't have any definite answers for you, but if it has gotten that bad and you have some ideas, maybe just duplicate the database and experiment, like with deleting those empty fleets. Something like this saved my current game one time, where I found some AI fleet that had the same ID as another, so deleting one corrected it all.well, i tried... but it didn't speed things up, just introduced a bunch of errors. apparently I need to fix more than I thought :D
Question:
Can ship maintenance module produce MSP, when they are not at any colony?
I was thinking about some kind of forward base, that would use miners to gather resources and then use them to produce MSP.
"They cannot even produce MSP at a colony, only ground facilities can do this. "
can Construction Ground Units do this?
Another Question:
Does amount of slipways affects shipyard capacity increase cost?
Ford class Battlestar 49,966 tons 597 Crew 6,219.4 BP TCS 999 TH 0 EM 4,440
1 km/s Armour 12-120 Shields 148-370 HTK 264 Sensors 22/0/0/0 DCR 53 PPV 0
Maint Life 5.30 Years MSP 11,789 AFR 868% IFR 12.1% 1YR 702 5YR 10,537 Max Repair 100 MSP
Hangar Deck Capacity 30,000 tons
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 60 months Flight Crew Berths 600 Morale Check Required
Fuel Capacity 500,000 Litres Range N/A
Gamma S37 / R370 Shields (4) Recharge Time 370 seconds (0.4 per second)
Active Search Sensor AS15-R100 (1) GPS 600 Range 15.7m km Resolution 100
Active Search Sensor AS12-R1 (1) GPS 42 Range 12.1m km MCR 1.1m km Resolution 1
Thermal Sensor TH2-22 (70%) (1) Sensitivity 22 Detect Sig Strength 1000: 37.1m km
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
I just got the message that "BST Bainbridge has suffered a catastrophic failure and exploded!" It wasn't in combat, and didn't take any damage, so I have to assume this was a maintenance failure, as implied by the message. There aren't any magazines, engines, or reactors on board, so I'm totally perplexed as to how this could happen, particularly when, as far as I know, it still had plenty of MSP and wasn't very far into its life. For reference, it's sister-ship was built slightly earlier and fielded in the same location, with a similar complement of fighters, and that ship still had 97% of its MSP.
I've been increasing my Diplomacy Rating with an NPR for many years.Yes the ratings required are really high.
At 200, the "Allow Trade Access" option appeared (and I enabled it).
The rating is now at 584, but no additional options have appeared.
Meanwhile, the NPR has granted me trade access, set Military Cooperation to "Friendly", and is sharing their geological data.
I would have expected at least some additional options to be available with the 500 rating.
Does anyone have any insight on this? Should more options be unlocked at this point, or does it really take a higher rating to get those?
I've been increasing my Diplomacy Rating with an NPR for many years.
At 200, the "Allow Trade Access" option appeared (and I enabled it).
The rating is now at 584, but no additional options have appeared.
Meanwhile, the NPR has granted me trade access, set Military Cooperation to "Friendly", and is sharing their geological data.
I would have expected at least some additional options to be available with the 500 rating.
Does anyone have any insight on this? Should more options be unlocked at this point, or does it really take a higher rating to get those?
Are the research costs for projects listed in db file or are they in exe?
I would want to mess with them and i dont know if its possible.
Thank you.Are the research costs for projects listed in db file or are they in exe?
I would want to mess with them and i dont know if its possible.
In the DB, table FCT_TechSystem. The technologies available for every race and game are listed with RaceID 0, specific race-designed component projects are given with the associated RaceID.
From the start of my current game I have been trying to lean more heavily on civilian shipping lines for my cargo needs. That had been working ok, but I find myself with a bunch of unfulfilled move orders right now. I looked at my civilian lines are all completely busy moving trade goods and colonists. While that's helpful for building up population on my colonies, is there any way to get them to be more balanced in responding to move orders too?
So I want to move materials (not buildings) between my planets. I haven't seen an option to ask civilians to do it, just the finished buildings. Do I have to move stuff manually then?
Quote from: MeatyBoii link=topic=11545. msg160383#msg160383 date=1655584228So I want to move materials (not buildings) between my planets. I haven't seen an option to ask civilians to do it, just the finished buildings. Do I have to move stuff manually then?
Yep, have fun.
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Must be, because I still can't post images.Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Are you sure?
How many posts do you have?Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038Must be, because I still can't post images.Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Are you sure?
Nine for now.Quote from: MeatyBoii link=topic=11545. msg160391#msg160391 date=1655589146How many posts do you have?Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038Must be, because I still can't post images.Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Are you sure?
Quote from: skoormit link=topic=11545. msg160392#msg160392 date=1655589162Nine for now.Quote from: MeatyBoii link=topic=11545. msg160391#msg160391 date=1655589146How many posts do you have?Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038Must be, because I still can't post images.Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Are you sure?
Quote from: MeatyBoii link=topic=11545. msg160393#msg160393 date=1655589533Quote from: skoormit link=topic=11545. msg160392#msg160392 date=1655589162Nine for now.Quote from: MeatyBoii link=topic=11545. msg160391#msg160391 date=1655589146How many posts do you have?Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038Must be, because I still can't post images.Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )
It appears it's ten posts.
Are you sure?
So you just need one more?
I am having trouble with zoom related slowdown.
[...]
Does anyone know why this happens?
I am having trouble with zoom related slowdown.
If I zoom in to add a waypoint to a planet or JP on its own it is a bit slow but playable but if there are any fleets at the same location it becomes unplayably slow. Its a particular proble with JPs because the waypoint does not snap to the JP as it does with planets so if I want to have my marker dead centre (for reasons of OCD neatness) I have to zoom to 0km scale and this can create a serious problem with non responsiveness if ships are present.
I guess this is a known thing, I was wondering if there are any tips or tricks for working around it? Apart obviously from not zooming in to 0km on fleets.
One workaround I found was to add a random waypoint elsewhere away from the fleet, as you can use that to snap the POV away from the slowdown over the fleet to the clear space WP and zoom out again more easily, though that requires a little foresight.
Does anyone know why this happens?
I am having trouble with zoom related slowdown.
Does anyone know why this happens?
I have noticed this slowdown as well, though not quite as bad as you are describing.
It's not yet been bad enough for me to consider workarounds, but here are a few thoughts:
1) Have you tried unticking the Fleets box on the Display tab before zooming in?
2) You can insert the new waypoint directly in the database.
For this to work, you have to save and close the game, then do the insert, then open the game again.
Depending on your save/load time, this could take longer than the slowdown itself.
If you want to try this out, I'll gladly write a script for the insert, so that all you have to do is plug in two (maybe three) values. Doing it manually would take too many steps to be a reasonable workaround.
3) Before zooming in, SM-move any fleets present to another location. Then do your work, zoom back out, and move the fleets back.
This is probably the easiest answer if you don't have a large number of fleets in one place.
Not really sure. It seems pretty well-known that once you zoom in to very small scales (in my experience, less than 10,000 or 20,000 km scale bar) there is a lot of lag. If I had to guess, I'd say there is some unoptimized rendering code, so the game is trying to draw features at high resolution which are not actually displayed to the screen, but I really don't know.
I just tested on 1.13 version with two fleets at Jupiter and encountered no lag at all despite zooming down to 0 km and back. Moving map at 0 km also had no lag.
Do the fleets need to be in motion?
EDIT: tested again with 7 fleets on Earth and okay now I see it. Only hits when I got down to under 20k km but for sure, the lag at 0 km got so bad I couldn't zoom out. Unticking fleets box on Display tab fixed the problem and yeah, no lag at higher zooms. I wonder if Steve has even noticed this problem because I hadn't!
I've noticed it in the past only because I would zoom in to 3k or 6k scale for waypoint placement.
So if Steve cannot solve the bug the solution is to give us better waypoint placement. ;D
Perhaps an easy improvement would be to limit minimum zoom to 6k.
Perhaps an easy improvement would be to limit minimum zoom to 6k.
But the whole reason we encounter this problem is that we need to zoom in to 0k to place a waypoint precisely on a JP.
If we can only zoom to 6k, placing JPs on waypoints will become...rather frustrating. Nothing to do but keep trying and deleting until you click the correct pixel.
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss. ;D
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss. ;D
I need it to be dead center because I use them to SM-move engineless stations to jump points.
If I'm not bang on the JP, the station has to crawl over there at 1km/s.
That would be tricky if you were placing jump portal stations as they have to be on the JP to work obviously. Which suggests JPs could usefully be snap-to objects for waypoints, like planets and moons, no? Then the zoom could be locked at 6k.
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.
He means doing it with SM mode, admittedly I'm not sure why using a tug isn't an option but still.
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?
I haven't tried it, but by the intent of these two components (as written by Steve), any military ship in a commercial hangar will still need maintenance, and would therefore make use of the maintenance module to stop its maintenance clock, assuming sufficient MSP are available (either on the military ship itself, or at any population at the location, or on any supply ship at the location).
(And a commercial ship, of course, doesn't care about maintenance.)
Quick question:They don't even use planetary maintenance facilities when the commercial hangar (housing military ships) is in orbit of a colony (clocks still go up), so I would bet that they would not use the component facility either.
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?
I was making a lot of questions lately, so there is another one:
Is there any point to grand Independence to colonies, aside from roleplay?
Am I correct, that after granting independence they are still player controlled?
Is there any way to share technology and minerals between empires? (aside from weird thing, like making fake war to do boarding actions and creating wreckages, or just using SM)
Last report from Steve was that he had various family events and vacations until mid-July which was the earliest probable candidate for a release date. No idea if that will actually happen or if he will come back and decide to rewrite the entire AI code or something...
...my intention is to try to get something out in those intervening few weeks.
...I have to caveat that my intentions are often overridden by events :)
I am currently on a two-week trip in a motorhome to Scotland. So far Loch Lomond, Isle of Mull, Loch Ness and now Loch Linnhe. There has been some whisky involved.
How do I find 1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.
How do I find 1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.
Quote#11 is the function where the AI makes firing-related decisions. What is the error text?
1.13.0 Function #11: Object reference not set to an instance or an object.
Quote#11 is the function where the AI makes firing-related decisions. What is the error text?
1.13.0 Function #11: Object reference not set to an instance or an object.
This means that the code is trying to perform on action on something that it expects to exist, but doesn't. I've run through the fairly short code in this function and can't see an situation where that might occur, given there are checks on objects to make sure they exist in most cases. The only one I can see without a check is the AI object attached to individual NPR systems, because that should always exist. Has anything else odd happened in the campaign, are you running any mods or have you made any database edits?
The recent "interesting names" thread and some current developments have inspired me to try to create my own naming theme. I would try to create some bombastic German name theme, you know, like they sound in Anime - "Reinhard von Lohengramm", "Roderick Kronstedter" etc., thunderous names that immediately summon into your head an image of a straight and bearded physique of a WW1 U-Boat commander. Names like you would want them to sound, not the boring and disappointing reality where they are more like "Klaus Bierfreund".
I have tested this shortly, but accidentally saved an empty list which now appears under the race name themes even though there is nothing in it. Do I have to go into the database to delete it, or can name themes be overwritten by just using the same name the next time and selecting other files?
Did missile design research costs get doubled at some point?
I just designed a new missile.
The designer window said development cost = 58 (as did AurCalc), but the Economics -> Research tab shows the cost as 117.
Interestingly, the displayed costs of the missiles I have previously researched are also doubled.
I'm not sure if they were doubled at the time I researched them...I may just not have noticed.
Costs for other research items are not doubled. Just missiles.
Research Speed setting in this game is 100 (not that I think this would change the cost).
Could something else be causing the cost of missile research to double?
Did missile design research costs get doubled at some point?
I just designed a new missile.
The designer window said development cost = 58 (as did AurCalc), but the Economics -> Research tab shows the cost as 117.
Interestingly, the displayed costs of the missiles I have previously researched are also doubled.
I'm not sure if they were doubled at the time I researched them...I may just not have noticed.
Costs for other research items are not doubled. Just missiles.
Research Speed setting in this game is 100 (not that I think this would change the cost).
Could something else be causing the cost of missile research to double?
Probably a silly question, but you didn't check a checkbox in the design screen, or accidentally change a parameter, something like that?
For Missiles and non-STO Ground Units, the Development Cost has been changed to: SQRT(Cost * 25000)
From Steve's post here (http://aurora2.pentarch.org/index.php?topic=12035.msg149160#msg149160):QuoteFor Missiles and non-STO Ground Units, the Development Cost has been changed to: SQRT(Cost * 25000)
From this, a missile which should cost 117 RP to develop has a build cost of 0.55 BP, which prior to 1.13 would imply a development cost of 55 RP (not quite 58 but close). Similarly, a missile costing 138 RP to develop has a build cost of 0.77 BP, or a development cost of 77 RP prior to 1.13.
This sounds like it is a display bug which should be reported in the bugs thread.
Is there a way to force a surrender of commercial ships, not that I want 150 outdated, slow and small freighters, but killing their crews feels, a bit un important...
FTR Spitfire - MkII 033 (Spitfire - MkII class Fighter) 311 tons 11 Crew 398.1 BP TCS 6 TH 34 EM 0
45037 km/s Armour 1-4 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 1
Maint Life 3.47 Years MSP 80 AFR 8% IFR 0.1% 1YR 10 5YR 152 Max Repair 350 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Taira-Mitsuharu Heavy Fighter SCAM drive (1) Power 280 Fuel Use 128.11% Signature 33.60 Explosion 17%
Fuel Capacity 17 000 Litres Range 7.68 billion km (47 hours at full power)
Schwarzkopf-Hertwig Gauss Cannon R600-17.00 (1x6) Range 60 000km TS: 45 037 km/s Accuracy Modifier 17.00% RM 60 000 km ROF 5
Jiang Weapon Systems Fighter FC (1) Max Range: 60 000 km TS: 16 000 km/s 83 67 50 33 17 0 0 0 0 0
Tang Ordnance Swordfish Search Sensor (1) GPS 280 Range 16.4m km Resolution 100
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
If I have a railgun with only 10kkm range, but I use it with a 72kkm BFC, would it have good accuracy at 10kkm? In other words, could I use baseline, zero research, un-upgraded railguns on PD fighters using the shortest possible range? I know they wouldn't be much use outside of attacking unarmed vessels in combat (having to get all the way to point-blank range to even fire), but would it work just for the PD role to cover other, longer range fighters/bombers?
And while I'm here, ECM only reduces the range of the BFC and wouldn't stop my 10kkm railgun from firing, correct?
(Is this a good idea?)
I will suggest that perhaps a better approach to bombers is for them to never be fired at in the first place. You can design missiles and MFCs such that your bombers remain outside of the probable missile range of an enemy fleet, although of course you remain open to any surprises the enemy may have in store for you. The reason to do this is to get more missiles in a volley by not wasting BP/hangar space on non-bomber craft.For technicality I am going to add to add to this that since we are speaking of fighter craft, there is another way to not be fired at, which is simply to be too small and fly under their radar. There are numerous ways to divine how close you can actually get towards a target (I used support scout planes often), but generally you can get a fair deal closer than their actual maximum missile range due to their active sensor resolution being way too wide.
For technicality I am going to add to add to this that since we are speaking of fighter craft, there is another way to not be fired at, which is simply to be too small and fly under their radar. There are numerous ways to divine how close you can actually get towards a target (I used support scout planes often), but generally you can get a fair deal closer than their actual maximum missile range due to their active sensor resolution being way too wide.
R = sqrt(Strength * Size * Sensitivity * Resolution^(2/3) / PI) [m km]
R = sqrt(21 * 6 * 11 * 5^(2/3) / PI) = 36m km
Of course, you have to guess at the size (or use the maximum possible value of 50, but this is usually very excessive) but with some experience you can make a good guess. In this case, as long as your missiles and MFC have range over 36m km you can fire with impunity, although you will still need some way to get an active sensor lock on the targets from a scout or supporting ship.
Is there a way to display survey locations after they were surveyed?
Quick question - when you start a new game and automatically fill in the starting RP points, does it always follow the same paths?
I’ve only done two today, but both times they went railgun/missiles with a complete lack of civilian tech, extra command tech, etc.
When you play with "Inexperienced Fleet Penalty" turned on, it takes longer for your fleets to react to orders. Does that include retargeting? Or just orders. If it does include retargeting, does this penalty also impact NPC ships? I've never noticed the NPC having any sort of delay in firing on new targets, which would imply it is not being applied to them, and it seems like it ought to be.
What's the difference between "Instant" vs "Instant RST" when using SM mode to research tech?
RST = Racial S Tech. Not sure what the S stands for.
RST = Racial S Tech. Not sure what the S stands for.
I think it might be Race-Specific Tech - although I'm not certain :)
But why is there a different button? I've always used the Instant button, regardless of whether it's a generic tech or a prototype design to be researched, and it has worked fine. Was the Instant RST needed at some point, or does it still somehow do something different? Would I be giving all player races the tech or design if I use Instant in a multiplayer game?
I heard the comparison that programming projects are like a game of Factorio. At some point you just have no idea anymore how the machine really works. Knowledge about the individual parts slips your memory, but somehow it all fits together to produces a whole.RST = Racial S Tech. Not sure what the S stands for.
I think it might be Race-Specific Tech - although I'm not certain :)
Should we be worried Steve doesn't remember the acronym?
- Does anyone know what the explanation for the separation of Tokamak Fusion and Magnetic Confinement Fusion in C# is? They used to be the same thing in VB and that made sense, since the Tokamak is a magnetic confinement reactor after all. I guess you could argue the concept advanced, so this is "Improved MC Fusion" like with other tech grades, but since I find that rather weak, is there perhaps a better reason I am not seeing?
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.
I had not yet traveled out of Sol. It was quite a surprise. If giving my start parameters would help, I can do that in a bit, though I'm on mobile and traveling at the moment.
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.
I had not yet traveled out of Sol. It was quite a surprise. If giving my start parameters would help, I can do that in a bit, though I'm on mobile and traveling at the moment.
Sharing your database would help more, as it would allow someone to confirm exactly what sort of ships they are.
I believe that people on Discord mentioned that for Raiders "Player Known Systems Until ______" option is bugged and it also counts systems discovered by NPRs. But there is no report in bug forum yet and my game has currently 0 NPRs so I cannot check if that is true.
Is Ctrl-click not working?
I must be going senile - had to reinstall Aurora from scratch after a hard drive failure. Now I cannot remember ( or see in the game ) what the pre-requisit technology is to obtain Gravitational Survey sensors at the beginniing. Can anyone help an idiot please?
DavidR
I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.
It has lead to an interesting game so far, but not quite what I was expecting :o !
Quote from: Mayne link=topic=11545. msg161060#msg161060 date=1660004044I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.
It has lead to an interesting game so far, but not quite what I was expecting :o !
That sounds odd. I have never seen fleets like that in any of the test games. Over what period of time has this happened?
Quote from: Mayne link=topic=11545. msg161060#msg161060 date=1660004044I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.
It has lead to an interesting game so far, but not quite what I was expecting :o !
That sounds odd. I have never seen fleets like that in any of the test games. Over what period of time has this happened?
Quote from: nakorkren link=topic=11545. msg161116#msg161116 date=1660108320Is there some way to make system names be randomized from the selected theme, rather than just going through the theme in alphabetical order? I thought I remembered Steve saying he changed it to be randomized, but can't find any evidence on the forum of that statement. . .
See attached image!
I currently cannot get any refuelling orders to work except 'refuel from stationary tankers'.
Am I doing something wrong or is this the current state of play?
e.g. for discussion, I have a tanker set to 'refuel own fleet' and a target fleet at the same location.
I tried a join and refuel order given to the tanker, which joins but then does not refuel, also join refuel & resupply which does the same, join then nothing.
After joining a tanker to a fleet I tried refuel from own tankers and this also did nothing.
I have tried the different settings on the tanker and they dont change anything and always revert to 'refuel own fleet'.
Is it me?
I currently cannot get any refuelling orders to work except 'refuel from stationary tankers'.
Am I doing something wrong or is this the current state of play?
e.g. for discussion, I have a tanker set to 'refuel own fleet' and a target fleet at the same location.
I tried a join and refuel order given to the tanker, which joins but then does not refuel, also join refuel & resupply which does the same, join then nothing.
After joining a tanker to a fleet I tried refuel from own tankers and this also did nothing.
I have tried the different settings on the tanker and they dont change anything and always revert to 'refuel own fleet'.
Is it me?
If both ships are tankers, you need to give one the "Refuel Own Fleet Tankers" setting (and make sure the other one does not have that setting).
Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1. Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?
You need to tick the "use alien tech" tickbox.
I currently have a diplomacy ship orbiting what appears to be a mining base of an alien civ, with whom I have established communication. I know where their homeworld is, and they've told me to leave, and they have ships flying around, so I know that we're in communication and that they're not a spoiler. However, I cannot for the life of me seem to establish diplomatic communication. Or maybe I'm just not getting any feedback that I am talking to them and improving their opinion of me? Normally an alien civ also shows up in my space with their diplomat, and I get regular messages saying how my opinion of them has gone up, but that's not happening here.
Do you think they're slowing starting to think better of me due to my diplomat ship, but I just don't get any visibility into that, or am I doing something wrong?
Is it possible to switch a player controlled empire to being a NPR? The idea is that I want to design a few different "factions" but then let the ai run wild with it. Essentially, I don't want to conquer myself but I want specific flavor within the enemies I'm facing at first.
Second, what exactly does neutral race do? I've read some very conflicting info on Reddit and haven't really found a discussion of it on here. Do they literally just exist and do nothing, or are they just passive and non-confrontational?
Furthermore, NPR AI cannot really function with a shared homeworld either - you will have a very short and unsatisfying game if you start on Earth with a bunch of NPRs - you would have to use the truce countdown function and as soon that is over, world war will start and the NPRs will happily nuke Earth into oblivion.Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
So, is 2.0.2 worth it? I am seeing lots of weird bugs report...
So, is 2.0.2 worth it? I am seeing lots of weird bugs report...
I can't see a way to reduce the number of components of a type in a ship design...how is that done? I added 2 small maintenance bays then could see no way to remove them.I think you double click on them.
I can't see a way to reduce the number of components of a type in a ship design...how is that done? I added 2 small maintenance bays then could see no way to remove them.I think you double click on them.
I guess it's possible that peace reigns - most games I've seen people post here or talk about had devolved into nuclear armageddon pretty quickly since the number of active sensors causes relations to plummet pretty fast.Furthermore, NPR AI cannot really function with a shared homeworld either - you will have a very short and unsatisfying game if you start on Earth with a bunch of NPRs - you would have to use the truce countdown function and as soon that is over, world war will start and the NPRs will happily nuke Earth into oblivion.Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
It was definitely working before anyway. I am literally in a game of it where only one faction became evil and triggered the nukes, while 3 other factions have thereafter lived with me peacefully for over 100 years, doing their own thing exploring, guarding Sol, and even sharing tech with me. I even documented that game here.
How is upgrading ground unit formations with new tech best handled? At the moment the only option I can see is to create the new template with the improved equipment then produce it, then swap it into the formation, then scrap the old equipment.Or just train a new formation completely and leave the old one as reserve for the eventual NPR homeworld invasion where you need millions of warm bodies.
Should my bombardment units be set for no combat? Should the FO be attached to the formation with the bombardment units or elsewhere?Bombardment units should NOT have avoid combat box ticked. Only supply, HQ, xeno, construction, STO units should have it ticked. Forward Observers can be anywhere as they do not direct artillery fire - they only direct orbital bombardment from ships and strikes by ground support fighters.
What exactly does the HQ rating mean? I have a battalion HQ with rating 1000, but the total size of the HQ with the attached 5 companies is 1154 is this a problem? The game isn't giving me a warning or anything.HQ rating tells how large of a formation the HQ can command and still give full bonuses from the commanding officer. Going over means your CO is not 100% effective. The number includes not only the HQ formation itself but ALL sub-formations as well, so you must plan ahead.
How have people been fairing against the new pirate enemies so far?
How have people been fairing against the new pirate enemies so far?
In the 4 games I have tried to start (conventional start) they showed up and destroyed me before I could get into space. Elite infantry against that you can build isn't fun...neither is getting your space yard, then your ground force construction facilities destroyed...last game at the end there was 3xclass1, 3xclass2, and 2xclass3 ships in orbit over my homeworld...and 1900 elite infantry, 90 anti-armour and 2 HQ ground forces engaging mine. I believe I killed something like 10 elite infantry in several days of combat. I had managed to destroy 3 of their class1 ships with my STOs...but their class2 ship mounted 10xrailguns...while my STOs each had 2x15cm carronades.
A conventional start with aether rift raiders turned on seems to be impossible or else my luck has been exceptionally bad. The last game only lasted as long as it did due to the lessons learned in the previous attempts, also based on what the NCN was at the end of my VB6 game I would say a basic TN start race will be obliterated with only slightly more work.
What exactly does the HQ rating mean? I have a battalion HQ with rating 1000, but the total size of the HQ with the attached 5 companies is 1154 is this a problem? The game isn't giving me a warning or anything.HQ rating tells how large of a formation the HQ can command and still give full bonuses from the commanding officer. Going over means your CO is not 100% effective. The number includes not only the HQ formation itself but ALL sub-formations as well, so you must plan ahead.
I guess it's possible that peace reigns - most games I've seen people post here or talk about had devolved into nuclear armageddon pretty quickly since the number of active sensors causes relations to plummet pretty fast.There are easy tricks for setting up the multi-faction start right. If done correctly you can even guide which one of them becomes evil genocidal and which don't no problem.(in my game I wanted China to flip out, Britain to be ambiguous-"can go either way", and Asean and South America to be peaceful, and that is exactly what happened. China attacked, Asean and South helped with PD + anti-orbital, Britain was neutral throughout everything)
Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
It was definitely working before anyway. I am literally in a game of it where only one faction became evil and triggered the nukes, while 3 other factions have thereafter lived with me peacefully for over 100 years, doing their own thing exploring, guarding Sol, and even sharing tech with me. I even documented that game here.
How have people been fairing against the new pirate enemies so far?
How have people been fairing against the new pirate enemies so far?
In the 4 games I have tried to start (conventional start) they showed up and destroyed me before I could get into space. Elite infantry against that you can build isn't fun...neither is getting your space yard, then your ground force construction facilities destroyed...last game at the end there was 3xclass1, 3xclass2, and 2xclass3 ships in orbit over my homeworld...and 1900 elite infantry, 90 anti-armour and 2 HQ ground forces engaging mine. I believe I killed something like 10 elite infantry in several days of combat. I had managed to destroy 3 of their class1 ships with my STOs...but their class2 ship mounted 10xrailguns...while my STOs each had 2x15cm carronades.
A conventional start with aether rift raiders turned on seems to be impossible or else my luck has been exceptionally bad. The last game only lasted as long as it did due to the lessons learned in the previous attempts, also based on what the NCN was at the end of my VB6 game I would say a basic TN start race will be obliterated with only slightly more work.
Some people get swarmed by large fleets from the start. On the other hand, I encountered only scouts and one somewhat larger group that escorted one of their commercial ships. :'(
But I had TN start with some military ships, so that may be a big difference as they are scared and run before you even pick them up.
At which population is the NPR spawning spacemaster mechanism optimized to? It seems if the NPR is spawned with less than 300 million population, it gets way too many ships spawned in comparison to the maintenance facilities regardless if you set ship points to zero or not.
Looking for tips on how to set up patrols within my systems.I have not done mobile patrols like this myself (I tend to opt for a base/outpost with a quick-response force stationed above it to save on fuel), but it seems like your best bet is to put the refuel/resupply/overhaul orders into the cycle itself. If the patrols are based only on static points (waypoints, jump points, etc) then you can get the time for a single loop pretty easily from the fleet screen, and insert a refuel order after every X cycles.
Have you tried starts with multiple NPR's on earth? Ever since 2.0 dropped they seem to be broken for me atleast. They sit on earth's orbit until truce countdown hits zero and begin WW3.At which population is the NPR spawning spacemaster mechanism optimized to? It seems if the NPR is spawned with less than 300 million population, it gets way too many ships spawned in comparison to the maintenance facilities regardless if you set ship points to zero or not.
NPRs don't use maintenance, I don't think, although they do now eventually run out of MSP from beam weapon failures.
NPRs also don't adhere to the ship build points setting at all, which I suppose is fair as they can try to make up for in quantity what the player has over them in quality... and brains.
How do I (if I can) connect SpaceMastered created systems to other systems?
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional". What is the prerequisite tech for researching standard troop transport bays?
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional". What is the prerequisite tech for researching standard troop transport bays?
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional". What is the prerequisite tech for researching standard troop transport bays?
It should be under the Ground Combat research tab, as Troop Transport Bay - Standard. It'll research all of the different sized ones as well, and allow the research of the boarding bays and drop bays.
Does anyone use their industry to make ship components in advance of constructing a ship to reduce build time ? Or is it better to utilize the industry for larger items and delay the time taken to build a ship . Which should be the way to go ?
DavidR
Double check the reserve amount for your tankers. It should be 10% by default but it might be higher, in which case they cannot give fuel to other ships as they are reserving it for themselves.
Yes but if their reserve level is 95% or 100%, they can't give any fuel out.
To send workers/colonists to an empty colony, have I to use cryogenic transports or luxury accommodation?
I don't find other components to load colonists nor cargo ships allow me to do this.
I would like to send some people from Earth to Luna, and then on other places in Sol system, so cryogenic transport modules seem to me a bit excessive for the short distances/time of the travel.
Cryogenic transport is best to move colonists to new planet.
QuoteCryogenic transport is best to move colonists to new planet.
OK! Thank you.
I am designing the first colonists transport, so still not problems with loading and unloading.
Which is the difference between "Cryogenic Transport" and "Cryogenic Transport - Conventional", apart that second one is twice the mass of the first one? This is very strange indeed, as the materials required are the same, and their capacity too.
QuoteCryogenic transport is best to move colonists to new planet.Which is the difference between "Cryogenic Transport" and "Cryogenic Transport - Conventional", apart that second one is twice the mass of the first one? This is very strange indeed, as the materials required are the same, and their capacity too.
Conventional version is usefull for games where you start without TN tech. In normal games it is basically useless. You always want to use Cryogenic Transport.
I have to constantly re-visit and re-stock the Admin Commands on a regular basis.
DavidR
I am tired of seeing notification that an officer has retired at the age of 33 etc. I know that I only have employment opportunities for a few of them but even the employed ones seen to retire in their 40's meaning I have to constantly re-visit and re-stock the Admin Commands on a regular basis.
DavidR
Have officers not been retiring at 30 in the past?
I never really paid attention to it before, but yesterday I named some low rank officers after friends to see if they manage to climb into higher positions, but they all retired in their early 30s.
Has anyone noticed that comets now seem to travel mostly lateral, not inwards or outwards? Was this planned?(maybe the line behind a comet no indicates the tail rather than the travel direction?) I don't remember a note on this change, and the overall sunwards speed seems to be extremely slow.
They were appointed. They just didn't have any opportunity to rank up, because of there not being enough higher rank jobs.Quote from: Destragon link=topic=11545. msg161530#msg161530 date=1660906351Have officers not been retiring at 30 in the past?
I never really paid attention to it before, but yesterday I named some low rank officers after friends to see if they manage to climb into higher positions, but they all retired in their early 30s.
In the past they'd get promoted to higher ranks, even if there were no positions for them to fill. With the 2. 0 change, it's different, but in my opinion makes much more sense. If you want named characters like that to go somewhere career-wise, try appointing them to jobs and getting them promoted, instead of just sitting idle in the officer pool until they hit retiring age for rank.
Has anyone noticed that comets now seem to travel mostly lateral, not inwards or outwards? Was this planned?(maybe the line behind a comet no indicates the tail rather than the travel direction?) I don't remember a note on this change, and the overall sunwards speed seems to be extremely slow.It's definitely supposed to be the tail and not the travel direction.
They were appointed. They just didn't have any opportunity to rank up, because of there not being enough higher rank jobs.
It's definitely supposed to be the tail and not the travel direction.Weird that I don't remember this from before. I do however remember some comets going relatively fast towards the sun and being catapulted back.
I have discovered this solar system (first image).Does it have to do with the "Asteroids with minerals only" option being ticked? If you have already geo-surveyed the system, that would hide a lot of the asteroids.
When I select one asteroid, everything is OK (second image).
When I show all the asteroids orbits, this happens (third image).
Where are the rest of the asteroids, not shown in the first image?
It's definitely supposed to be the tail and not the travel direction.Weird that I don't remember this from before. I do however remember some comets going relatively fast towards the sun and being catapulted back.
Well, maybe I am just in a weird incidental phase where no comet whose orbit would scratch the sun is actually close to it, while all the distant scrapers are.
Comets follow actual elliptical orbits now, according to the patch notes for 2.0. This replaces the old hack for comet motion.Oh, right, so that was it. Of course, they couldn't even do it before. Very exciting.
I'm not seeing a way to increase ground unit damage via technology like there was in VB Aurora...is this something that is unlocked by another tech?
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armourAnd you have to research aperture/strength/damage for this, not range related techs like wavelength.
RS-03 Little Flower Groovey Baby 001 (Little Flower Groovey Baby class Rescue Shuttle) 208 tons 3 Crew 19 BP TCS 4 TH 10 EM 0
2312 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 31.79 Years MSP 40 AFR 3% IFR 0.0% 1YR 0 5YR 1 Max Repair 5 MSP
Cryogenic Berths 200
Seeker Control Rating 1
Intended Deployment Time: 125 months Morale Check Required
Nuclear Rescue Engine EP9.60 (1) Power 9.6 Fuel Use 232.38% Signature 9.6 Explosion 10%
Fuel Capacity 20,000 Litres Range 7.5 billion km (37 days at full power)
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
Can anyone tell me if it is working as intended that a small 208t rescue shuttle "Little Flower Groovey Baby 001" is not being picked up for refit because she does not have a bridge?
If I add a bridge by SM she is listed on the 'refit from' DDL, but if the bridge is absent as is permitted for sub 1000t designs, she is not listed in the refit DDL, see screeny. (Neither are other ships below 1000t without bridge.)
I just wondered, is this intended, that sub 1000t designs without bridge are scrapped not refitted, or is it a bug?QuoteRS-03 Little Flower Groovey Baby 001 (Little Flower Groovey Baby class Rescue Shuttle) 208 tons 3 Crew 19 BP TCS 4 TH 10 EM 0
2312 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 31.79 Years MSP 40 AFR 3% IFR 0.0% 1YR 0 5YR 1 Max Repair 5 MSP
Cryogenic Berths 200
Seeker Control Rating 1
Intended Deployment Time: 125 months Morale Check Required
Nuclear Rescue Engine EP9.60 (1) Power 9.6 Fuel Use 232.38% Signature 9.6 Explosion 10%
Fuel Capacity 20,000 Litres Range 7.5 billion km (37 days at full power)
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armour
Answering refit questions always requires looking at both the starting class as well as the class you are refitting to, so that you can calculate the refit cost. Post both designs and maybe someone can do that for you.
Little Flower Groovey Baby Boosted class Rescue Shuttle 325 tons 4 Crew 27.3 BP TCS 6 TH 33 EM 0
5011 km/s Armour 1-4 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 15.20 Years MSP 45 AFR 8% IFR 0.1% 1YR 0 5YR 5 Max Repair 10.5625 MSP
Cryogenic Berths 200
Seeker Control Rating 1
Intended Deployment Time: 125 months Morale Check Required
SkyFire Ion8 P32 (1) Power 32.5 Fuel Use 43.09% Signature 32.5 Explosion 6%
Fuel Capacity 14,000 Litres Range 18 billion km (41 days at full power)
Deep Heat (1) Sensitivity 0.6 Detect Sig Strength 1000: 6.1m km
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
Little Flower Groovey Baby Boosted class Rescue Shuttle 249 tons 3 Crew 25.4 BP TCS 5 TH 25 EM 0
5030 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 26.44 Years MSP 61 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 10.0000 MSP
Cryogenic Berths 200
Seeker Control Rating 1
Intended Deployment Time: 125 months Morale Check Required
SkyFire Ion8 P25 (1) Power 25.0 Fuel Use 91.59% Signature 25.00 Explosion 8%
Fuel Capacity 21,000 Litres Range 16.6 billion km (38 days at full power)
Deep Heat (1) Sensitivity 0.6 Detect Sig Strength 1000: 6.1m km
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
I'm not seeing a way to increase ground unit damage via technology like there was in VB Aurora...is this something that is unlocked by another tech?Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armourAnd you have to research aperture/strength/damage for this, not range related techs like wavelength.
Note that it seems that only lasers can get you to the highest end-tech rating, because other technologies don't have enough levels. Although that may have changed in 2.0+, I am not sure.
Ah! thats it, thanks, my mistake, the second design was 325t, more than 20% bigger than 208t, until I SMd a bridge into the first design which made it big enough, nothing to do with the bridge of itself, same happens if I use engineering.
Quick question:
Can ships refuel in hangar decks?
Like... If I add conditional refuel and mark carrier design as tanker, would then ships refuel in it?
Or I would have to put refueling system in it?
I've got to say I approve of the idea that ground and space weapon+defense tech be connected. What weird situation would it be if one empire somehow had invincible soldiers and tanks, but was still broadsiding enemy ships with handheld culverins?And you have to research aperture/strength/damage for this, not range related techs like wavelength.
Note that it seems that only lasers can get you to the highest end-tech rating, because other technologies don't have enough levels. Although that may have changed in 2.0+, I am not sure.
Specifically, only Laser, Railgun, Plasma, and Particle Beam techs will improve ground unit attack. Missile, Gauss, Meson, and HPM will have no effect. Honestly this is stupid, is effectively a nerf to the latter weapon types - as if missiles or Mesons needed any more problems - and I prefer the VB6 method of having an actual tech for GU attack (which, as a DB modder, would also let me actually rebalance ship armor without affecting ground units adversely).
I've got to say I approve of the idea that ground and space weapon+defense tech be connected. What weird situation would it be if one empire somehow had invincible soldiers and tanks, but was still broadsiding enemy ships with handheld culverins?
What does "Rear Echelon" do mechanically? I've set my HQ formation to that to keep them out of combat...or should I make them support?
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it
I just stupidly built a bunch of ships without fuel tanks and they're now in interplanetary space. I SM'd in some fuel tanks, but they're still empty. Is there a way to fill them with SM? I can't find it.
What does "Rear Echelon" do mechanically? I've set my HQ formation to that to keep them out of combat...or should I make them support?
Rear Echelon formations are pretty much out of combat unless there is a breakthrough in which case they can be attacked. Supply , engineering and other nonecombat units should be in rear echelon, so a higher echelon command can be in the rear echelon without problem if it has no combat elements. Direct fire combat units need to be in front line attack or defense. Artillery units supporting a front line unit need to be in support, so if your HQ unit has artillery in it then it should be in support and assigned to support a front line unit.
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it
Rear Echelon formations are pretty much out of combat unless there is a breakthrough in which case they can be attacked. Supply , engineering and other nonecombat units should be in rear echelon, so a higher echelon command can be in the rear echelon without problem if it has no combat elements. Direct fire combat units need to be in front line attack or defense. Artillery units supporting a front line unit need to be in support, so if your HQ unit has artillery in it then it should be in support and assigned to support a front line unit.
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it
I'm trying to find how to spacemaster in industry to make a custom start and I'm not seeing the buttons for it. The wiki page for space master seem to be VB only so can someone tell me if they're still supposed to exist in Aurora C# or if I'm searching for something that's VB only? (I'm trying to make a start with a moon or mars base)
I'm trying to find how to spacemaster in industry to make a custom start and I'm not seeing the buttons for it. The wiki page for space master seem to be VB only so can someone tell me if they're still supposed to exist in Aurora C# or if I'm searching for something that's VB only? (I'm trying to make a start with a moon or mars base)
With spacemaster on, the buttons to add installations is in the civilian/flags tab.
That should not be possible. Military Jump Engine allows both military and commercial engined ships to jump.
--- If I build a Commercial Ship with a Commerical Hangar and Repair Bays equal to said Hangar's total capacity, will Military Ships docked inside of said Hangar be capable of being repaired as if they were also within the Repair Bay?
In VB Aurora, refueling was a straightforward issue...here it is not. Why does there no "Move to fleet and refuel it" command exist? Instead it is all "join and refuel" then nothing happens even after the command it stated to be carried out? It gets even more complex when I attempt to refuel one tanker with another...then absolutely nothing happens. There are drop down menues which should allow this but they seem to default to "refuel own fleet" ... I must be missing something obvious...
I currently have a Spabrook class survey support ship with 800,000 l at 54% and I'm trying to refuel it with a Tidepool Tanker with 650,000 at 99.9% or so...both ships have refueling gear. The Tidepool is in a subfeet attached to the Spabrook fleet. Both ships are sitting at a jump point...I select the jumppoint and give the Spabrook fleet the command "refuel from own tankers" wait 8 hours and there is no change in fuel status. The game tells me the command has been executed....but no fuel has moved into the Spabrook.
What am I not doing? Oh right the minimum fuel on both ships is 10% of the tank size so not that. Clearly this has to work...otherwise logistics fails bad but while I managed to refuel a survey command ships from the Spabrook refueling the Spabrook again from a tanker is apparently not possible.
In VB Aurora, refueling was a straightforward issue...here it is not. Why does there no "Move to fleet and refuel it" command exist? Instead it is all "join and refuel" then nothing happens even after the command it stated to be carried out? It gets even more complex when I attempt to refuel one tanker with another...then absolutely nothing happens. There are drop down menues which should allow this but they seem to default to "refuel own fleet" ... I must be missing something obvious...
I currently have a Spabrook class survey support ship with 800,000 l at 54% and I'm trying to refuel it with a Tidepool Tanker with 650,000 at 99.9% or so...both ships have refueling gear. The Tidepool is in a subfeet attached to the Spabrook fleet. Both ships are sitting at a jump point...I select the jumppoint and give the Spabrook fleet the command "refuel from own tankers" wait 8 hours and there is no change in fuel status. The game tells me the command has been executed....but no fuel has moved into the Spabrook.
What am I not doing? Oh right the minimum fuel on both ships is 10% of the tank size so not that. Clearly this has to work...otherwise logistics fails bad but while I managed to refuel a survey command ships from the Spabrook refueling the Spabrook again from a tanker is apparently not possible.
The biggest thing that gets missed is setting the refuel priorities in the ship Class Design screen. You want your bulk fuel tankers to have a lower refuel priority than your fleet oilers for example. The tanker type with the lowest priority will be the one that does the refuelling. If you have multiple tankers with the same priority and don't want them to all refuel, turn off refuelling for the ones that you want to be topped off, and leave refuelling on for the tanker that's supposed to be emptied.
Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.
s there a way to retroactively reorganise multiple formations into a single formation? Can I alter the complex template and get it to hold all the silo STOs after it has been built?
Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.
Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.
There is one. Select the destination fleet, give it a fleet target containing tankers, and select “Refuel from Stationary Tankers”. This does not require the tankers to join the destination fleet.
Sorry if this question has been asked, I didn't seem to find anything on it. Before I start a game with a few player run human factions, how would one go about possibly merging factions if that was something that I wanted to do?
A missile without sensors shows higher chance to kill than missiles with sensors.
I can't understand why.
Aren't sensors used to guide a missile to the target?
Or does the increased weight reduce so much the manoeuvrability?
But, anyway, without sensors, the missile cannot drive itself against the target, or know when it is near to fire a proximity detonation.
In the latest series of updates was gene modification implemented?Not yet.
I have been looking through the change logs and don't see anything, but wanted to confirm with someone who is sure before I make some new game decisions.
The minerals mined by a commercial installation, where do they end?
How can I use them for my constructions?
Minerals mined by civilians are by default taxed and "wasted". To make use of them you have to go to your mining tab, select the civilian mining complex, tick purchase instead of tax, and then select a mass driver destination. Civilian mining complexes come with a built in mass driver so you don't need to transport one, and if you don't select a destination they just end up on the body's stockpile as if you had just mined them
I'm in trouble with ship combat.
Two alien ships entered solar system, and immediately started to shoot at my ships surveying the jump point.
I met them unfriendly in another system before, so the alien race is marked as hostile.
I set up the fire controls and the guns, but none of my ships has the alien ones as potential targets.
Aliens are slower than my ships, so I have them well within the range of the fire controls. Active sensors are on. ECCM are assigned to the FC. Combat is lasting for several minutes, but no ship is marked as target.
Some messages in the events say "Ship 1 is preparing for offensive fire but her weapons are not yet ready".
What am I doing wrong?
The message means your ship is on jump shock, it'll stop after a while as the ship recovers from the jump.
It can also be poor crew training level that results in this.
I just started my first 2.X game.
There seems to be an issue with my naval command promotion structure. I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.
Further down, I noticed that my army has only majors. About 2100 of em.
Is there a box I forgot to check somewhere?
QuoteThe message means your ship is on jump shock, it'll stop after a while as the ship recovers from the jump.
I can exclude this: my ships were stationary, next the jump point, for several days.QuoteIt can also be poor crew training level that results in this.
Training is above 50%, and grade ranges from 10% up to 21%.
Attached the battle and the ship design.
Range, in the first row of the events, goes from 0 to 1,377 km.
I have detached and stopped the ships whose shield was below 10%, to let it recharge, before sending back to follow the aliens.
First game with 2.10, first explored system: Proxima Centauri, one superjovian planet with 18 moons and 4 asteroids. No minerals, 0, nada, nothing... it never happened to me, has it ever happened to you?Yes, though not with that many bodies. It's pretty rare!
-J-
I just started my first 2.X game.
There seems to be an issue with my naval command promotion structure. I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.
Further down, I noticed that my army has only majors. About 2100 of em.
Is there a box I forgot to check somewhere?
Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.
The game seems to only promote one step so if you need someone 2 or more ranks higher it looks like the only option is to promote them manually. The auto assignment otherwise seems to work very well in my experience.
I have also been exploring now for several systems and minerals seem to be astonishingly rare...I had to add some sorium to my home systems gas giants otherwise I would have only found 80,000 sorium on a super jovian a few jumps out. Also the systems I've been finding (not playing with known stars) seem very disappointing...nearly all of them have been effectively empty after the first two I explored. Makes sense to a degree with the story but still disappointing.
The civillian firms seem less inclined to kill thousands of colonists and that is good.
My question is on geosurvey teams...I have researched the survey instruments, and my Frackmaster geosurvey vehicles, created a formation of 5 of them, built that and shipped it to a colony with a high potential for ground survey. Now what? Is something happening and I'm not being told? I don't see any indication anything seems to be occurring except an asterixis by the planets name on survey locations list (hopefully I have the window name right).
I just started my first 2.X game.
There seems to be an issue with my naval command promotion structure. I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.
Further down, I noticed that my army has only majors. About 2100 of em.
Is there a box I forgot to check somewhere?
Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.
The problem is, I have spots that require them. My naval admin command is in need of an Admiral, 2 VADMs, and 2 RADMs. And my army has several colonel and Brigadier general spots I need filled. I mean, I know I can force-promote people, but I wanted that part of the game auto-handled :(
I don't see any active sensors on this design - you need at least one ship with active ASS in range to provide precise location of the enemy (passive sensors and planetary sensors are not sufficient).
Is there a way to stop specific notifications from pausing time? For example, every time a civilian ship is scrapped, time stops. I do not particularly care about that notification at all.
Problems to repair a ship in a remote system.
I have a scout ship A going around the galaxy to grav and geo survey.
Its jump engine broke down, and it cannot come back to a colony for repair.
So, I sent a maintenance ship B to the system where A is.
But, with these two fleets/ships floating together in the space (or also joining them in one fleet), I didn't find how to repair A.
To do this, I had to send the ships in orbit around a body, designate this body as a colony, select it in the Economics window, and finally a shipyard appears, i.e. B, where to repair A.
Is there a way I could repair a ship in space, without creating a new colony?
Because in my galaxy, there are several stars without any body in orbit. Nothing.
If A were broken in one of these systems, how could I have it repaired, as I couldn't create a colony?
****
Class A
Bari class Jump Scout 2,997 tons 70 Crew 379.2 BP TCS 60 TH 100 EM 0
1668 km/s JR 3-50 Armour 1-18 Shields 0-0 HTK 16 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 1.97 Years MSP 79 AFR 72% IFR 1.0% 1YR 27 5YR 402 Max Repair 100 MSP
Capitano di Corvetta Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
J3000.0(3-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 3
Nuclear Gas-Core Engine EP100.00 (1) Power 100 Fuel Use 60.0% Signature 100 Explosion 10%
Fuel Capacity 750,000 Litres Range 75.1 billion km (520 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****
Class B
Taranto-2 class Repair Ship 24,981 tons 590 Crew 3,401.8 BP TCS 500 TH 563 EM 0
2251 km/s JR 3-50 Armour 1-76 Shields 0-0 HTK 96 Sensors 0/0/0/0 DCR 3 PPV 0
Maint Life 2.15 Years MSP 23,755 AFR 1664% IFR 23.1% 1YR 6,872 5YR 103,077 Max Repair 1381.9 MSP
Capitano di Corvetta Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required
Repair Capacity: 4000 tons
J30000(3-50) Military Jump Drive Max Ship Size 30000 tons Distance 50k km Squadron Size 3
Ion Drive EP375.00 (3) Power 1125 Fuel Use 116.91% Signature 187.5 Explosion 15%
Fuel Capacity 3,000,000 Litres Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour Complete Refuel 50 hours
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****
Class A
Bari class Jump Scout 2,997 tons 70 Crew 379.2 BP TCS 60 TH 100 EM 0
1668 km/s JR 3-50 Armour 1-18 Shields 0-0 HTK 16 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 1.97 Years MSP 79 AFR 72% IFR 1.0% 1YR 27 5YR 402 Max Repair 100 MSP
Capitano di Corvetta Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
J3000.0(3-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 3
Nuclear Gas-Core Engine EP100.00 (1) Power 100 Fuel Use 60.0% Signature 100 Explosion 10%
Fuel Capacity 750,000 Litres Range 75.1 billion km (520 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****
Class B
Taranto-2 class Repair Ship 24,981 tons 590 Crew 3,401.8 BP TCS 500 TH 563 EM 0
2251 km/s JR 3-50 Armour 1-76 Shields 0-0 HTK 96 Sensors 0/0/0/0 DCR 3 PPV 0
Maint Life 2.15 Years MSP 23,755 AFR 1664% IFR 23.1% 1YR 6,872 5YR 103,077 Max Repair 1381.9 MSP
Capitano di Corvetta Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required
Repair Capacity: 4000 tons
J30000(3-50) Military Jump Drive Max Ship Size 30000 tons Distance 50k km Squadron Size 3
Ion Drive EP375.00 (3) Power 1125 Fuel Use 116.91% Signature 187.5 Explosion 15%
Fuel Capacity 3,000,000 Litres Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour Complete Refuel 50 hours
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?
2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?
2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?
1.No. The crew goes back to the general crew pool. If you scrap a lot of ships with really high crew grade, the average grade level of your crew pool can go up but generally it doesn't happen. A ship with 100% fleet training and very high crew grade is usually better to upgrade even if it costs more than building a new ship for this reason.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?
So I know the basics of terraforming (what gasses to add to get the values in the habitable range for my race, keep it in at both perihelion and aphelion, water vapor for hydro extent ect.) but how do I get specific terrain types? I want to get some varied terrain types for empire flavor but it seems I only can get steppe if the planet is in the habitable range for baseline starting race. Is there a specific thing I am missing, like to much greenhouse gasses, or not enough variety in the atmosphere, or do I need to wait for the trees and other vegetation to grow over time ect?
Do all future CMCs spawn with that new template?
Does it cost (someone?) more if you make the garrison template much larger, i.e. start adding STOs and more units?
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template. I am more than happy to edit the DB if that will do it.
(Reposting a previous question due to lack of answer.)
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template. I am more than happy to edit the DB if that will do it.
(Reposting a previous question due to lack of answer.)
Locate the civilian garrison in the FCT_GroundUnitFormationTemplate table, then use the ID to modify the entries in FCT_GroundUnitFormationElementTemplates, which itself refers to different class IDs from the FCT_GroundUnitClass table.
Can a tug tow a wreck?
I still haven't a ship to recover the wrecks, but I have tugs.
Is there any way at all to downsize the game's windows? I had to get rid of my old laptop and this new one has 1366*768 as its maximum resolution which often cuts off the bottom of windows xD I end up having to altgr+<-- just to be able to see the buttons at the bottom of most windows xD I may end up having to buy a spare hdmi cable just to connect my screen display to a damn tv xD
Is there a window where I can check an NPR's Diplomacy and Xenophobia stats? (with SM, I'd assume)
If I had a station with commercial hangers and enough maintenance capacity, could I station fighters there without needing a recreation module to keep the fighter crews from gaining deployment time?
I'm having problems with automated replacements. I initially created ground units with a 4K/5K size template and have decided to go with double-size units. So I changed the replacement template of one of the units to the new size, and checked the "use for replacements" on another one. But after a production update no elements have moved.
The units are on Mars, and I've renamed the first old-style ISC infantry screen to the new double size ISI version, and changed the template to the new double-sized version. The 9th unit has been renamed to Infantry screen replacements and has the replacement flag set. https://imgur.com/a/4uqqkhU
What am I doing wrong?
Does the tactical bonus that naval commanders can get do anything? If not, what is the point of CICs
Does the tactical bonus that naval commanders can get do anything? If not, what is the point of CICs
It's not documented well anywhere,
Maybe I am blind for the right button in the game, or I don't perform the correct search in the forum, but I can't find a way to promote a Civilian Administrator of a colony.
Game assigned an A1 administrator to the colony when it was formed (Automated Assignments is ON; Do Not Promote is OFF; Automated Assignment for Colony, in Economics, Governor tab, is ON).
After years, the colony has grown to A5, but no promotion was done and he is still at A1 and still the governor (the game didn't substituted him).
I would like to maintain him in charge and promote him.
So, how can I do this?
More a curiosity than a game need.
Do you terraform Venus? If so, how much time does it take to reach an acceptable environment?
In my game, in Venus there are the largest quantities of Duranium and Sorium of the Solar system, but manned mines cannot obviously work.
So, terraforming is an useless effort, or maybe can I get good Manufacturing Efficiency sometime in the future?
Why is there low gravity infrastructure, but no other specialized types, ie. High gravity, low temperature, etc.? Is it simply that low grav planets are still relatively easy to colonize, but the other environmental factors are too hostile and cost prohibitive?Extreme temperatures can be handled by normal infrastructure, you just need more of it. Low-G infra allows you to colonize a body that is normally not colonizable and as such it is differentiated from normal infrastructure. They also cannot operate together of course.
If I had a station with commercial hangers and enough maintenance capacity, could I station fighters there without needing a recreation module to keep the fighter crews from gaining deployment time?I think nuclearslurpee missed that this question was about hangars and fighters?
I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.
Oh sure I guess this is my day job now huh? ;)
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.
Oh sure I guess this is my day job now huh? ;)
Commercial hangars will not maintain whatever you put in them, but AFAIK if you have maintenance modules at the same site/fleet or on the same ship you can maintain with those. Maintenance facilities however would not work.
Similarly, a recreation module is necessary for reducing deployment clock if a populated colony is not available to do the job.
Only military hangars preclude the need for other facilities entirely.
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.
SV-01 Naraithsol 001 (Naraithsol Mk3 class Survey Vessel) 4,426 tons 83 Crew 481 BP TCS 89 TH 240 EM 0
2711 km/s Armour 1-24 Shields 0-0 HTK 27 Sensors 0/0/0/2 DCR 6 PPV 0
Maint Life 7.59 Years MSP 407 AFR 26% IFR 0.4% 1YR 12 5YR 186 Max Repair 100 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 60 months Morale Check Required
Nuclear Gas-Core Engine EP240.00 (1) Power 240.0 Fuel Use 9.76% Signature 240.00 Explosion 6%
Fuel Capacity 1,000,000 Litres Range 416.7 billion km (1778 days at full power)
Active Search Sensor AS3-R1 (1) GPS 10 Range 4m km MCR 359k km Resolution 1
Active Search Sensor AS18-R100 (1) GPS 1000 Range 18.5m km Resolution 100
Geological Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
Edit: The closest unsurveyed object is a comet at a distance of 26 billion kms, by the way.
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.
I swear I read a post 2-3 weeks ago saying exactly the opposite. ???
Is there a way to automatically assign officers to flag bridges?
It didn't seem to be doing it. I had spare officers of the correct rank avaliable, but it didn't automatically assign any when i used the button that un-assigns then reassigns all the naval officers. Might have missed something, I suppose. I can check again later, and ultimately it isn't a huge issueIs there a way to automatically assign officers to flag bridges?
Selecting automated assignments in the officers tab should do this. If you're still having empty positions, you need to make sure that there's no gaps in your command hierarchies and/or build more academies
It didn't seem to be doing it. I had spare officers of the correct rank avaliable, but it didn't automatically assign any when i used the button that un-assigns then reassigns all the naval officers. Might have missed something, I suppose. I can check again later, and ultimately it isn't a huge issueIs there a way to automatically assign officers to flag bridges?
Selecting automated assignments in the officers tab should do this. If you're still having empty positions, you need to make sure that there's no gaps in your command hierarchies and/or build more academies
I'd like to experiment a little with weapon ranges to create a different combat flow. Can parameters like weapon range be easily edited or that would require decompiling everything?
Is there a way to scrap space stations without building massive shipyards? I don't seem to able to select them for scrapping either in the shipyard menu or as installations.You could use a repair yard or commercial yard, since those cost less to upgrade than military yards
Is there a way to scrap space stations without building massive shipyards? I don't seem to able to select them for scrapping either in the shipyard menu or as installations.
I have another question. Does missile agility also reduce chance of that missile being hit?No, increasing speed and missile ECM are the only ways to make a missile harder to hit
I found relevant info on the parasite deployment rules:I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.
Oh sure I guess this is my day job now huh? ;)
Commercial hangars will not maintain whatever you put in them, but AFAIK if you have maintenance modules at the same site/fleet or on the same ship you can maintain with those. Maintenance facilities however would not work.
Similarly, a recreation module is necessary for reducing deployment clock if a populated colony is not available to do the job.
Only military hangars preclude the need for other facilities entirely.
I found relevant info on the parasite deployment rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg104052#msg104052
Basically, a carrier which has exceeded its deployment time cannot rewind a parasites deployment clock. So a commercial carrier with a 3 month deployment shouldn't reduce military parasites deployment time once the carrier's deployment is greater than 3 months or whatever you set the deployment time as
Any military ship, or one equipped with geological survey sensors, has a deployment clock, similar to their maintenance clock, which is displayed on the fleet window in months
How do I get the ELINT module? I cannot see it anywhere in the list of components, nor in the options for research.ELINT is under sensors and fire control research. It should be called something like "electronic intelligence gathering 5", and i think it is 5000 pts of research cost
Also, what does the following mean in a report about an alien ship (yeah, I just encountered aliens in Sol and now am playing catchup):
Observed sensors:
AS#1 GPS32
I guess the AS is active sensor, but what is gps?
How do I get the ELINT module? I cannot see it anywhere in the list of components, nor in the options for research.
Also, what does the following mean in a report about an alien ship (yeah, I just encountered aliens in Sol and now am playing catchup):
Observed sensors:
AS#1 GPS32
I guess the AS is active sensor, but what is gps?
Thank you! I have found the research now. Also, my only armed ship so far is running circles around the enemy ship staying near. I kind of hope the enemy ship will go back home at some point.Does the enemy ship have stealth systems? If it does I suggest building STO batteries and ground forces, based on my understanding of how certain enemies work
I have engaged the ship, and reached my next question: How do I make my ship actually fire?
My ship is armed with 2 gauss cannon turrets. It has two beam fire controls with 25kkm range. I set the beam fire controls up and clicked "open fire FC" for both. Attachment shows how this looks. I am tracking the enemy ship at a range of 0 km, successfully since I'm faster. He is shooting at me with railgun but my ship is not shooting back. I also tried setting the race to "hostile" in the info tab, but that also did not help. I have been shot a bunch of times now so enough time must have passed.
I have engaged the ship, and reached my next question: How do I make my ship actually fire?On the right, there is the list called "Potential Targets" Drag the name of the enemy ship onto your beam fire control. Alternatively, press either "Fire at will" to make the ship quickly but randomly choose an enemy target, or "Auto Target BFC" to make all ships in the fleet choose an avaliable enemy to target, trying to spread attacks evenly between enemy ships in range
My ship is armed with 2 gauss cannon turrets. It has two beam fire controls with 25kkm range. I set the beam fire controls up and clicked "open fire FC" for both. Attachment shows how this looks. I am tracking the enemy ship at a range of 0 km, successfully since I'm faster. He is shooting at me with railgun but my ship is not shooting back. I also tried setting the race to "hostile" in the info tab, but that also did not help. I have been shot a bunch of times now so enough time must have passed.
Hmm, I tried that earlier and it didn't seem to do anything but repeating refresh and pulling targets around it works now. Thanks for the help everyone!It can be finicky sometimes.
I just developed fighter autocannon and I'm trying to sort out how I use this. I had thought I would get a new ground vehicle type, but instead it seems to have opened up "fighter autocannon pods" and I'm utterly confused how these things are supposed to be used. It seems to be some sort of hanger, but I am clueless even how big I should make it or what it would do when I do have one developed. I was trying to develop a helicopter type formation for my armoured divisions but this is looking a bit dubious at the moment.Fighter autocannons are for space fighters (IE 500 tons or less). You make an "autocannon pod" by opening the missile editor and checking the autocannon option in the lower left. Then you pick the size of the autocannon pod. You can then build these pods like normal missiles. To use them, you need fighters with either missile box launchers or fighter pod bays that are large enough (fighter pod bays are much smaller for a given size). You load the pods into the box launchers or pod bay, and can then use them to support ground units
I built my first engineering battalion but how do these work in terms of digging units in...do they have to be in the organization or will the independent battalion dig in my infantry division without being assigned to it?
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level. This means you can attach a construction-based formation directly to a formation you need fortified, or you can attach to a HQ and it will fortify every formation descending from that HQ. Construction elements can only assist elements that are on the same system body (they can be in different populations on the same body).
Is there a way to see for a class which other classes a shipyard tuned to that class could also build?
Is there a way to see for a class which other classes a shipyard tuned to that class could also build?
In the Shipyards view --> Task box at the bottom of the window --> set Task Type to "Construction" --> In the "Class" dropdown, you can see what other classes are interbuildable. However, this does require you to have a shipyard tooled for the base class in question. Otherwise, you will have to calculate it yourself according to the refit rules. (http://aurora2.pentarch.org/index.php?topic=8495.msg117467#msg117467) It is not hard to do this, just a little bit tedious but you should not have to do it very often. :)
For most common interbuild cases it is fairly simple, for example if you have a ~45,000-ton colony ship that costs 1500 BP and a ~45,000-ton freighter that costs 600, the freighter can be built from a yard tooled for the colony ship because the cost of a cargo bay is much less than 20% of the colony ship cost. The reverse is not possible because cryogenic modules are so expensive compared to cargo holds.
A trickier example is survey ships, because the geo and grav sensors are usually the most expensive components on a survey ship it is often difficult to make the survey classes interbuildable. One solution is to use mixed-use survey ships with both grav and geo sensors, which is an entirely viable approach, and in some cases you would be able to create geo-only and grav-only variants that could be built from the same shipyard as the mixed-use variant. Another approach is to build a shipyard-only class which has a full load of both geo and grav sensors, but lacks a cheaper component like engine(s) or jump drive. Due to the cost rules you can often build geo and grav variants from a shipyard tooled for that class. This sounds complicated, so I will give a rough example below:
Geosurvey Ship Class: 5000 tons, ~700 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP
Gravsurvey Ship Class: 5000 tons, ~700 BP
4x Gravsurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP
Shipyard-Only Class: 5000 tons, ~1040 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP
You can see that the two survey ship classes are in no way interbuildable with each other, and even if you had a mixed-use ship with 2x Geo + 2x Grav sensors it still would not work. However, the shipyard-only class allows a single shipyard to build either kind of survey ship since the refit cost is only the cost of the jump drive with a 20% premium (plus some smaller amounts for differences in e.g. crew quarters between the classes).
I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...
[…] in the case of GEV/GSV interbuild, I understand it is a limitation of the mechanics but these really should be interbuildable IMO as you're ripping out one sensor suite and slapping another into the hole.
You can see that the two survey ship classes are in no way interbuildable with each other, and even if you had a mixed-use ship with 2x Geo + 2x Grav sensors it still would not work. However, the shipyard-only class allows a single shipyard to build either kind of survey ship since the refit cost is only the cost of the jump drive with a 20% premium (plus some smaller amounts for differences in e.g. crew quarters between the classes).
I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...
I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...
I usually try to avoid getting too silly with the refits (ProTip: you can in some cases make two classes interbuildable from a third class just by putting a lot of very expensive components like high-boost power reactors to drive up the base cost, so you have more room under that 20% limit), but in the case of GEV/GSV interbuild, I understand it is a limitation of the mechanics but these really should be interbuildable IMO as you're ripping out one sensor suite and slapping another into the hole. That's when having tricks like these comes in handy to support your roleplay even if it is, nominally, a tad exploit-y.
Is there a way to see all bodies that still have a ground survey potential? Right now I'm looking through my solar systems 1 by 1 but that is getting more and more cumbersome as the size of my discovered space increases.
Is there a way to see all bodies that still have a ground survey potential? Right now I'm looking through my solar systems 1 by 1 but that is getting more and more cumbersome as the size of my discovered space increases.
Bushwacker class Ground Support Fighter 99 tons 1 Crew 38.9 BP TCS 2 TH 0 EM 0
227 km/s Armour 1-1 Shields 0-0 HTK 3 Sensors 1/0/0/0 DCR 0 PPV 1
Maint Life 0 Years MSP 0 AFR 19% IFR 0.3% 1YR 1 5YR 8 Max Repair 10 MSP
Magazine 20
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Cox Thrust Type CE15 Atmo-Orbit Thruster (3) Power 0.4 Fuel Use 2204.54% Signature 0.15 Explosion 15%
Fuel Capacity 1,000 Litres Range 0.1 billion km (4 days at full power)
Miles Kinetics Standard Pod Bay (2) Pod Size: 10 Hangar Reload 158 minutes MF Reload 26 hours
Reynolds Electronics Industries Ground Attack Sensor Suite (1) Range 1.1m km Resolution 1
Stone Sensor Systems FLIR Array Type SC/6 (1) Sensitivity 1.2 Detect Sig Strength 1000: 8.7m km
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
Does the game always give you accurate information on what things are of the same alien race?
1 - Do unturreted weapons on ships with no engines have essentially 0% chance to hit? I know the game uses the tracking speed of either the weapon or the firecontrol, but how does this translate to stations? Wanted to put some Particle Beams on orbital defence platforms...
2 - How efficient is NPR colonization? I have recently given much thought to this. Expansion is the name of the game in Aurora. Multiple relatively small, specialized colonies of around 60 million pop have served me well. This does require lots of infrastructure and shipping capacity. Does the AI colonize in similar ways? How does it work? Worried about playing too well and leaving the AIs behind...
3 - How do I engage in diplomacy with NPRs, again? Built a small diplomacy ship, commercial, masses around 4000 tons, wanted to post it on the NPR homeworld and start racking the diplo points. They didn't blow it up, but immediately demanded that I leave as soon as it showed up on sensors. I'm sure I had nothing else in the system. ???
4 - Is it better to expand shipyard capacity first and then add slipways or add slipways then expand capacity? I would think it'd be easier to build the slips first then expand them all simultaneously instead of making a giant slip and then building another one just like it from scratch.
5 - How does refuelling within a taskgroup work? Put a tanker in a TG alongside some colonyships, hoping they would refuel automatically but they just don't. They don't just stop in deep space to do it if need be; don't perform underway refueling; they don't even refuel during the load-unload period in orbit of planets. Tanker was set to "Refuel Own Fleet". Not even using the order to "Refuel From Own Tankers", works.
I am unclear at to what the exact relationship is between the base/surface temperature and the maximum/minimum temperature , I assume the -10 to 38 temp for humans relates to the Min/Max shown above.
Minimum Temperature -99.307
Maximum Temperature 40.386
I'm looking to invade a planet with terrain listed as "Desert Mountain" - do my troops need both desert and mountain capability?
1 - Do NPRs have to perform fleet training to avoid penalties? Doesn't look like it...No but NPRs play by slightly different rules when it comes to that.
2 - Do NPRs fully use FACs and fighters and carriers now? Have seen FACs, but not sure on the fighters and carriers.Yes, at least to FACs - not sure if carriers/fighters were added already. Steve has been meaning to add them and the 7.2 update to VB6 Aurora was meant to include them - they even show up in Steve's AAR for that update - but then the conversion to C# happened.
3 - Do NPRs have civilian shipping lines? Can't quite see why they wouldn't but would be nice to know.Yes, sort of.
4 - Do NPRs use fighters, and by extension, ships and FACs for ground support already or is that not implemented yet?NPRs do not use ground-support fighters. They also can use ships to bombard colonies and troops but I don't know whether they do actual ground-support missions.
In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.
My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.
My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Is it a good idea to put your ground forces support equipment (long range arty, fire controllers, logistics, and constructions units) inside the same unit as your HQ or should they be broken up into smaller dedicated units to take advantage of Ground Commander skills?My current force layout puts some artillery and some supply in each HQ formation, then at the division level (Battalion, brigade, division), I have 1 engineer battalion and 2 supply battalions as direct subordinates of the division HQ. That way even smaller formations have most of what they need to work, and I consider it a good middle ground when it comes to micro-management
Good afternoon, I understand correctly that the forces of attraction of celestial bodies are not implemented in the game. Those. ships cannot travel between planets by first setting course and leaving the rest to the gravity of the star and planets.No this is not a newtonian model.
You have to assign each fighter individually to a ground unit with an FFD. As you need hundreds of fighters to make a real difference this can take some time
Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies? Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created? (the planet in question has 7 to 8 figures of every mineral on it)
Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies? Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created? (the planet in question has 7 to 8 figures of every mineral on it)
CMCs have spawning requirements, given here by Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347) - along with the undocumented addition that Gallicite is considered as well as duranium. If the body lacks sufficient quantities and/or accessibility of these two minerals no CMC will ever spawn there.
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?
2 - Is it necessary to specifically tell the HQ formation with artillery elements to support a specific subordinate formation, or will they shoot at anyone that the subordinates engage as long as the HQ is in support or rear echelon positions, with appropriate bombardment units?
3 - Changing a ground unit's template to another template seems to cause no further changes. How can I "refit" a ground unit? Feel like I'm missing a key piece here...
Is there any way to produce lots of maintenance supplies quickly? Seems that in the current version they are only produced passively by maintenance facilities, and there's no way to build them directly?
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?
FFD must be in the front-line formations, as the targeting for the supporting elements depends on the target of the supported formation and a non-front-line formation does not target independently. To reduce the vulnerability make sure to check the box for non-combat class when designing FFD units.
Hello guys, I have an issue that is bugging me. In VB6 Aurora task group management there used to be a button to equalize fuel between ships in the fleet and I can't find the same feature in C# Aurora anywhere. It frustrates me that in my tanker fleet every ship has a different fuel level all the time. :D :DAll replenishments now take time and cannot be done instantly. This includes fuel, supplies and missiles. You'll just have to live with the differing amounts in your tankers.
Is there a way to "repair" an infantry unit so it is built back up to the authorized formation strength? Or is the only way to build new units and use those as replacements?
Good afternoon, can you tell me what it can be connected with, that if I uncheck the "Use Constellation Names" checkbox during a new game, then the game hangs, the processor eats, but nothing happened in the background for a couple of hours.That should not happen - possible that something else went wrong?
Hello all! Starting new on v1.13.0 and running into a problem setting support.
I'm wondering if HQ unit capacity is messing stuff up?
EDIT: 2nd Unrelated Question, is there a way to remove the name of the day of the week from the Completion Date field on the research window? It often cuts off the day of the month and year from when the research will be done.
Hello all! Starting new on v1.13.0 and running into a problem setting support.
Why? We have versions 2.0+ now and they are much better.
I want the artillery to support the infantry. If I drag and drop the artillery onto the infantry it moves the artillery under the infantry within the hierarchy. Whereas if I drag the infantry onto the artillery it seems to be setting the infantry's light bombardment units to support the artillery unit.
I want the artillery to support the infantry. If I drag and drop the artillery onto the infantry it moves the artillery under the infantry within the hierarchy. Whereas if I drag the infantry onto the artillery it seems to be setting the infantry's light bombardment units to support the artillery unit.
If the artillery formation has a similar or smaller HQ command size as the infantry, the "smart" click+drag system will assign it as a subordinate rather than as a supporting formation, because the "smart" system is ignorant about whether or not a formation is meant as artillery support. The solution is to either make your artillery formations the same size or larger than what your infantry HQs can control, or to make the artillery part of a higher-level HQ formation.
Most often this happens when people are trying to have one (smaller) artillery formation to support each (larger) infantry formation. E.g., 1,000-ton artillery companies supporting 5,000-ton infantry battalions. Don't bother with this, as mechanically it won't make a difference if your artillery "companies" are grouped into a battalion of the same size and only support one infantry battalion. Aurora is just not suitable for detailed OOB modeling at the scale of planetary invasion ground combat.
Here I am again, still having issues with commanders.I think a person can only get promoted if it has been a year since their last promotion. Additionally, they will only ever get promoted by 1 rank at a time
I ran into a problem in my last game with the new C "autopromote" routine not filling up all the ranks. It was suggested to me, to change my naval organization to make sure that there was an Admin level for each tier of rank; I did, and it solved the problem.
I've started a new game, and I find myself having the same issue. This time, my admin ranks are already "in a row", so to speak (I have one run by a CDR, one by a CAPT, 1 by RADL, RADM, VADM, and ADM), but there aren't nearly enough people getting promoted to fill them, nor all of the available spaces on my ships. Of the 300 officers I have total, 280 of them are LCDRs, but I need at least 60 CDR/CPT/or higher to staff all of my assorted admin commands and ship modules.
What's going on this time? I don't want to have to manually promote dozens of people every time I make a new fleet :(
Here I am again, still having issues with commanders.I think a person can only get promoted if it has been a year since their last promotion. Additionally, they will only ever get promoted by 1 rank at a time
I ran into a problem in my last game with the new C "autopromote" routine not filling up all the ranks. It was suggested to me, to change my naval organization to make sure that there was an Admin level for each tier of rank; I did, and it solved the problem.
I've started a new game, and I find myself having the same issue. This time, my admin ranks are already "in a row", so to speak (I have one run by a CDR, one by a CAPT, 1 by RADL, RADM, VADM, and ADM), but there aren't nearly enough people getting promoted to fill them, nor all of the available spaces on my ships. Of the 300 officers I have total, 280 of them are LCDRs, but I need at least 60 CDR/CPT/or higher to staff all of my assorted admin commands and ship modules.
What's going on this time? I don't want to have to manually promote dozens of people every time I make a new fleet :(
So if you add 30 captain slots, but have less than 30 commanders, not all the captain slots will get filled, for example
Does anyone else have fleets fall out of orbit on a regular basis? never had that issue in previously versions.
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.
Same, I can't find a way to reproduce it consistently. it keeps happening in my game but not at the same bodies or the same fleets or classes of ships. just really random.
Does anyone else have fleets fall out of orbit on a regular basis? never had that issue in previously versions.
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.
Same, I can't find a way to reproduce it consistently. it keeps happening in my game but not at the same bodies or the same fleets or classes of ships. just really random.
I've seen an issue with the Absorb command occasionally.
2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?
I have 2 quick questions...
1- If i make a fighter and decide to use a pod instead of a missile launcher, will it work? Because the designer says its missing a missile launcher, but the designer accepts the missile on it...
2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?
I have 2 quick questions...
1- If i make a fighter and decide to use a pod instead of a missile launcher, will it work? Because the designer says its missing a missile launcher, but the designer accepts the missile on it...
2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?
The Pod Bay is for gound support and can only hold ground support weapons. Missile launchers can hold both missiles and ground support weapons. Allthough, missile launchers can carry less ground weapon pods.
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?
--- How do Ground Support Fighters calculate fuel? Do they use fuel when performing Ground Support missions? How much do I need? ???
Avenger class Strikefighter 61 tons 1 Crew 23.5 BP TCS 1 TH 0 EM 0
1 km/s Armour 1-1 Shields 0-0 HTK 0 Sensors 0/0/0/0 DCR 0 PPV 1
Maint Life 6.45 Years MSP 10 AFR 12% IFR 0.2% 1YR 0 5YR 6 Max Repair 10 MSP
Magazine 20
Commander Control Rating 1
Intended Deployment Time: 8 months Morale Check Required
Avenger Nose Mount (1) Pod Size: 10 Hangar Reload 158 minutes MF Reload 26 hours
Avenger Wing Mount (2) Pod Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Helios Pattern M39.A Torpedo Guidance Matrix (1) Range 8.7m km Resolution 10
Avenger Bolt Cannon (1) Armour Penetration: 24 Damage: 30 Shots: 3
Avenger Lascannon (2) Armour Penetration: 16 Damage: 10 Shots: 3
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
I actually tested this recently. They don't need fuel. They don't even need engines.Maybe they are glider bombers?
Is the ship marked as a supply ship in the ship design window?
--- How hard would it be to add in custom ground unit types,
custom ground unit armor types,
and custom ground unit weapons?
Hello all,
How do you get the medal condition "Having participated in one Combat Drop Transport" to trigger, since just using the orbital drop onto a hostile planet does not seem to work, or I am missing something,
Thanks,
Planetary class Survey Module 800 tons 6 Crew 309.8 BP TCS 16 TH 0 EM 0
1 km/s Armour 1-7 Shields 0-0 HTK 3 Sensors 0/0/0/3 DCR 0 PPV 0
Maint Life 0.11 Years MSP 15 AFR 160% IFR 2.2% 1YR 141 5YR 2,119 Max Repair 100 MSP
Kaigun-Chōsa Control Rating 1
Intended Deployment Time: 1 days Morale Check Required
Geological Survey Sensors (3) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
Question regarding parasites and command modules: would a science module apply a bonus to a ship carrying parasites with survey sensors?
My question now is, what would be the most efficient way to apply a commander bonus to my surveyors? I don't think I want to add a science module to every single lab ship, but I'm wondering whether or not there's an alternative (besides just forgoing the bonus altogether).
Furthermore, do parasite passive sensors function as normal while within a mothership?
I think it happened to be mentioned before but I would add possibility to see all known rifts
I have color coded events that makes me less focused on reading events and I certainly missed this in my game
and this is actualy quite important info
I would add this to contact section of the interface
I generated a new NPR with default settings, and they started with a healthy navy but absolutely no ground forces - is that normal? Is there some setting I need to adjust to make sure they have ground forces?
I generated a new NPR with default settings, and they started with a healthy navy but absolutely no ground forces - is that normal? Is there some setting I need to adjust to make sure they have ground forces?
Sounds like a bug, but how do you know they have no ground forces?
That is already in the v2.2 changes.
That is already in the v2.2 changes.
I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?
I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!
I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.
That is already in the v2.2 changes.
I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?
I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!
I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.
That is already in the v2.2 changes.
I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?
I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!
I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.
out of curiosity
I assume you are in late game Steve ( 2100 and past equivalent)
can you share what is your pace at this moment ?
Mine has slowed down considerably and I try to find how best model pace can look like
with so many additional players ( npr , swarm etc ) how much year can You push game in few hours play ?
recovering alien ruins. how does that work. i thought if i made some unit with xeno archeology and dropped them on said planet they would do the work. been 2 years, nothing so far.
Also: do any of you know, why space stations have no armour and can only mount civilian components?
recovering alien ruins. how does that work. i thought if i made some unit with xeno archeology and dropped them on said planet they would do the work. been 2 years, nothing so far.
How big is your Xeno formation? If you only have a handful of units it may take a very long time, the mechanic really works with formations of appreciable size, say 10,000 to 25,000 tons would do it. More is faster, less is cheaper.
When ship that is fired upon is not moving on the map (has no selected destination) does the game decide for the enemy accuracy calculations that ship speed is 0, or it uses it's selected or max speed?It used to be always max speed in VB6 but now I can't recall whether it was changed in C# or not.
When ship that is fired upon is not moving on the map (has no selected destination) does the game decide for the enemy accuracy calculations that ship speed is 0, or it uses it's selected or max speed?It used to be always max speed in VB6 but now I can't recall whether it was changed in C# or not.
EDIT nm I figured it out, forgot to set 2nd stage separation range to zero!
In Aurora C# 2.1.1 can missiles use on board sensors to retarget? (I read there was a bug with this in 1.13.)
If so can they use a thermal sensor to do that? Just checking.
EDIT OK I found a post from Steve 2012 saying passive sensors are enough. I am going to assume this hasnt changed. So the only question is whether the retargeting bug was fixed.
http://aurora2.pentarch.org/index.php?topic=5025.msg51406#msg51406
FYI This is the reddit thread which states missile retargeting with on board sensors was not working.
https://www.reddit.com/r/aurora/comments/ofwxr9/missile_thermal_sensors_not_working/
EDIT II since noone has answered I will test this myself and report back.
As far as I know, you can do this, but you'd have to use multi-stage missiles. I'll be interested to hear how your testing goes, as I've never tried this myself.
Do you have to use multistage? I know that is one way to use it, (i.e. a buoy with sensors and separation range calibrated for the carried missile to intercept without running out of fuel) but I thought that if you put a sensor in a strike missile launched by buoy or by ship, it will retarget a new hostile if the salvo was overkill. This is quite important for massed mines and offers a fire and forget approach to targeting fleets.
I am hoping to test this but in my current game the stack'o'swarm I was expecting after the loss of my scout arrived a little early so I am having to use the missiles I already have in the field which dont have sensors. Still I am sure the swarm will provide more targets once I get my act together. I will report what happens, assuming the empire survives that long!
Hmm, possibly I mis-read your earlier post. If you're talking about firing missiles at a waypoint near an intermittent contact, then I think it needs to be multi-stage. If you're talking about firing a big volley of missiles at one ship in a fleet and having them spread to other targets once the targeted ship is dead, that won't work, as they all hit simultaneously. Following saloves should re-target in that situation though.
Missile Size: 1.6993 MSP (4.24825 Tons) Warhead: 4 Radiation Damage: 4 Manoeuvre Rating: 25
Speed: 51,551 km/s Fuel: 142 Flight Time: 32 seconds Range: 1,649,619 km
Thermal Sensor Strength: 0.14 Detect Sig Strength 1000: 2,958,040 km
Cost Per Missile: 3.9068 Development Cost: 312
Chance to Hit: 1k km/s 1288.8% 3k km/s 429.6% 5k km/s 257.8% 10k km/s 128.9%
Ah! I see. Thanks for explaining. That's tricky then as I am using short range missiles in box launchers, around the 1m km mark. So the reload mechanics dont come into play for salvos. I can see how that would be useful with a stream of long range missiles approach but it looks like it wont help me with the swarm.
I think its fair gameplay that salvos hit simultaneously. Makes sense from a mechanical perspective.
Thinking out loud, the problem with all missile salvos is PD attrition militates maximising simultaneous missile strike counts.
PS another 2021 reference saying mines are bugged, still not clear when/if this was fixed, have not been able to find it in the update fixes
https://aurora2.pentarch.org/index.php?topic=12300.msg146400#msg146400
"Fixed bug that caused 2-stage buoys without targets to self-destruct."
You can have multiple salvoes travelling as one group, and each different salvo can be targeted separately. For example when I have a group of fighters launch missiles, I get say, a group of 40 missiles, made up of 10 salvoes of 4 missiles. Each fighter can have targeted a different ship, but for PD purposes it's a blob of 40 missiles.
Actually, for PD purposes the salvo size and number has an important impact. While each fire control can target any number of salvos, each weapon can only fire at a single salvo which is important for multi-shot weapons - railguns, Gauss cannons, and twin+ turrets. This can lead to wasted shots ...
You can have multiple salvoes travelling as one group, and each different salvo can be targeted separately. For example when I have a group of fighters launch missiles, I get say, a group of 40 missiles, made up of 10 salvoes of 4 missiles. Each fighter can have targeted a different ship, but for PD purposes it's a blob of 40 missiles. I think you can do the same thing on a single launching platform by using multiple MFCs.
http://aurora2.pentarch.org/index.php?topic=12523.0 (http://aurora2.pentarch.org/index.php?topic=12523.0)Quote"Fixed bug that caused 2-stage buoys without targets to self-destruct."
As far as terminology, I am usually careful to say "volley" or "wave" to describe a bunch of missiles arriving in a single group, which may be composed of multiple salvos. It can get a bit confusing otherwise.
Thanks, interesting point about small salvos. Are you saying that salvos targeting the same ship arriving in the same interval are not treated as simultaneous, allowing spare salvos to retarget?
If you want to slow research down so tech eras last about a decade or more, should you slow down research speed or pick the option that nerfs scientists' admin?
I did both, reducing tech to 10% and nerfing admin while starting conventional, but I think that's too much. It will take me over 50 years to research Trans-Newtonian tech, and you can't build mines as a conventional, so you can't really expand other than build useless colonies.
Do you think it would be best to increase tech rate, un-nerf scientist admin, or start with Trans-Newtonian tech already unlocked? I feel the key to a good, slow tech progression lies with one or a combination of those options.
If you want to slow research down so tech eras last about a decade or more, should you slow down research speed or pick the option that nerfs scientists' admin?
I did both, reducing tech to 10% and nerfing admin while starting conventional, but I think that's too much. It will take me over 50 years to research Trans-Newtonian tech, and you can't build mines as a conventional, so you can't really expand other than build useless colonies.
Do you think it would be best to increase tech rate, un-nerf scientist admin, or start with Trans-Newtonian tech already unlocked? I feel the key to a good, slow tech progression lies with one or a combination of those options.
With the admin limit, you can keep the science at 100%. If you were to keep it standard you have 2 option, both very valid:
reduce to 25% to 10%
Make your own admin limit rules. I use the 1 to 5 rule, meaning you can allocate 1 lab every 5 admin. So a scientist with 15 labs capacity will be possible to be assigned only 3
The reduced admin option is great because it doesn't slow down your overall science, but it slows down tech rushes greatly and pushes you to diversify your research considerably and build up a lot more quality scientists.
With reduced admin I usually think 100% research is fine for TN starts, because you can't rush propulsion techs so even your starting techs are probably good for 10-20 years before you need fleet-wide refits (especially if you start out trying to research more economic techs). For conventional starts I think 50% or 25% research is good depending on how long you want to spend in the super-janky early game era. I always SM Trans-Newtonian Technology in a conventional start game because there is no point in waiting around for 5,000 RP to complete unless you do a very low-population start with only 5-10 labs anyways.
Admin cap plus 50% tech is the sweet spot. Also did what you said and started conventionally but SM'd TN tech right away. Makes the game move a lot more naturally without being stuck with nothing to do.
1. Will tracking speed and fire control range for ground units automatically update or do you have to make new units to get the bonuses?
2. what is the 'optimal' size for a Deep Space Scanner? I understand that they get less efficient the bigger they are.
3. What governs automatic promotions? It seems my officer corp eventually balances out to the point anyone above the lowest level of officer is only promoted to fill a specific role that needs a high ranked officer, meaning I have hundreds of lowest level officers and maybe 20 guys above that before I seriously start fleshing out my navy with flag bridges. Is it supposed to work like this?
3.5 Also, what governs retirements? I recently when through a 'death wave' of my scientists which left my research crippled and I think my guys are retiring too fast in general to have interesting careers. If possible, I'd like to raise the minimum retirement age far above where it is gradually over the course of the game to account for new medical technology keeping people in top shape longer.
4. Can I automate Sector Governors and Academy Commandants?
3. What governs automatic promotions? It seems my officer corp eventually balances out to the point anyone above the lowest level of officer is only promoted to fill a specific role that needs a high ranked officer, meaning I have hundreds of lowest level officers and maybe 20 guys above that before I seriously start fleshing out my navy with flag bridges. Is it supposed to work like this?
Automatic promotions are on-demand as of v2.0, which means that low-level officers will only promote if there is an opening at the next-highest rank.
Part of the way to handle this is to be more liberal with your use of naval admin commands (maybe roleplaying 2-3 commands where you might otherwise just have 1 in some cases) and using the auxiliary command stations in your larger ships (AUX, CIC, ENG, SCI, etc.) to give more jobs for low-ranking officers. I also tend to make liberal use of the "Require Senior C.O." checkbox in class designs so that larger/more-prestigious ship types have higher-ranking officers, which also helps to stagger out the promotions a little bit.
Note also that the rate of generating naval and ground commanders has approximately doubled, in large part to help motivate the use of the auxiliary command modules.
In short this means in v2.0+ we have to actually craft a promotions structure that facilitates development of a robust officer corps instead of the game just auto-promoting people out of a job. The nice thing is we are no longer tied to rigid rank ratios so force structure is much more flexible and natural.
So I guess I'll go back to my system of adding auxiliary commands on commercial ships for no reason.
All the more reason they should do something for commericals in the next updates imo. Like having a Science Module in a terraforming ship contribute the officers terraforming skill.
I think the problem with that (i.e., why Steve doesn't just add it) is that there's no decision to be made - of course you put a SCI station on every terraforming ship you ever build, no-brainer once you have the tech because it would be cheap for an obvious bonus.
Is that not the case now for military ships? Assuming of course you aren't making something really small like a fighter.
Hi there, I have just started a game, and everything seems to be going fine, but I have made multiple classes of ships, but cannot select them for the shipyards when trying to construct them. I seem to have all of the technologies needed, so I am unsure of what is going wrong (I am rather new to this)Hi Brett, please register your account so that you can post normally - otherwise we have to manually approve each one.
Thank you
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?
So far, I am up to 449 systems.
I have 9 HQs because one has a limit of I think 10k, and I wanted some backup.HQs do not stack. Your HQ size should be equal or greater than the size of the formation it is commanding. So your tank Regiment of 50K tons would want an HQ rated for 50K tons. You can bring a backup HQ or three of course, but from what I read, I'm not too sure if they do much good. But for RP reasons it makes sense to have redundancy. If you have a backup HQ, I believe there is a random chance for the officer to get killed in the event of one or more HQs being targeted and destroyed. You can change the size of an HQ when you are creating the unit.
Does anybody know how to select multiple ground formations at the same time ?
Dragging individually each formation under their respective command is painstakingly long when you have hundreds of them
Is there any way to add custom rules for automatically awarding medals in addition to the conditions that are already there?
If I wanted to add a rule that awarded a medal after being assigned to an Admin or an Academy how would I do it?
What does Missile Agility do for accuracy that bigger engines doesn't?Basically this especially at later tech levels, missiles have a maneuver rating (MR) that boots to hit chance and agility is how you change it. Don't have the numbers on me but with MaxTech agility I think you can make missiles with single digit speeds that can swat all but the fastest missiles with +100% accuracy.
I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
What does Missile Agility do for accuracy that bigger engines doesn't?
I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
What does Missile Agility do for accuracy that bigger engines doesn't?Basically this especially at later tech levels, missiles have a maneuver rating (MR) that boots to hit chance and agility is how you change it. Don't have the numbers on me but with MaxTech agility I think you can make missiles with single digit speeds that can swat all but the fastest missiles with +100% accuracy.
I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
What are the pro's and con's of relying on civilians to haul all your stuff?You can only ship through a JP network and sometimes they don't have the right priorities. Mixed probably works best.
I find I'm only using state-owned freighters in initial colonization fleets to bring along the infrastructure. All other facility transport needs are outsourced to the private sector.
Also, what is a good size for STOs? Do you want to emphasize damage per shot or quantity of shots generally?
Is there a reason for planetary PD STO's against the AI? Do they really launch missiles at your colonies?
Does increased slipway size have any effect on shipbuild speed?
If I build a 1000ton ship in a 2000ton Shipyard will it build faster than in a 1000ton shipyard?
Hostility Modifier, what happens if I set it to a negative? More trade and peace?Yes.
How can I arrange a starting set-up that simulates a post fall of a galactic empire?
What is the tracking speed of unturreted weapons on a station?
Is there a way to connect a JP:UNEX to a specific system using Space Master?
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?Yes it would.
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?Yes it would.
Is there a way to connect a JP:UNEX to a specific system using Space Master?
No, you would have to edit the DB.
I'm just after the Railgun damage template.
Is there one that's current?
Just needing it for an AAR but I haven't reached combat yet.
So I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:
'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'
Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain).
Thanks in advance for any help!
Welchbloke
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?Yes it would.
Would the opposite also hold true? Would a boarded parasite within a hangar receive help from the mother ship and other parasites?
What if the boarding combat started before the parasite docked?
First thing to do is to unistall Aurora and any SQLite stuff you have installed. Then try installing Aurora again which will eliminate the possibility of something weird having happened during installation. Hopefully that works (Reboot the computer the equivalant of this solves 2/3 of help desk calls) if that does not work I am stuck and hopefully someone else has a better ideaSo I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:
'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'
Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain).
Thanks in advance for any help!
Welchbloke
This is extraordinarily unusual; you shouldn’t have to register any OCX components, and the SQLite library is included along with the executable.
You must have done something horribly wrong.
So something odd did happen, a complete reinstall fixed the issue - thanks. It looks like my AV software was doing something odd in the background, linked to the issue around aurora being reported as a trojan that other people have mentioned.First thing to do is to unistall Aurora and any SQLite stuff you have installed. Then try installing Aurora again which will eliminate the possibility of something weird having happened during installation. Hopefully that works (Reboot the computer the equivalant of this solves 2/3 of help desk calls) if that does not work I am stuck and hopefully someone else has a better ideaSo I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:
'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'
Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain).
Thanks in advance for any help!
Welchbloke
This is extraordinarily unusual; you shouldn’t have to register any OCX components, and the SQLite library is included along with the executable.
You must have done something horribly wrong.
Get rid of your AV software, as Windows Defender is nowadays well and good enough to deal with any threats. A normal user does not need anything else and they can cause a cascade of issues, as you've just experienced.
Seconded. Anti-virus software isn't -- and is frankly a virus itself more often than not, for any practical purposes.This was the case on my work laptop, after yet another software update one of the installed anti-virus products identified the other anti-virus software as a virus.
Why did the laptop have two bits of anti-virus software installed? I'm afraid that is a mystery known only to corporate IT departments.
How do you guys handle drop ships?
Like, with drop capabilities, why use a small drop ship rather than a lets say use a whole frigate to deploy a battalion?
And even then, would the troops stay "frozen" inside those drop ships? Meaning that it would replace the need for extra troop compartments?
Also, in that case, could a battalion be dropped in piece meal without having to make a company at a time?
Maybe it can me done in the next version? Since we make whole templates and it is built in bulk, then i think it would be possible to move a entire battalion of light marines?
Another thought is, can a transport ship just transfers troops in a contested planet or does it need to have drop abilities?
And if so, does it need to actually land on the planet?
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.
QuoteThis doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.
Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.
QuoteThis doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.
Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.
In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.
*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.
Glad to hear we'll be able to split formations into multiple ships in the next release. Obviously you want invasion ships for the big battles, but I was always frustrated how you needed a whole ship just to deploy a small marine strike force to enemy installations.
QuoteThis doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.
Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.
In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.
*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.
QuoteThis doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.
Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.
In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.
*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.
I am thinking more of having those formations specific for strike groups, so i can deploy them, secure small instalations, colonies, etc. The bulk of invasion troops, etc i would make them be deployed by big ships, cause im ok with a little extra pain, but im not insane lol
The doctrinal idea is to have a rapid light strike force capable of multi-tasking, so it would be small light battalions to be mixed with boarding marine groups if need be. Then for larger formations, i would just use big Drop Capable Frigates to unload the bulk of the troops. These small troops would be trained for every terrain, etc, making them expensive, but since it would be mostly 20 of those, it doesn't matter that much, plus, if i actually need more numbers than that, then the Drop Troopers come into play.
And thanks for the answers. Next version will be interesting...
but it would be nice to have some way to make a smaller contigent of forces on par with a larger one somehow, if one had a huge technological advantage and invested as such.
...25k vs 400k...
...legions vs chapters...
1. What exactly can you transfer peacefully? Ships, components, ordnance, and ground forces are all on the table, but what about minerals, colonies, and techs (racial or otherwise)?
2. Last time I attempted to load alien ordnance in a game, it didn't show up in the loadouts screen. Is this still true if a race transfers ordnance to another race, or is it only true for captured ordnance? Furthermore, if a ship using alien ordnance was transferred to a race, would that transferred ship still use the alien ordnance (and therefore could that ship load said ordnance, given it would still theoretically have it in the ship loadout)?
3. Are there any known bugs with transferring a ship back and forth between races, if for instance, I wanted to use an engineless barge as a "trading platform" to pass back and forth, being filled with different things each time? Would it create a new class every time it was transferred?
4. Is initial NPR strength based on the FIRST player race generated, or some other metric? Furthermore, is it based only on population? If the first race created was a large neutral race, would NPR strength be based on the large pop (and not the 0 tech and 0 initial BP of a neutral race)?
5. Tangential, but - if a cluster missile was launched at a hostile salvo, with a second stage of AMMs, would the released AMMs all target different missiles in the salvo? Also, if the cluster missile had an on-board thermal sensor and the targeted salvo was destroyed, would it target a different salvo, or does that only work for hostile ships? I've never used AMMs and am curious as to how they work. It seems like they might launch automatically like other PD, but in that case, how do you designate certain missiles as AMMs and certain missiles as not? Could cluster missiles be designated as AMMs? How are targets selected?
Is there a way to change the chance to get local systems / loops in my already explored systems in real stars games? I know the option for local stars doesn't work. Would it work to decrease the maximum stars to say a 5th of what it is normally, then do some exploring until I get some loops, and then turn it back up to 1000?
Alternatively, can I add JPs to specific systems using SM somehow? If so, I could read the DB file for current connections and find some ways to add a loop, select one randomly, then add it. Just have to find the table that has the graph. (I have some experience using SQL tools so I think I can do that)
So I tried this, and it seems not to work. I did manage to discover the system of "levinor" about 10 times though. Maybe the rng is not very random? Also I turned known stars back on and tried it a few more times and then I get to different systems each time so it isn't the case that it already generated the desinationIs there a way to change the chance to get local systems / loops in my already explored systems in real stars games? I know the option for local stars doesn't work. Would it work to decrease the maximum stars to say a 5th of what it is normally, then do some exploring until I get some loops, and then turn it back up to 1000?
The only way I can think of is to switch to Random Stars, set the maximum number of systems to a low value, and then every JP exploration should connect to an existing system. Note that JP destinations are not set until the first time you explore them, so you will have to explore until you have the desired number of loops before turning back to Real Stars.
Is levinor always the same? Maybe it is just the next name on the list, but each time created differently.
LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 600,000 km Tracking 10,000 km/s Damage 16 / 1 Shots 2 Rate of Fire 15
Maximum Fire Control Range 600,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km Max Range vs Missile 544,996 km
when I click the "Point Defense Weapon" option it becomesLR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 150,000 km Tracking 12,500 km/s Damage 16 / 7 Shots 2 Rate of Fire 15
Maximum Fire Control Range 150,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km Max Range vs Missile 544,996 km
Further to my previous post , I attach a zipped Aurora DB file . Could anyone please advise why my 1st Fleet of 3 AMM Frigates will not change their ordnance from the MK1 AMM to the MK2 AMM. I am at a loss to know what to do and any help would be much appreciated.
DavidR
What does the second part of the damage value in a design text mean?
Example, an STO Laser Turret:Code: [Select]LR Twin 25.0cm C5.5 X-Ray Laser Turret
when I click the "Point Defense Weapon" option it becomes
Range 600,000 km Tracking 10,000 km/s Damage 16 / 1 Shots 2 Rate of Fire 15
Maximum Fire Control Range 600,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km Max Range vs Missile 544,996 kmCode: [Select]LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 150,000 km Tracking 12,500 km/s Damage 16 / 7 Shots 2 Rate of Fire 15
Maximum Fire Control Range 150,000km Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km Max Range vs Missile 544,996 km
What does the 7 in "Damage 16 / 7" mean?
I think it is the damage at the end of the range. So at 600k km you'll do 1 damage, and at 150k km it is still 7 damage.
What is the value of using a active sensor on a missile and do you use them at all?
What is the value of using a active sensor on a missile and do you use them at all?
not so useful with large salvos any more...all missiles in salvos that hit at the same time (in the same 5 second increment) are lost so it doesn't matter if the target is destroyed by the first missile to hit, the rest are overkill. The sensor comes into play with any follow up salvos targeted on the now destroyed unit.
or are the remaining shots lost like missile salvos?
Trying to design effective boarding parties.
Anyone have a break down of what equipment Infantry/Static/Vehicles can utilize? I don't have access to my computer for a few weeks but I'm bored and trying to plan out a new campaign. Tried checking the wiki and the mechanics changes posts, but nothing lists out a full breakdown of what can use what.
Component | INF | LVH | VEH | HVH | SHV | UHV | STA |
PWL | X | ||||||
PW | X | ||||||
PWI | X | ||||||
CAP | X | X | X | X | X | X | X |
HCAP | X | X | X | X | X | X | X |
LAV | X | X | X | X | X | X | X |
MAV | X | X | X | X | X | X | |
HAV | X | X | X | X | X | ||
SHAV | X | X | |||||
LB | X | X | X | X | X | X | X |
MB | X | X | X | X | X | X | |
MBL | X | X | X | X | X | ||
HB | X | X | X | X | X | ||
SHB | X | X | X | X | |||
LAC | X | X | X | X | X | ||
MAC | X | X | X | X | X | ||
HAC | X | X | X | X | |||
LAA | X | X | X | X | X | X | X |
MAA | X | X | X | X | X | X | |
HAA | X | X | X | X | X | ||
STO | X | ||||||
FFD | X | X | X | X | X | X | |
HQ | X | X | X | X | X | X | X |
LOG | * | X | |||||
LOG-S | X | ||||||
CON | X | X | X | X | |||
GEO | X | X | X | X | |||
XEN | X | X | X | X |
I have a strange situation in 2.1.1 where dragging a repair shipyard (default size 10,000) through a jump point using a tractor tug chain with one module between the tug and the SY, caused the SY to be recognised as a new race of the player species and triggered a new listing in the intelligence window named "civilians" with diplomacy rating 10,000 and all available checkboxes.It is a bug even without a tug chain.
I am not sure what happened here. I dont allow civ construction yet in this game. Even if I did I would not expect a civ ship or structure to be treated as a separate race.
What I noticed before this happened was the shipyard when being towed by the middle module did not show in the ship listings but was itemised in the fleet info.
Trying to establish is this a bug? Has it been reported? Do I need to report it?
In my empire I have my original race and then a race I conquered - and when I set up a new colony it was automatically assigned to the conquered race, so I couldn't settle my own colonists. Does anyone know what determines the race assigned to a new colony? Or how to change it (before actually putting colonists there)?
Finally is there any way I can influence their growth IE, providing wealth from the government to help build ships or donating my older ships to them?
Finally is there any way I can influence their growth IE, providing wealth from the government to help build ships or donating my older ships to them?
If you set up contracts in the Civilian Economy tab of the Economics window, this will pay the civilians to do shipments for you and thus stimulate growth. Otherwise, there's not really any ways to interact with them directly or influence the other questions you asked.
Thank you for the feedback, I didnt know giving them orders spirred their growth so I might assign them more long term heavy lift contracts. The second part however begs a follow on question. Have you or anyone else here ever seen a Civ shipping line form anywhere but your home world and if so what all did that planet have on it (IE pop, structures ect.)?
Sorry to bother you with this question, but if I'm willing to wait some weeks or even months, should I wait for 2.2 or it's best to start now?You are likely to mess things up and restart several times as there is a learning curve so I would think starting a game now and learning how things work is a good idea. While there are signifigant changes coming a lot of the fundemenatals will not change
Is there a setting in game setup or a db mod that can be adjusted to increase the normal (average) number of jump points in each system? I would like to try playing with a more interconnected map.Hello and welcome to the forums. Please register your account so that we do not have to manually approve each post you make.
Sorry to bother you with this question, but if I'm willing to wait some weeks or even months, should I wait for 2.2 or it's best to start now?
Is there a setting in game setup or a db mod that can be adjusted to increase the normal (average) number of jump points in each system? I would like to try playing with a more interconnected map.
Is this a bug?
Can anyone point me at the calculation for what the upper and lower displacement limits are for the 'refit from' selection options?
Thanks. Republic 'stretched' class it is then :)Can anyone point me at the calculation for what the upper and lower displacement limits are for the 'refit from' selection options?
The tonnage of the new class must be within ±20% of the original class tonnage. In your case, a 20,500-ton ship can refit into a class which has a tonnage difference no greater than 4,100 tons, so the allowed range is between 16,400 and 24,600 tons. This means that 25,500 tons is not allowed (although you might be able to refit to an intermediate class and get there by refitting twice).
I am not clear on if this difference is inclusive of the endpoints; in my experience, you cannot count on this, but it might be due to the fact that the actual ship size is expressed to several decimal places (so a 20,500-ton ship might actually be 20,499.68 tons or something).
Is there a way to cause / encourage a shipping line to form on a planet besides my home system?
Regarding Hydrographic Extent: Does it only consider liquid water? And is there any way to get liquid water on a planet with a temperature above 100C?
At 185C, temperature factor is only 1.3, but I can't get the water availability factor below 2.0.
Is the DR setting only my attitude towards them,
or is it just that nobody wants aliens in their home system? Would this idea work, or would there be territory disputes between the player and NPRs despite being allies?
IIRC in VB6 you had to seperately assign a commander to the flag bridge of a ship if you wanted someone in overall control of a task force other than the ship captain of that ship. Is that still the case in C#? How do you do it?
IIRC in VB6 you had to seperately assign a commander to the flag bridge of a ship if you wanted someone in overall control of a task force other than the ship captain of that ship. Is that still the case in C#? How do you do it?
Yes. There is a category in the list of assignment options in the Commanders window, but they must be the correct rank to make the assignment show up.
I see, thanks. It is possible to automate it? I looked and all of my flag bridges were still empty.
Is there a way for me to change the display flag of NPR in the intelligence window? I want to change the flag of the raiders into a pirate flag so I can give them control on the star map where they are to easily see where I need to watch out for them extra/not send any civilian ships. Their current flag is kind of similar to that of a friendly NPR.
Also, is there a way in game to make my own intelligence notes?
Is there any way to change resource generation rates? I would like to make it so resources are more abundant but less accessible. More abundant in the sense that resources spawn more often and also in greater quantities. Balanced by significantly lower accessibility ratings.
I prefer long-term games with large amounts of buildup. The default settings make me feel almost like a plague of locust lol.
How much tonnage do you use for engines? And are your engines boosted? (I don't usually boost them on standard military craft, but some do)
If you want decent speed you need to devote a sizable percentage to engines. It is usually worth it to develop multiple sizes so save fuel on the bigger vessels.
Copying your vessel here or in the design forum is probably the best way to get advice.
e.g. for a missile ship you require the following :-
for a Beam weapon ship you require ......
Using shorter sub-pulses will slow the game down in a fairly linear way. Aurora will also prevent more than 500 sub-pulses. However, the next version has another performance leap so this should be much easier in future.
First, does the "Follow" fleet command not work on planets or other bodies? I will experiment moving forward, but I'm curious.
Secondly, will using the sub-pulses help with the detection issues? For example, if I had set the sub-pulse at two minutes when the survey ships first entered the system, would that have likely resulted in the survey ship detecting the STO's before being fired on? And, does setting the sub-pulses on such a short interval place significant burdens on Aurora, slowing the game?
Thanks in advance.
Okay, I'm writing this mostly to vent, but there is a question in here somewhere. And, while I am venting, I'm also aware that this is almost certainly my fault.
First, does the "Follow" fleet command not work on planets or other bodies? I will experiment moving forward, but I'm curious.
Steve answered this one. I will note that in my experience, a simple move order with minmum distance works fine. Planets only move on the construction increment (5 days by default) so follow is rarely needed in practice (in the rare cases where you need it, I think you can jury-rig some cycled move orders with time delays to emulate the effect, as a workaround).
Ground units can only be detected by res-1 active sensors and STO units can only be detected independently of other ground forces (and targeted separately) after they open fire.
Follow works for everything, but Min Distance only works for fleets and contacts as it is part of the interception code, rather than the normal movement code. I need to add that for other destination types.
Using shorter sub-pulses will slow the game down in a fairly linear way. Aurora will also prevent more than 500 sub-pulses. However, the next version has another performance leap so this should be much easier in future.
First, does the "Follow" fleet command not work on planets or other bodies? I will experiment moving forward, but I'm curious.
Steve answered this one. I will note that in my experience, a simple move order with minmum distance works fine. Planets only move on the construction increment (5 days by default) so follow is rarely needed in practice (in the rare cases where you need it, I think you can jury-rig some cycled move orders with time delays to emulate the effect, as a workaround).
Yes, my answer wasn't as clear as it should have been. Min Distance works fine for 'Move To' for all destinations. For 'Follow' orders, Min Distance only works for fleets and contacts. This is because they could be moving each increment so I need to calculate an intercept point that includes the min distance, while other destinations are fixed or only move during construction phases. I still should add the code but I think its absence was due to my play style where I always use Move To for planets (sometimes with Min Distance).
I usually equip my own survey ships with a few box launchers for probes, and fire them at any potentially habitable planet before approaching.
This brings me to a related question. In the older version of Aurora you could measure distance on the system map by right clicking (I think) on the map and dragging to the target, and Aurora would draw a line and give you a distance. I can't seem to make this work. Is there still a way to do this in the game?
A quick question. I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.
I'm terraforming a planet. The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure. There are no dangerous gasses.
The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage. Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point? If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans.
Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.
A quick question. I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.
I'm terraforming a planet. The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure. There are no dangerous gasses.
The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage. Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point? If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans.
Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.
What's the temperature of the planet?
A quick question. I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.
I'm terraforming a planet. The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure. There are no dangerous gasses.
The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage. Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point? If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans.
Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.
What's the temperature of the planet?
Currently 9.8 C, although it has varied a bit as I've fumbled around during my terraforming. I believe it was a bit hotter to begin with, as I've added some Frigusium to the atmo.
A quick question. I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.
I'm terraforming a planet. The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure. There are no dangerous gasses.
The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage. Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point? If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans.
Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.
What's the temperature of the planet?
Currently 9.8 C, although it has varied a bit as I've fumbled around during my terraforming. I believe it was a bit hotter to begin with, as I've added some Frigusium to the atmo.
Water won't condense above about 80C (I think) so 9.8C should be fine. Is it possible the planet has a very eccentric orbit and is hotter for most of its orbit?
It's a moon of a gas giant, so it doesn't have an eccentric orbit. Sorry, should have mentioned it before.
Does it take time for the water to condense out of the atmosphere? That's my current theory.
7) Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent
8) Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.
Does it take time for the water to condense out of the atmosphere? That's my current theory.
This is correct. Per Steve dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115):Quote7) Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent
8) Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.
There were some changes in terraforming related to the eccentric orbits in 2.0+ but I don't think the rate of condensation was affected.
Does it take time for the water to condense out of the atmosphere? That's my current theory.
This is correct. Per Steve dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115):Quote7) Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent
8) Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.
There were some changes in terraforming related to the eccentric orbits in 2.0+ but I don't think the rate of condensation was affected.
This post is also relevant from v2.0 changes list:
http://aurora2.pentarch.org/index.php?topic=12523.msg155204;topicseen#msg155204
iirc, water vapor is a greenhouse gas so that might be modelled in the terraforming calculations
I may be rehashing an old issue, and if so, sorry about that. Having said that, you can have negative water vapor levels during terraforming?
Please note - I am not complaining below. I'm going through my understanding of how terraforming works. It only sounds like complaining ;D
I have discovered that terraforming is much more complex than it used to be. Just taking into account orbital eccentricity is vital, and something I completely discounted when I started this campaign. In addition to eccentricity, water percentage and water vapor issues are probably the biggest noticeable change. Needing to pump water vapor into the atmosphere, then have it precipitate out to create a hydrographic percentage, makes the entire process more complicated and time consuming, as the precipitation takes time, and the water vapor alters the atmosphere's greenhouse effect, if I'm getting this right. That means that you can't finalize the planet's temp while there is water vapor in the atmosphere, because the precipitation will alter the atmosphere's greenhouse effects, altering the temp.
I noticed the negative atmospheric water vapor percentage recently while trying to remove the last bit of water vapor from an atmosphere where I didn't need it any more because the hydro percentage had been raised to the zero cost level. I forgot, as usual, and let it go a bit too long before I realized I hadn't gotten a warning in the event log noting that all of the atmosphere component had been removed, as I would have if I was removing something like chlorine or fluorine. When I checked, I had -.0156 atmospheres of water vapor. I guess that means I can reduce a planet's hydro percentage by inducing negative levels of atmospheric water vapor?
Something else I have noticed is that the precipitation process seems to cause massive temperature swings. I haven't documented this, but I will next time I encounter this. In this case I was terraforming a planet that originally had temps in the 280 degree range. I first pumped a bunch of Frigusium to reduce the temp, then some water vapor to get the precipitation process going, then some oxygen. I got the temp down under a 100 before putting the water vapor in. Over time, as the water vapor precipitated out, I noticed radical temperature swings, sometimes back up to over 200 degrees. Very strange. I had other things going on that I was paying attention to, so as I said, I didn't document this. I'm sure its all down to the interaction of the numerous variables Steve has set up for atmospheric effects.
Kurt
What determines how much MSP is consumed for maintenance in population? My testing shown a more reliable ship would still consume the same amount of MSP as a ship that would break often.
Is there a way to find the homeworld/home system of a spoiler race? They suddenly appear in the middle one of some of my systems and I cannot trace them back.
Do I need to so something else to re-enable full routing to this system?
Aparri class Ground Support Fighter 132 tons 2 Crew 49.9 BP TCS 3 TH 40 EM 0
15206 km/s Armour 1-2 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 1
Maint Life 20.06 Years MSP 23 AFR 1% IFR 0.0% 1YR 0 5YR 2 Max Repair 20 MSP
Magazine 20
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Huxman-Sontag Fighter Magnetic Fusion Drive (1) Power 40 Fuel Use 894.43% Signature 40 Explosion 20%
Fuel Capacity 1,000 Litres Range 0.15 billion km (2 hours at full power)
Size 20 Fighter Pod Bay (1) Pod Size: 20 Hangar Reload 223 minutes MF Reload 37 hours
Ballard E-Systems Fighter MFC Mk II (1) Range 24m km Resolution 20
Swaard Fighter Autocannon Pod (1) Armour Penetration: 38 Damage: 24 Shots: 3
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
I recently had my race design and built ground attack fighters, and then deployed them to attack a known ground force that has consistently survived all of my efforts to dislodge it. It didn't go well, and I'm not sure why.
I recently had my race design and built ground attack fighters, and then deployed them to attack a known ground force that has consistently survived all of my efforts to dislodge it. It didn't go well, and I'm not sure why.
I have a couple of questions because it is weird that your fighters are not firing at all:
- Do you have active sensor contact with the enemy ground forces? It looks like it from the log, but just to be sure.
- Are your fighters loaded with one of the fighter pod types? These work like ordnance except they are not expended, but you still need to build and load them.
- Is the enemy race hostile?
- If nothing else works, you might try using normal beam fighters instead of ones equipped with fighter pods. The mechanics on the wiki aren't clear, so these may be able to carry out those missions instead of fighter pod-armed fighters. This seems unlikely but it's worth checking.
Looking at the events list, I am actually curious if it is one of these issues, as the ability to do reconnaissance on a SAD/SEAD mission might be worth the cost of losing some fighters. Maybe not against NPRs/spoilers which have very predictable compositions but against other player races it could be useful, which would be a historic first for GSFs.
Otherwise, ground fighters are currently just... awful. They are expensive for what is really a minimal effect and die far too easily to AA fire (the AA mechanics also have a weirdness which means that at low enough tech levels, some of the AA components actually have no effect - but this isn't the issue here). Plus, the amount of micromanagement required to get a useful (i.e., numerous) force to be effective is tiresome to say the least. About the only role they have is forcing other player races (in a multiple player race game) to build AA units.
1. Yes - Although the fighters don't have sensors, the orbiting mothership has active sensors, and they are activated, and did acquire the enemy ground force prior to the launch of the fighters.
2. Yes - the fighters are equipped with a 20 space pod bay, and have loaded a 20 space autocannon.
3. Yes - The enemy race was designated as hostile long ago, and I have engaged in combat with them in the past, always disastrously for me, although I have managed to clear out their STO's, at some considerable loss.
4. I have tried to attack the ground forces with my other fighters, both beam and missile armed, using the Flak Suppression command and the search and destroy command, but nothing happened. I think.
1. Yes - Although the fighters don't have sensors, the orbiting mothership has active sensors, and they are activated, and did acquire the enemy ground force prior to the launch of the fighters.
2. Yes - the fighters are equipped with a 20 space pod bay, and have loaded a 20 space autocannon.
3. Yes - The enemy race was designated as hostile long ago, and I have engaged in combat with them in the past, always disastrously for me, although I have managed to clear out their STO's, at some considerable loss.
4. I have tried to attack the ground forces with my other fighters, both beam and missile armed, using the Flak Suppression command and the search and destroy command, but nothing happened. I think.
In that case I wonder if those missions are broken. I remember that there used to be some issues but I thought they were fixed at some point.
The only other thing I can think of is to check if you hooked up the fire controls. That one gets me more often than anyone else needs to know...
Is there supposed to be a delay while using standing orders? I'm noticing survey ships that take over a day to do something new once they've finished a task. If I manually give them an order, there's no delay.
Next one: I notice that Continual Capacity Expansion - for Shipyards - now has a target capacity. Given that, why do the other expansion options exist? Wouldn't they just ... always be a worse deal in every way now? I figured the reason they were there before is just so you could keep your capacity at round/even number if you didn't like capacity being 34,568 or whatever.
Does anyone knows how to research misc components? I can make them a prototype but that's it. It doesn't appear on the research window.
Also, since i am already here, does the speed of a CAS fighter affects how well it performs on ground missions or isn't relevant?
The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.As far as I know this is the only effect, and frankly if your opponent has AA at all (which NPRs usually do) they probably have too much and your fighter speed won't really make much difference...
Does anyone knows how to research misc components? I can make them a prototype but that's it. It doesn't appear on the research window.
They should be under the Logistics tab once you create the project.
My understanding is that there's no place currently or announced for 2.2 to view the number of crew members available. Is this correct?
The wiki appears to be down - https://aurorawiki.pentarch.org/index.php is giving an empty response. Is there anyone we need to notify?
Race Information Window --> Academies tab at left --> "Crewmen and Junior Officers". There is also the option to set the training level at the bottom of this tab, although I rarely use this as it becomes very easy to accidentally cause a crewmen shortage.
I thought that was the annual amount, as the line above it is 'Officer Graduates Per Year'. If not, changing the training level changes the current number of Crewmen and Junior Officers, which ... would seem to not make a whole lot of sense as you're changing what comes out in the future, not what you have now.
Does anybody have problems with multi selecting ships/units? I thought that it is not implemented, but well it looks like it is. It just does not work for me or I'm not using it right. Pressing ctrl or holding shift (while clicking/dragging ofc) works same way as simply clicking or dragging. Anybody know what might be the problem?
Which window are you doing this in? Shift/Ctrl+Click only works in some contexts, for example the Ships List tab in the Naval Organization window when you have a fleet selected..
Which window are you doing this in? Shift/Ctrl+Click only works in some contexts, for example the Ships List tab in the Naval Organization window when you have a fleet selected..
Yup that was the problem. I tried to use it on Fleet list and Ground units tab. Thanks for helping on this one. Btw, is there any method of dragging fleets/ground units on really long lists? I have +70 ground formations, and I want to form them up in hierarchies. But half of them are on the top, while the other on the bottom... And as I can not scroll the tab while unit is selected/dragged, I cant get to the right units.
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?
Holy crap, this is a game changer
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?
Economics window --> Civilian/Flags tab, in SM mode there should be buttons to edit/add installations.
You can also edit resources if you uncheck "Double-click sets reserve" in the Mining tab, in case you felt a need to do this. I don't know any ways to change fuel, ordnance, and MSP stocks but this is probably not too hard to do with commercial ships, etc. at the beginning of the game before things start happening.
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)
Is this still a thing in C#
But I think you could create a null unit (new formation template, don't add any units) then use "Instant Build" to make a new shell.
It doesn't do anything at the moment.
It doesn't do anything at the moment.
Well that would explain why I can't figure it out! Was that confirmed by a Steve post, or is that the collective wisdom? I would think after Steve's Fighter based playthrough that would have been added as a fix for 2.2, but I don't see it in the change list.
Assuming you mean Carrier Operations, it improves the speed of refuelling, resupply and ordnance transfer in hangars. I've checked the code and it is in there.
It doesn't affect launcher cooldown time.
Assuming you mean Carrier Operations, it improves the speed of refuelling, resupply and ordnance transfer in hangars. I've checked the code and it is in there.
It doesn't affect launcher cooldown time.
Yes, I did mean Carrier Operations. Thanks for clarifying, Steve.
Given that the limiting factor for me has always been launcher cooldown, not refuelling or ordinance transfer, are there any plans to have the Carrier Operations bonus speed up launcher cooldown time as well?
C-Ground_Combat - Breakthough (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Breakthough)
The total Breakthrough Value is summed for all elements in the attacking formation and compared to the formation size.
The value is multiplied by 2 if the formation has a field position of Front Line
C-Ground_Units - Ground Unit Class Design - Base_Type (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Units#Base_Type)
To-Hit Modifier: Used to modify the chance of the unit being hit during combat (based on the mobility of the unit). This only applies if the unit is not fortified.
(http://www.pentarch.org/steve/Screenshots/GroundRules007.PNG)
Best approach I am aware of is that you can create empty player race colonies on any system which is eligible for a CMC, since CMCs will not spawn on such bodies. I think empty colonies will do the trick, but if not then plopping a DSTS on each one probably works. It is a rather tedious manual procedure but I don't think you can accomplish what you want with any automated method.
The rules for CMC spawning is that any body with more than 10,000 duranium OR gallicite at 0.7 or better accessibility can be considered. Note that some people think sorium is included in the list, this is not true. Only duranium and gallicite matter to CMCs.
There is an empire that dropped a colony on the planet my colony is on a while ago, now relations have turned sour, can I just have my troops drive there and "murdersort out our differences"?
Commandersmagicallyscientifically teleport wherever you assign them, they don't have to be manually moved to a location.
Commandersmagicallyscientifically teleport wherever you assign them, they don't have to be manually moved to a location.
You could manage this in VB6, but it was very taxing on your micromanagment skills outside the early game.
Is there a way to automatically rename all bodies in a system according to a naming theme, all at once? I can't figure out exactly what the buttons Rename Body All and Rename Sys All do, but they seem to just rename either the single body or the system, and you have to type in a new name. I've been renaming the bodies in major systems manually, but it's getting to be too much as my rate of expansion increases.
I am curious if there is an interest in being able to create different branches of your military. For instance, in the oft-used Warhammer 40k universe, being able to have both an Imperial Navy branch and an Adeptus Astartes branch. I understand that you can approximate this using admins, but was thinking of a more formal setting where ship designs might be specific to a branch along with different academies and naming conventions. Maybe that is overly challenging to implement, but wanted to throw the idea out there at least.
Interesting! I hadn't considered the naming themes. Thanks for your suggestion!I am curious if there is an interest in being able to create different branches of your military. For instance, in the oft-used Warhammer 40k universe, being able to have both an Imperial Navy branch and an Adeptus Astartes branch. I understand that you can approximate this using admins, but was thinking of a more formal setting where ship designs might be specific to a branch along with different academies and naming conventions. Maybe that is overly challenging to implement, but wanted to throw the idea out there at least.
I often run 40k campaigns with separate Imperial Navy and Space Marine designs using different classes, admin commands and class naming conventions. If also you want different personnel and academies, you could set up two or more commander naming themes with weights equal to the desired split and only use commanders of the specific naming theme to for each sub-race. You could setup academies the same way using two different locations - Luna being an obvious choice.
Is there a way to designate a ground unit formation as "No Commander?"
How fast and how big different classes of ships should generally be?
What's the ark module good for? It doesn't seem to offer much advantages over cryo berths?
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?
Yes. Don't use the 'avoid combat' setting for any unit directly participating in combat. It is intended for HQs, Logistics, Geosurvey, etc..
An ideal example from my current game for when you need Ark modules A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.
(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)
An ideal example from my current game for when you need Ark modules A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.
(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)
... Toasty.
Is it even theoretically possible to get the temperature down somewhere reasonable for humans?
An ideal example from my current game for when you need Ark modules A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.
(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)
... Toasty.
Is it even theoretically possible to get the temperature down somewhere reasonable for humans?
You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.
You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.
Which would end up with an atmospheric pressure that is much too high for humans?
Question: If I play as human and I have the option "human NPR" checked, is there still a chance that a human NPR appears? Or does it work when I play with a non-human NPR only?Yes. It is meant to be used for both when playing as an alien race and wanting to encounter humans as well as in a 'Broken Empire' situation where you're playing as human rediscovering their lost galactic colonies.
Question: If I play as human and I have the option "human NPR" checked, is there still a chance that a human NPR appears? Or does it work when I play with a non-human NPR only?Yes. It is meant to be used for both when playing as an alien race and wanting to encounter humans as well as in a 'Broken Empire' situation where you're playing as human rediscovering their lost galactic colonies.
Has anyone figured out how to make the Organization maintain actual structure of the OOB you are building? Currently, it seems that adding nodes just lumps the contents of those nodes into it without preserving any sort of structure. So my regiment has the correct number of battalions and companies but they are not structured correctly.
Or am I doing it wrong, building from ground up and should do it from top down?
Has something changed with refuel rules? I have harvesters at a gas giant (they are marked as tankers) but my tankers (with a refuelling system) can't fill up from them. I can refuel the harvesters but that's kinda counterproductive. Do my harvesters need a refueling system too? I'm 87% certain that it's fine as long as the tanker has it. Otherwise, something is bugged in my game and/or designs.
You are right. I SM'd a system on the harvesters and now the tankers can fill up their tanks. For some reason I keep forgetting this.
Has anybody tried tiny commercial space stations as sensor pickets?
Has anybody tried tiny commercial space stations as sensor pickets?
Thinking about the problem of how to provide long-term sensor presence with low ongoing costs. Obviously these stations would have very limited capabilities since they are limited to commercial sensors, but they also should be very cheap and small, and you could probably carry them in a hangar to drop at points of interest.
Unless you're going for deep space locations DST installations are probably the regular way of handling this problem. However, a tiny picket station could be easier to transport.
I've done picket stations, small mobile commercial pickets (which double as scouts in a pinch), and sensor buoys (i.e. missiles without an engine). The buoy approach is probably the most efficient/economical but each has its uses.What's the endurance on sensor buoys like now? I'm having trouble finding documentation. Did they stop having a limit?
What's the endurance on sensor buoys like now? I'm having trouble finding documentation. Did they stop having a limit?
(Self-propelled commercial pickets were obvious but I want a solution that doesn't strand a size 20+ engine out there supporting ~2 size points worth of sensor systems for a long watch.)
Was the bug ever fixed where fuel harvesters kept consuming Sorium from a gas giant despite their fuel tanks being full? I can't remember and quick search yielded no results.
Something I've never thought about, which has suddenly become relevant in my "test game" campaign: do NPRs ever re-survey a system if they suspect a dormant jump point? For that matter, are they capable of suspecting such things?
Is there a way to „remove“ a commander from the automatic assignment? My sector commander always gets removed from his job.
How do I get the missile chance to hit higher? The latest update makes it kinda hard?
A better engine and allocate more mass to agility will help I guess?
How do I get the missile chance to hit higher? The latest update makes it kinda hard?
Semi-related question, can missiles switch targets on the fly?
Only active sensors or any sensors?
Has anybody tried tiny commercial space stations as sensor pickets?
Thinking about the problem of how to provide long-term sensor presence with low ongoing costs. Obviously these stations would have very limited capabilities since they are limited to commercial sensors, but they also should be very cheap and small, and you could probably carry them in a hangar to drop at points of interest.
Unless you're going for deep space locations DST installations are probably the regular way of handling this problem. However, a tiny picket station could be easier to transport.
When I use bouys I design my survey ships to carry a few on missiles and few to be dropped off at jump points.
Deep Space Tracking systems can have a lot of range, but they are quite a lot heavier than a bouy or a civilian station. You also have to place them on a body, which means it will orbit and get out of position. That makes them more situational. Not necessarily useless, however.
When I use bouys I design my survey ships to carry a few on missiles and few to be dropped off at jump points.
I am definitely stealing that idea! I use recon drones, but hadn't considered leaving buoys in my wake as I explore.
Another option is to make buoys.
I have landed ground forces on an enemy planet and the sensors are active, yet I cannot see how many tons of enemies are left. Why is that?
Or you can do the proper imperialistic thing and remind the locals as to their position with a more energetic sort of diplomacy, kinetic, plasma, or laser energies involved as desired, but most will really hate you after that for some very valid reasons.
The game is balanced around 5-day cycles. I made a serious effort with C# for the generation chance of various events to be affected by increment length, but I can't guarantee I got them all.
Is your decimal separator a comma?
http://aurora2.pentarch.org/index.php?topic=10637.0
Ground combat: are there any contexts where HAC is a sensible weapon choice?
The case against: HAC has a wildly unbalanced AP/damage profile, with 5x AP and 2x damage. I don't believe there are any targets that achieve a similar distribution. For almost all units except infantry, armor is at most equal to HP. So in the ideal case where you manage to get a target that exactly matches your AP...the HAC will be generating less than half as many wounds as a HAV would do to its inadequate damage. And the HAV weighs less.
The closest thing to a good case for it would have to be found in infantry, since HPA infantry can have armor double their HP. But they still don't have a high armor multiplier, so you've got to be fighting up a steep tech gradient. If the enemy has armor 50% better than your weapons, that makes a good fit for MAC. For there to be any point in going to HAC you need an even higher ratio.
Am I missing something, or is it really only for fighting vastly superior infantry or handicapping yourself for the sake of roleplay?
Thinking more on this, considering the impossiibility of controlling what your units shoot at, the mediocre generalism might go a long way. If the enemy has a big pool of infantry or LVH, you're three times as effective as AV weapons. If they bring armored medium or heavy vehicles you're not good but you're much better than HCAP.Ground combat: are there any contexts where HAC is a sensible weapon choice?
The case against: HAC has a wildly unbalanced AP/damage profile, with 5x AP and 2x damage. I don't believe there are any targets that achieve a similar distribution. For almost all units except infantry, armor is at most equal to HP. So in the ideal case where you manage to get a target that exactly matches your AP...the HAC will be generating less than half as many wounds as a HAV would do to its inadequate damage. And the HAV weighs less.
The closest thing to a good case for it would have to be found in infantry, since HPA infantry can have armor double their HP. But they still don't have a high armor multiplier, so you've got to be fighting up a steep tech gradient. If the enemy has armor 50% better than your weapons, that makes a good fit for MAC. For there to be any point in going to HAC you need an even higher ratio.
Am I missing something, or is it really only for fighting vastly superior infantry or handicapping yourself for the sake of roleplay?
It is a reasonable choice to "balance" between having full-blown MAV/HAV and lighter automatic weapons. The 5 AP means it has some ability to penetrate armor, but with three shots it will do okay as an anti-infantry or anti-LVH weapon as well. That said, I usually find MAC better for this but that is in part because the NPRs don't use a lot of heavier unit types, the accounting may be different in case of multiple player races.
Though... I think only the presence of significant light to medium vehicles (or super inf) actually can favor that, because 1x HCAP and 1x HAV dishes out more 'kills infantry' and more 'kills heavy vehicles' than 2x HAC.
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.
That's what the ELINT modules are meant for but they operate on an impractical timeline as there is so much other potentially irrelevant intel that they can uncover.
It would be cool if ships with ELINT capability could be ordered to listen in for specific things like ground force tech or space force tech etc. at the cost of not learning much about other aspects of an alien force.
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.
That's what the ELINT modules are meant for but they operate on an impractical timeline as there is so much other potentially irrelevant intel that they can uncover.
It would be cool if ships with ELINT capability could be ordered to listen in for specific things like ground force tech or space force tech etc. at the cost of not learning much about other aspects of an alien force.
Does ELINT actually show you what types, kinds, numbers of ground units are present? I didn't think that was part of the information set it could access.
Sry for not looking at every potential cause of unexpected behaviour.You do not have to look at every potential cause. There is one thread in which Steve explains the known issues which cover the vast majority of problems players have and it is linked from the installation thread which you had to look at when downloading the game. It's okay to ask stupid questions, that's what this thread is all about, no need to get all passive aggressive about it especially when the problem was caused by yourself and that problem sounded exactly like the decimal separation issue that crops up quite often.
Are missile series still in the game? I didn't see a button for them?
New question: Does multiple warheads on a missile work with ground bombardment? If I understand the rules correctly, multiple smaller warheads will deal less collateral damage to infrastructure than 1 large warhead because each warhead will have less overkill when it hits a civilian building
The chance to hit for the missile is calculated normally and then applied to a separate attack from each warhead.Emphasis mine. This seems to suggest that multiple warheads on a missile will work with ground bombardment as long as each warhead is at least strength-1 (otherwise the fractional damage would be ignored, I presume).
The multiple attacks will all be applied against the same target, which could be a ship, population or individual missile.
Fractional warheads should work against ground forces, see here (http://aurora2.pentarch.org/index.php?topic=13090.msg164041#msg164041). Though it's possible that <1 strength causes them to have no effect?New question: Does multiple warheads on a missile work with ground bombardment? If I understand the rules correctly, multiple smaller warheads will deal less collateral damage to infrastructure than 1 large warhead because each warhead will have less overkill when it hits a civilian building
Per Steve 2.2.0 Dev Post: (http://aurora2.pentarch.org/index.php?topic=13090.msg164435;topicseen#msg164435)QuoteThe chance to hit for the missile is calculated normally and then applied to a separate attack from each warhead.Emphasis mine. This seems to suggest that multiple warheads on a missile will work with ground bombardment as long as each warhead is at least strength-1 (otherwise the fractional damage would be ignored, I presume).
The multiple attacks will all be applied against the same target, which could be a ship, population or individual missile.
How long do missile-based sensor buoys last? (I mean ones with no engines)
How long do missile-based sensor buoys last? (I mean ones with no engines)
How long do missile-based sensor buoys last? (I mean ones with no engines)
Do I need to put a refueling hub on every fuel harvesting station? If I put say 5 harvester stations with just a refueling module and 1 with a refueling hub in the same fleet, will the refueling hub take fuel from the harvesters to give to ships?
Do I need to put a refueling hub on every fuel harvesting station? If I put say 5 harvester stations with just a refueling module and 1 with a refueling hub in the same fleet, will the refueling hub take fuel from the harvesters to give to ships?
A refuelling module is fine. The advantage of a hub is being able to refuel many ships simultaneously. A simple module will do the same jog - just more slowly.
I read the changes post regarding genetic conversion, but I'm still not sure I'm understanding this mechanic right since this is literally the first time I've *ever* messed around with genetic conversion. Regarding genetic conversion of a population, is this working as intended:
-Build genetic modification center on Titan to convert the population there to a cold temps acclimated human species.
-As they are converted, an entirely new "colony" is established on Titan that doesn't have access to default human colony's factories, mines, ground unit complexes, etc.
-In order to make the new population "productive" I have to "ship" all the constructions from the default human colony to the cold temps human colony using freighters.
I was under the impression that the new species would be part of the existing colony and wouldn't require any logistical intervention? Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"
I read the changes post regarding genetic conversion, but I'm still not sure I'm understanding this mechanic right since this is literally the first time I've *ever* messed around with genetic conversion. Regarding genetic conversion of a population, is this working as intended:
-Build genetic modification center on Titan to convert the population there to a cold temps acclimated human species.
-As they are converted, an entirely new "colony" is established on Titan that doesn't have access to default human colony's factories, mines, ground unit complexes, etc.
-In order to make the new population "productive" I have to "ship" all the constructions from the default human colony to the cold temps human colony using freighters.
I was under the impression that the new species would be part of the existing colony and wouldn't require any logistical intervention? Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"
How good is the auto-generate AI and designing ground forces?
Is there a way to get the ship name on the map without the hull number except renaming it? for example USS Burma instead of CS-01 USS Burma. I think it has to do with the hull number option, but I did not understand how.
Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"
What's the usual speed I should be trying to reach for Nuclear Pulse Engine ships?
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?Is this for using with the fire control ground component?
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?Is this for using with the fire control ground component?
If so, only beam weapons work with that I think.
Also, It does need fire controls to provide support AFAIK
The changelog for 2.0 doesn't explicitly say it requires a fire control, but I would add one to the ship anyway. That way it can defend itself in an emergencyI want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?Is this for using with the fire control ground component?
If so, only beam weapons work with that I think.
Also, It does need fire controls to provide support AFAIK
Yes, using the fire control ground components alongside the orbital support order for the fleet. I guess that to use missiles against ground troops I'd need to lock onto the ground force contact, so the bombs need an FC. The beams with the orbital support order, however, I'm not so sure...
The changelog for 2.0 doesn't explicitly say it requires a fire control, but I would add one to the ship anyway. That way it can defend itself in an emergencyI want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?Is this for using with the fire control ground component?
If so, only beam weapons work with that I think.
Also, It does need fire controls to provide support AFAIK
Yes, using the fire control ground components alongside the orbital support order for the fleet. I guess that to use missiles against ground troops I'd need to lock onto the ground force contact, so the bombs need an FC. The beams with the orbital support order, however, I'm not so sure...
i want to start a new game at about ion engine tech level. How much starting population and research points should i set to be able to have a decently well rounded tech distribution, with missiles, particle beams, and gauss as my weapons?
I have a NPR that keeps sending a "suggest leave" to my 10,000 ton diplomatic ship. Does this mean that it is causing relations to go down, or is it being caused by the survey ship that is in the system but not being tracked (I think).
Should I have my diplomatic ship leave the system?
The diplomatic ship has ELINT modules and military engines as well, if that matters
I dont see anything that says the diplomat ship has to have civilian engines, but I guess that is what I need to try next. I wonder if the NPR don't know if it's a diplomatic ship, so far I don't think I've managed to keep contact with any of their ships for a full construction period since the diplomacy ship got there, so maybe it hasn't sent any diplomatic messages to them?I have a NPR that keeps sending a "suggest leave" to my 10,000 ton diplomatic ship. Does this mean that it is causing relations to go down, or is it being caused by the survey ship that is in the system but not being tracked (I think).
Should I have my diplomatic ship leave the system?
The diplomatic ship has ELINT modules and military engines as well, if that matters
It depends. The suggestion to leave is accompanied by a decrease in their opinion of you. At the same time, your diplo ship is causing their opinion of you to rise. Both happen once per construction cycle, so all that matters is their relative strength.
The amount that their opinion decreases due to unwanted ships in their systems is based on the total tonnage of those ships multiplied by your threat level.
They will completely ignore a single ship per system as long as it has a diplomacy module, has commercial engines, is not known by them to have any weapons, and is less than 10,000 tons. Your diplomacy ship doesn’t qualify, so it isn’t being ignored. If the total tonnage of ships comes out to less than 1,000 tons, they just round up to 1,000 tons.
Your threat level depends on where you are in their space, their diplomatic status towards you, and their xenophobia level. There is a factor of 10 difference between your threat when you are in their capital vs when you are just in a fringe system (unless they have only a single system, which is pretty rare). Your threat level is halved if they are already friendly towards you, and doubled if they are neutral towards you but their opinion of you is negative for any reason.
They also add in the EM rating of any detected colonies in their claimed systems, but you didn’t mention any of those so I assume that there are none.
Assuming that they only detect your single 10,000 ton diplomacy ship, that you are in a secondary system, and that their opinion of you has not yet dropped below zero, it is probable that you are losing ~125 diplomacy points per year. It could be more if they are more xenophobic than average, or less if they are less xenophobic than average. If you had a real diplomatic ship you would only be losing ~40 points per year.
The formula for calculating how many diplomacy points you can gain per year is simple but does have one major input that you probably do not know:
Diplomacy Points = ((Diplomacy Bonus * 4) + 1) * 100 * (1 – (Target Racial Xenophobia / 100))
Thus, an officer with 20% Diplomacy trying to influence an alien race with Xenophobia of 50 would have the following calculation: ((0.2 * 4) + 1) * 100 * (0.5) = 90 Points.
If you are losing 125 points per year and only gaining 90, then you should probably leave. Of course, they might have low xenophobia, in which case you are both losing less and gaining more and could perhaps stay. I wouldn’t count on it though. You should expect that their opinion of you has already gone negative, and so you should probably stay away for a while so that it will have decayed back towards zero, otherwise you will continue to suffer that 2× modifier to points lost.
Return when you have a real diplomatic ship so that it won’t penalize you so much.
See Steve’s original posts for all of the details:
http://aurora2.pentarch.org/index.php?topic=8495.msg118258#msg118258
http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318
I dont see anything that says the diplomat ship has to have civilian engines, but I guess that is what I need to try next.
Shipping Line vessels will be ignored for this purpose if a trade treaty is in force. NPRs will treat ships without military engines that have not demonstrated any weapon capability as 10% of their normal tonnage. If at least one ship is detected, the minimum rating for Detected Ship Tonnage will be 1000 tons. If at least one population is detected, the minimum rating for Population EM Signature will be 100. NPRs deduct 10,000 tons from the tonnage of one Diplomatic Ship (see Part 8 ) per system for threat purposes if that class type has never fired weapons and the Diplomatic Ship is in a non-Core system. If the NPR only has one system, it is not treated as core for this purpose.
I wonder if the NPR don't know if it's a diplomatic ship, so far I don't think I've managed to keep contact with any of their ships for a full construction period since the diplomacy ship got there, so maybe it hasn't sent any diplomatic messages to them?
When a Diplomatic Ship is involved in diplomacy or communication attempts, the opposing race will know the origin of those messages. If the Diplomatic Ship is on opposing sensors, the identity of that ship will be noted in an event for the opposing race and its parent class will be flagged as a diplomatic vessel. If diplomacy is underway, the name of the Ambassador will also be passed to the opposing race.
If the Diplomatic Ship is not on opposing sensors, the location of the signal from that ship will be communicated to the opposing race. This may be a system body, a jump point or simply a point in space.
Do NPRs lash out indiscriminately when facing combat?
I just lost a diplomatic ship. My auto-turns didn't stop as short as I'd like, so my details are a little shaky, but it looks like the neutral NPR I was parked with saw an incoming threat and dumped missiles all over them, killing the attacker. Somehow one of their ships died 5 seconds earlier in a cascade of beam fire. And my diplo-ship ate half a dozen missiles that look like the ones the neutrals were using at the same time. I've seen the enemy before and I'm pretty sure they didn't launch their own missile volley...
It's possible the NPR missiles had on-board sensors and went looking for a new target when the original one was destroyed.Do missile seekers target neutral contacts then? If I put a minefield on a jump point, would it trigger if a neutral NPR jumped into it?
What's the best way to SM a start in a different solar system?
Yes, any ship that isn't part of your race/faction/power will trigger it.It's possible the NPR missiles had on-board sensors and went looking for a new target when the original one was destroyed.Do missile seekers target neutral contacts then? If I put a minefield on a jump point, would it trigger if a neutral NPR jumped into it?
How do templates work again? How do I set them up so units are replaced properly?
When creating a new game, if one uses the method of starting outside Sol using the "Create Habitable" button, is there any way to know how far away starting NPRs would be from the new homeworld? Would the settings in the new game of LY distance still be relevant?
Is there a way to create an "active decoy" type missile […] that *appears* like a potential ship contact so that the enemy potentially goes and investigates the active decoy missile instead?
I started a "short" campaign in 2. 02 while waiting for the next big update and ended up playing it for the past year off and on (nearly 80 years into the game at this point). I'm now at the point where I'm about to win my first war and want some advice on what to do from there.Start a new campaign in the newest version. Missiles got a big update.
Should I end the campaign with the war's conclusion and start a new campaign in the newest version or should I continue playing this campaign as my primary until some other potential end point?
I started a "short" campaign in 2. 02 while waiting for the next big update and ended up playing it for the past year off and on (nearly 80 years into the game at this point). I'm now at the point where I'm about to win my first war and want some advice on what to do from there.
Should I end the campaign with the war's conclusion and start a new campaign in the newest version or should I continue playing this campaign as my primary until some other potential end point?
Does the difficulty modifier option when starting a new game also affect spoilers as well as NPRs?
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?
The 'theme' lists are curated collections of system or ship class names based around a singular thematic concept. For instance, ship classes in the Ancient Egyptian theme could be: Amon, Ra, Atep, Sobek, etc.
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?
The 'theme' lists are curated collections of system or ship class names based around a singular thematic concept. For instance, ship classes in the Ancient Egyptian theme could be: Amon, Ra, Atep, Sobek, etc.
Also worth noting that these lists are usually not alphabetized, unlike most of the other name lists. For this reason I tend to use them a lot.
Is there any reason to use light infantry armour after researching power armour?
You should continue the campaign by having a lengthy Naval Conference and then never finish despite your best intentions. (https://i.imgur.com/Z3wSg01.gif)Ideally the Naval Conference itself should also be left hanging, for maximum effect. (https://i.imgur.com/Z3wSg01.gif)
Hm, is there any point in using Light Anti-vehicle instead of Light Autocannon aside from roleplaying?
This is more since I can't recall, but is transport size usually thought to be the unit plus its support/supply or something like that?Yes, it is because INF+PW is 5 tons and most players go with the idea that a single INF is a single soldier. But don't get fixated on the tons, the system is quite flexible for RP purposes. I'm actually starting to use the following categorization:
Edit: Since I'm trying to figure out if something similar in weight to a WW2 british cruiser tank should be a medium or light vehicle
A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
I'd definitely argue that a medium tank and maybe an MBT fits medium vehicle better - medium and heavy vehicles appear to have the exact same armament options.Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
I'm pretty sure I've seen spoilers use heaviesQuote from: Garfunkel link=topic=11545. msg167444#msg167444 date=1703292218Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Superheavies carry 3, Ultraheavies carry 4
Mediums and Heavies both carry 2
Heavies can carry super-heavy modules though
Speaking of heavies and superheavies, is it confirmed that NPRs don't use anything larger than a medium vehicle?
Panther is a major outlier among WWII medium tanks. It weighs as much as a KV-1 heavy tank and more than a Pershing, which was classed as a heavy tank until 1946.I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
Heavy vehicles carry 2 modules and cannot carry SHAV. I don't know about any other super-heavy weapon modules.I'd definitely argue that a medium tank and maybe an MBT fits medium vehicle better - medium and heavy vehicles appear to have the exact same armament options.Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Superheavies carry 3, Ultraheavies carry 4
Mediums and Heavies both carry 2
Heavies can carry super-heavy modules though
Speaking of heavies and superheavies, is it confirmed that NPRs don't use anything larger than a medium vehicle?
Heavy vehicles carry 2 modules and cannot carry SHAV. I don't know about any other super-heavy weapon modules.
Again, I wrote that a WW2 tank isn't necessarily any lighter than a modern tank. This is true. For some reason you felt the need to start an argument over medium tanks vs heavy tanks and that WW2 medium tanks are lighter than modern tanks which is not what I wrote in the first place. I guess maybe it's because I mistyped necessarily as "necessary" but I would think that my meaning was clear regardless of that typo. What's even weirder is that I was writing about my personal classification system for vehicle types that I am currently using in my own game. I was not claiming that Aurora classifies ground vehicles in that manner. I could understand the argument if I had been claiming that everyone should use my system.Panther is a major outlier among WWII medium tanks. It weighs as much as a KV-1 heavy tank and more than a Pershing, which was classed as a heavy tank until 1946.I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
The Tiger and IS series were, of course, heavy tanks. Modern tanks are not.
Also, I don't think Abrams and Challenger 2 are heavier than Tiger 2, or if so only slightly.
Thanks for the clarification, nuclearslurpee. I could have sworn that HVH could use heavier weaponry since LVH and VEH can do so but I stand corrected. Same with the module number. Clearly, I haven't used HVH enough, so far. But it actually looks like a pretty bad type to use. As you said, SHB is overkill and HB already does too much collateral damage. Doubling in size from VEH while only getting 2 more HP is a steep price. Sure, SHAV and UHV are gigantic in comparison but then we get lot more HP, lot more armour and more component slots plus super-heavy weapons. It looks like it might be better to just ignore HVH as it is now and stick with LVH/VEH on one hand and with SHV/UHV on the other.
What exactly do I need to wake up a dormant ancient construct? I've had xeno teams on one for years without anything. I've done two successfully but can't figure out what is different this time.
What exactly do I need to wake up a dormant ancient construct? I've had xeno teams on one for years without anything. I've done two successfully but can't figure out what is different this time.Make sure your xenology units actually have the xenology module. Just yesterday I was thinking "Wow, my geo-survey team is taking years to survey this planet" Then I looked at the geo-survey formation template and realized I had put xenology units in my geo-survey formation.
When loading ground units into a transport fleet, you can click a check box to load a parent formation and all sub-unit formations, which means you can load an entire army into a transport fleet as long as it will fit neatly. This might be what you're looking for?
Why is my PD chance to hit consistently worse in practice than the estimated chance to hit.
I'm being attacked by amms with a speed of 60,300 km/s. My tracking speed is 16,000 km/s. So, I should have a hit chance of about 26%. The average estimated hit chance according to the event log is 35.7% (probably because of tactical officer bonuses). However, apparently I'm only hitting 16% of the time. Why? Is it counting overkill as misses?
Yeah, I think it counts overkill as a miss. I was fine with overkill, since I figured that would reduce the chances of hits getting through. I was firing about 6 shots per target, I think.Why is my PD chance to hit consistently worse in practice than the estimated chance to hit.
I'm being attacked by amms with a speed of 60,300 km/s. My tracking speed is 16,000 km/s. So, I should have a hit chance of about 26%. The average estimated hit chance according to the event log is 35.7% (probably because of tactical officer bonuses). However, apparently I'm only hitting 16% of the time. Why? Is it counting overkill as misses?
Did you walk under any ladders and see any black cats in recent memory?
Jokes aside, it's probably a side effect of the new PD rework causing "wasted" shots, I'm assuming you are firing beam pd. How many shots are your guns firing per target? They assign their shots before they engage so if you assign too many shots, they'll waste whatevers left.
Single GC4 R300-100 Turret: Shots 376 Missile Kills 59 Decoy Hits 0 Overkill 217 Average CTH 35.7% Hit 15.7% Kill 15.7%
So, 100 shots missed completely, so 59/159 = 37.1% of shots hit, which matches the average CTH very well, and it does counts overkill as a miss.New question: If I want a 2 stage missile to be able to select a new target when the original target is destroyed, does only the first stage need a sensor or do both stages need sensors
Going to be useless though. Good luck fitting a big enough sensor inside the carrier-bus that can spot a new target far enough that it can still launch its sub-munition/s without being destroyed.
When loading ground units into a transport fleet, you can click a check box to load a parent formation and all sub-unit formations, which means you can load an entire army into a transport fleet as long as it will fit neatly. This might be what you're looking for?
Yup. It was.
I was so distracted by the "Load assigned ground unit templates" option that I didnt even bother to just do it normally... at which point I would have seen that little checkbox appear when using the option.
Well, at least now I know an alternate method.
Is it worth having many scientists researching many different thing with 1-4 RLs or have 1-2 researchers with lots of RLs?
I've watched some of the videos out there that attempt to cover ground formations and combat, but some of the basic points that I'm stumbling on are glossed over or not covered at all. What would be most appreciated is a ground up explanation from beginning to end. Sorry for what may be a noob question, but I appreciate all your help.Have you read the changelog notes on ground forces? It isn't concise but might help: http://aurora2.pentarch.org/index.php?topic=8495.msg105832#msg105832
Where I get confused is on how to form the four battalions into regiments and the regiments into divisions and how to account for the necessary HQ capacity and logistics. Is the "regiment" a class in and of itself that needs to be designed and filled with HQ and logistics units that I then drag the battalions into once trained?
I've watched some of the videos out there that attempt to cover ground formations and combat, but some of the basic points that I'm stumbling on are glossed over or not covered at all. What would be most appreciated is a ground up explanation from beginning to end.
Why use log-s? Doesn't normal logistics now provide about twice as much or something like that?Where I get confused is on how to form the four battalions into regiments and the regiments into divisions and how to account for the necessary HQ capacity and logistics. Is the "regiment" a class in and of itself that needs to be designed and filled with HQ and logistics units that I then drag the battalions into once trained?
Short answer: Yes. It is also pretty common to have the regimental formation include artillery (in the form of bombardment units, LB or MB) and assign it to 'support' one of the battalions under its control. In that case, it usually would make the most sense to have the divisional formation handle the logistics elements.
Snip
Note that to handle logistics/resupply, there are two main options. One is to use LVH+LOG units in a higher-level formation, which will automatically resupply formations under the hierarchy. The other, which I show here, is to use INF+LOG-S units with a few in each combat formation and then a large reserve held in a rear echelon formation, which does not need to be in the same hierarchy, and use the Series/Replacement mechanic to keep the combat formations in supply.
Why use log-s? Doesn't normal logistics now provide about twice as much or something like that?
Also using log-s means you need to have space in the bottom level formations that could instead be more guns, even if only slightly
A general question about performance...It's the civilian traffic. Experiment with it; open up your save, delete the civilian shipping lines entirely, then see the difference. You may not want to play that way entirely, so don't save unless you do, but at the very least you can... prune the civilian lines every now and then. It can make a significant difference.
[...]
There is a reasonable amount of civilian traffic, which I largely rely on for setting up and supporting colonies.
[...]
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D
Any missiles that survive CIWS and successfully roll their Chance to Hit will be checked to see if they hit the Ship or one of the Decoy Missiles. The chance to hit the ship is equal to: Size Ship in Tons / (Ship Size in Tons + Total Signature of All Decoys). Multiple warhead missiles will check each warhead independently.So long story short a decoy will distract some fraction of incoming missiles, the idea is to use these to blunt the edge of big salvos like you see from box launcher-based fleets.
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D
From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D
From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)
Yes, I remember reading that and being confused about this. The wording says that each missile will be checked individually as to whether it hits the decoy or the ship, which makes me think that if one of them hits the decoy, then it cannot attract any others from the same attack. So for instance, if missiles 1 through 8 miss and the 9th hits, then missiles 10 to 17 cannot be decoyed by that specific decoy anymore. Is that how it works?
At the end of the missile movement phase, all Decoy Missiles will be removed.So Decoy Missiles are not destroyed by missiles that "hit" a decoy. They distract however many missiles and are removed from play. Additionally, if you're familiar with the mechanics around missiles, hits are allocated before damage is dealt so even if the missiles destroyed the decoy, the decoy would not be destroyed until after the final targets of all missiles were determined.
Another implication is that decoys are for sturdy ships. They kick in after every defense that can cut the incoming all the way down to zero, so if your decoys are helping, you are still getting hit. Likely you're getting hit quite a lot if it's worth firing the decoys! Bring armor or shields accordingly.Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D
From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)QuoteAny missiles that survive CIWS and successfully roll their Chance to Hit will be checked to see if they hit the Ship or one of the Decoy Missiles. The chance to hit the ship is equal to: Size Ship in Tons / (Ship Size in Tons + Total Signature of All Decoys). Multiple warhead missiles will check each warhead independently.So long story short a decoy will distract some fraction of incoming missiles, the idea is to use these to blunt the edge of big salvos like you see from box launcher-based fleets.
*snip
Another implication is that decoys are for sturdy ships. They kick in after every defense that can cut the incoming all the way down to zero, so if your decoys are helping, you are still getting hit. Likely you're getting hit quite a lot if it's worth firing the decoys! Bring armor or shields accordingly.
what causes a hit chance of 0, leading to weapons not firing?
Ran into some star swarm but i can't hit them.
railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000
Seriously new player question alert -
If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?
what causes a hit chance of 0, leading to weapons not firing?
Ran into some star swarm but i can't hit them.
railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000
Are they detected by active sensors?
Seriously new player question alert -
If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?
what causes a hit chance of 0, leading to weapons not firing?
Ran into some star swarm but i can't hit them.
railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000
Is it possible to transfer people to a habitat without unloading them onto a planet for the habitat to then load itself
Seriously new player question alert -
If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?
Adding to what the others have said: you need a lot of cargo space to move that infrastructure. Those transports could be shipping mines instead. And you will need to supply colonies that are otherwise done, if you want them to grow that population.
Or at the very least they not use up fuel. Having 150 million litres of fuel on Earth might sound like a lot, but send out a medium sized combat fleet to clear systems of spoilers a few times and it goes down very quickly if you didn't plan ahead.
Actually I made an assumption there that I can't find an answer to at all: do fighters with air-to-air pods equipped work like anti-air units? I would assume so but I can't find any indication as such.
Ground support fighters are usually not usable defensively because the attacking side almost always has space superiority, otherwise they would not be able to deliver troops to the objective. Therefore any ground support fighters the defenders might have will be summarily blown up by the attacking space force.
Incidentally, this is something that having an airborne ground unit class would fix, because then defenders could still have an air force even if they have lost control of orbital space.Actually I made an assumption there that I can't find an answer to at all: do fighters with air-to-air pods equipped work like anti-air units? I would assume so but I can't find any indication as such.
I believe they are intended to function with the combat air patrol mission, which I don't think was ever implemented. Otherwise I think they just work as a bundle of stats like all other ground weapons and fighter pod types. They don't have innate AA fire capability like actual AA components do, AFAIK.
Well, I can't seem to find whatever post I remember reading regarding STOs. It also seems that the discussion I found from back in August regarding someone doing a Flak Suppression mission against an NPR resulting in all of their fighters blowing up without doing anything seems to be functioning correctly? At least, if I'm reading it right, the mission they chose would result in their fighters choosing a random hostile formation and, if it has no AA, proceed to do nothing. In turn, every single AA unit fires back at them. No wonder they just got blown to smithereens without doing anything.It shouldn't be automatically "every single AA unit".
Ah, you are right; I misread the mechanic page. Still, means that you're gonna get a whole lot of anti-air fire if you bring out any fighters to an invasion in a non-support (and frankly even support) role, since you'll be taking a lot of retaliatory AA fire for doing damn well near anything.Well, I can't seem to find whatever post I remember reading regarding STOs. It also seems that the discussion I found from back in August regarding someone doing a Flak Suppression mission against an NPR resulting in all of their fighters blowing up without doing anything seems to be functioning correctly? At least, if I'm reading it right, the mission they chose would result in their fighters choosing a random hostile formation and, if it has no AA, proceed to do nothing. In turn, every single AA unit fires back at them. No wonder they just got blown to smithereens without doing anything.It shouldn't be automatically "every single AA unit".
It should be:
- Every HAA unit on the planet (shooting at somebody, though not necessarily you).
- Every MAA unit in the target unit or direct parent.
- Every LAA unit in the target unit.
So if the enemy uses lots of HAA or has a central planetary HQ formation stuffed with all the MAA that is parent to every other unit, you'll get hit with all of that. I could believe either of those for NPRs but I don't know what their arrangements are like.
Hmm. The AA perspective really favors big flat hierarchies.
How much do you allocate to hangar space on your carriers? (%)
How much do you allocate to hangar space on your carriers? (%)
I pick a carrier size first. If you decide tonnage first, calculating how much engine you need is easy:
- Add engines to reach the intended fleet speed - this can require prototyping as you find the right size by trial and error.
Example: I want a fleet that can go 6000 km/s with Ion tech.
1. Ion has a power rating of 12.5, so max engine speed is 12,500 km/s.
2. 6,000 / 12,500 = 0.48 AKA 48% of ship mass as engines
3. That's an awkward percentage, so I will round it to 50%, to get a fleet speed of 6,250 km/s
4. I don't want 50% of the ship to be Engines, so lets pick a larger power modifier
> 6,250 / (12,500 X 1.25) = 40% tonnage as engines
> 6,250 / (12,500 X 1.5) = 33.33% tonnage as engines
> 6,250 / (12,500 X 2) = 25% tonnage as engines
5. So if I pick the 1.5x power modifier, that means I can build ships like the following
30,000 tons with 2 5,000 ton engines
15,000 with 1 5,000 ton engine
60,000 tons with 4 5,000 ton engines
And all of these designs will be able to go 6,250 km/s
If I've got an army unit with a bunch of noncombat units, does my HQ unit need to take them into account?
Would I be better off splitting the troops, HQ, and supplies into their own separate little squad (even though that would make them much more annoying to transport around)?
Dude!...
Why is this planet locked to 2 Colony cost? (I have 5% colony cost reduction) Is it because it has a low minimum temperature, to prevent Civilian AI putting more people on it than it can handle?Yes, it looks to me that it's because your planet gets all the way down to -65.
Didn’t Steve add a way to drag and drop installations between colonies on the same body, or am I misremembering something?
For some beam weapons, there is damage drop-off as range increases, and having a higher range modifier reduces this drop-off so you can output more damage at longer/maximum range. I believe this is the case for lasers, railguns, and plasma carronades, although it only really matters for lasers since the other weapon types don't exceed BFC range very easily....Yes, I'm aware of what the range modifier does. The point is that, as the range modifier techs seem to linearly increase the cost (at least for lasers), large lasers have quite significant damage, and beam fire control range is limiting, you can save considerable mineral and BP investment at a comparatively small cost in performance.
This is a problem with the tech progression for mesons and HPMs, as has been discussed elsewhere especially by xenoscepter.
You could also say the same range attenuation applies to Gauss, they just don't have caliber scale-up so damage per shot is always 1 and their max range is 1 range increment.Gauss is a bit different because adding range doesn't make the weapon more expensive. If you're using gauss then researching the first few gauss range techs is probably a "no-brainer" because you get extra capability (increased range for offensive use) for no cost besides the fairly cheap research.
Additional question, ground logistics: how many GSP replacement do you need?Looking at some of the math later in the post, it seems that the GSP listing is for all 10 rounds.
I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.
The GSP column shows the resupply requirement for each formation or formation element. The total divisional organisation requires 40,338 GSP for a complete resupply and there are sufficient supply vehicles (410) in that organisation to resupply five times. With the inherent supply as well, the entire division can stay in combat for sixty rounds before additional supply vehicles are required.
With laser missiles back on the menu, gauss range is also potentially useful for their primary defensive application.You could also say the same range attenuation applies to Gauss, they just don't have caliber scale-up so damage per shot is always 1 and their max range is 1 range increment.Gauss is a bit different because adding range doesn't make the weapon more expensive. If you're using gauss then researching the first few gauss range techs is probably a "no-brainer" because you get extra capability (increased range for offensive use) for no cost besides the fairly cheap research.
There's also something to be said for reduced-size weapons when applicable. If you keep up on capacitor/reload tech you can sometimes achieve the same fire rate with a reduced-size weapon (laser, missile launcher) at the same cost as a full-sized one, but with the desirable smaller size. As for the laser range tech specifically, it's up to you and your assessment of whether you'll be sniping at maximum BFC range or closing to point-blank where the range modifier is meaningless.
Additional question, ground logistics: how many GSP replacement do you need?
I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.
Looks useful though the thing I was currently trying to determine was 'how many LOG-S units do I need in my formation for them to be able to perform resupply at all'. To which the answer would appear to be 1/10th of the GSP of the formation.Additional question, ground logistics: how many GSP replacement do you need?
I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.
The GSP carried by a unit is the amount required to fire its weapon for 10 combat rounds.
I made a post some time ago (http://aurora2.pentarch.org/index.php?topic=12587) which attempts to address ground combat from a high-level, analytical perspective. There is a discussion of logistics included. The amount of LOG units you will need depends on how effectively your units can kill the enemy units, which in turn is going to depend on a lot of factors so it is difficult to generalize, but an acceptable minimum is probably 2x your army's GSP amount in additional logistics elements, which will supply your army for a total of 10 days (30 rounds). Of course you'll need more logistics elements to resupply your army after the fight, so call it 3x. This is a bare minimum for relatively ideal circumstances, against harsher terrain or conditions you may need to dedicate 20% or more of your ground forces production to logistics elements. However, since your forces can still keep firing after they run out of supplies there is no hard requirement.
I remember seeing advice in the past to never research the minimum engine power techs because your shipping lines would use them and become less effective.
Does this still hold true?
How can I know how much tons my fleet is transporting? I can see the items on Fleet -> Transported Items. But I do not see how much tons is that or how much is still available. That is a bit pain for salvage ship. I don´t want to come back on each salvage, but don´t want to risk lose sweet tech.
After conquering an enemy planet I cannot move my own colonist to it because of the different species. How can I manage that?
Question on officer promotions.
I have realistic promotions enabled. As far as the navy is concerned, everything works pretty much as it should.
However, when it comes to ground units, promotions are practically non-existent. All officers are at the lowest level.
How can I change this apart from promoting them manually?
So, I had the silly idea of creating a "Stripper Names" and/or a "Tradgedeigh Names" Race Name theme, but I realized that I'm actually not sure what the file format for such is.
There's a topic for new ship naming schemes, but - as far as I know, and as far as a quick search can find - there doesn't seem to be anything for race name themes.
So - the question: Is there a Race Name suggestion topic that I've missed and/or an explanation for what should be submitted as possible addition to the game?
So, I had the silly idea of creating a "Stripper Names" and/or a "Tradgedeigh Names" Race Name theme, but I realized that I'm actually not sure what the file format for such is.You also don't have to ask for it to be officially included if you want to start using it right away - you can add them to your own game locally from the "Miscellaneous" tab on the main view. The "Naming Theme Suggestions (http://aurora2.pentarch.org/index.php?topic=10472.0)" topic isn't specific to ship name themes, you can suggest commander names there as well.
There's a topic for new ship naming schemes, but - as far as I know, and as far as a quick search can find - there doesn't seem to be anything for race name themes.
So - the question: Is there a Race Name suggestion topic that I've missed and/or an explanation for what should be submitted as possible addition to the game?
Is there a major issue in v2.51 that would justify waiting for 2.6?Nothing I've run into so far, and the 2.5.1 bugs thread seems to be fairly benign at the moment.
Is there a major issue in v2.51 that would justify waiting for 2.6?No reason to wait, just dive in!
I haven't tried it, but you could probably make a 1,000,000 ton "ship" that's nothing but cargo shuttles and MSP storage. SM'ing the ship into existence should give it full supplies, then you can just have it unload.
Damn, okay, thank you. I guess I will edit DB then.
Weird that we can now specify star systems to the dot, but this essential tool for things like scenario set up is missing. I just created my non-Sol start by hand, but I can't do this last step only.
Damn, okay, thank you. I guess I will edit DB then.
Weird that we can now specify star systems to the dot, but this essential tool for things like scenario set up is missing. I just created my non-Sol start by hand, but I can't do this last step only.
So...
There's this NPR. I havaen't been able to get him to communicate with ME at all, and if I go to any of his systems, he tells me to leave.
However, there's this one ship in a remote system that I was able to park a Diplo ship next to.
I was just informed that they now grant me trade access... despite, technically, my relationship with them being 0.
What I want to know is, what do I do now? If my civvie lines decide to send freighters to their space, are they going to get attacked?
Or should I just wait until I get so far as they think of me as an ally, then just reposition my diplo ship in one of their home systems and wait 40 years for them to "catch up" in relationship rating?
For unfriendly aliens: all the NPRs I met in my games had jump engines, so unstabilise a JP would not be effective. :oIf you blow up the jump ship(s) without stabilizing the jump point, the rest of 'em can't escape. (https://i.imgur.com/myIYn8p.gif)
One of my ships is in danger, because of engine and crew modules failure and low remaining MSP to repair it.you can either:
I would like to recover the crew somehow, before they die.
In a salvaging ship, I don't remember which module I need (if any) to transfer the crew from one ship to another one, and which module for keeping the salvaged people. Can I use extra crew modules or passengers/colonists ones?
Or can I transfer MSP to the damaged ship, and let the crew repair it? Again using which module to transfer the materials?
Thank you for the help!!! :)
What does the Auto Fleet FC button on the Naval Organization page do? Trying to figure out a one-click option for auto-assigning commanders to ships without having to enable auto-assign for all ships as well. <3That automatically assigns fire controls for ships
Does make any difference to have a beam fire control of 6400km of range or 10000(or more) if we speak about PD against missiles? As far as I remember laser in PD fires in the last 10000km before the missile hits, so, is ineffective a laser that fires at 6400km?
Does make any difference to have a beam fire control of 6400km of range or 10000(or more) if we speak about PD against missiles? As far as I remember laser in PD fires in the last 10000km before the missile hits, so, is ineffective a laser that fires at 6400km?
A BFC with less than 10,000 km range will not be able to fire at 10,000 km, thus no PD fire. Additionally, the longer the BFC range is, the better the accuracy at 10,000 km will be, scaling as (10,000 km / BFC range in km). In fact, a BFC with exactly 10,000 km range should have 0% accuracy for PD fire.
As long as the weapon has at least 10,000 km range (which I think all of them do unless you're screwing around with the DB), weapon range will not affect the accuracy for PD fire, only the BFC matters. Though particularly with lasers you may want added range to deal with stand-off/laser warheads.
Thanks a lot NS, so for a turret laser of max 30000km designed for PD, I may want a BFC for at least 30000km to maximize chance of hit.
Is there a jump shock after a Squadron Jump?AIUI Yes, but less of it.
Please, just a couple of confirmations.Correct, you can use Troop Transport Bays or Troop Transport Drop Bays to move your troops around. Drop bays require more mass per carried troop toonage but will allow you to deploy your troops pretty much instantly to the planet's surface. In your mind's eye you can imagine the drop pods as they scream down through the atmosphere :)
To move around troops (e.g., to garrison locations), I need ships with troop transport module, not a simple cargo ship, do I?
And a shuttle bay to unload from the ship, right?
Thanks!!!
Perfect!Well I do have a Drop Inf division consisting of 'the most on the bounce cap troopers where everybody fights and no one quits'.... :)
Thank you both!
welchbloke, were you thinking to Starship Troopers?! ;D ;D ;D
At the moment, I haven't to invade enemy bodies. Simply move troops to my colonies. To redo some geosurvey... and calm some populations!!
Is the time for a Xeno Ground team to examine alien ruins dependent on the ruins themselves? Like, if it's taking forever, does that mean it will be a higher "tech level" or something?Are you sure that you didn't miss the message that they finished? The Xeno team just IDs the name, tech level, and number of buildings of the ruins - you need construction vehicles to actually start pulling goods out.
(I plopped my Xeno Team... 38 vehicles... on a Ruined Outpost 30 years ago. I was getting tired of waiting, so I tripled the count, and waited another 20 years. It's getting a bit aggravating ;p )
Are you sure that you didn't miss the message that they finished? The Xeno team just IDs the name, tech level, and number of buildings of the ruins - you need construction vehicles to actually start pulling goods out.
My "Xenoteam vehicle" is 1Xeno module and 1 construction module.That's far, far longer than I'd expect; although I'll note that your initial xeno team was only ~19% as large as my typical team (100 Xeno x2 Trucks).
I'll keep watching... my galaxy has stalled-ish at the moment
Even so, 50 years is a long time not to see progress.
If there is no space port or cargo transfer station on Earth the habitat is not able to load colonists as it does not have cargo shuttles.
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
Is the time for a Xeno Ground team to examine alien ruins dependent on the ruins themselves? Like, if it's taking forever, does that mean it will be a higher "tech level" or something?
(I plopped my Xeno Team... 38 vehicles... on a Ruined Outpost 30 years ago. I was getting tired of waiting, so I tripled the count, and waited another 20 years. It's getting a bit aggravating ;p )
My "Xenoteam vehicle" is 1Xeno module and 1 construction module.
I'll keep watching... my galaxy has stalled-ish at the moment
Ground-based Xenoarchaeology
Xenology Teams do not exist in C# Aurora.
Instead, a new ground unit component (100 tons) provides 0.5 xenoarchaeology points. Ground units with this component may be added to ground formations to provide a xenoarchaeology capability. All formations at the same population with a xenoarchaeology capability will combine their xenoarchaeology points.
The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).
Still, 67 years after initial Xeno-landing, I finally breached it... and it was extraordinarily not-special. Lame.
I'm having an issue using Orbital Habitats to create colonies on high-colony cost worlds. I designed an Orbital Habitat with 5x Ark Modules:
(https://i.imgur.com/jbTK9qE.png)
I created a colony on Venus, and then had a tug tow it to Venus. The tug fleet released the habitat in orbit, and the resulting fleet shows it as "orbiting Venus." However, the Venus colony still says Supported Population 0m/0m, and if I actually unload colonists on Venus it now shows a growth rate of -540%. I also tried ordering the fleet orbiting Venus to again Move to Venus, which it did, but no change. If I advance time, the landed colonists start to die.
How do I get the Orbital Habitat to actually work and provide population to Venus? I also tried towing the Orbital Habitat back to Earth and ordering it to Load Colonists at Earth, but despite orbiting Earth it never actually loads anything and just sits there with the "Load Colonists" order.
What am I missing? Thanks!
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
Are you on version 2.5.1?
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.
What if it's not a... uhhh... regular NPR? (also, as per Steve's question below this, it's version 2.4.0)
Tactical question:
What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?
(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.
What if it's not a... uhhh... regular NPR? (also, as per Steve's question below this, it's version 2.4.0)
The constant NPR jumping back and forth was fixed in v2.5.1 by adding jump shock to NPRs.
Is there a way to randomly generate the home system, or do I need to take a massive space hammer to Sol for my xenos campaign? Alternatively, would it be easier to transplant my homeworld to another system?There's a couple of good guides around, but the jist of it is that you create a new game, then go into SM mode and generate new systems, when you find one that you like, create a new race, mark it as a player race, then delete Sol.
I'm not playing with known stars.
couple of quickies, i hope.........Anything that you dig up from alien ruins becomes just regular stuff that your colonists can use as per normal. If you don't need infrastructure on the planet where it was dug up, you can transport it where needed.
1. ruined outpost and left behind alien infrastructure - does one just go recovery it and take it back to earth, are there any secrets to be unveiled?
2. Same with alien wrecks - do you just take them back to earth and have their internal doings revealed to you?
TIA
Is the switch to using a dot as the decimal separator still a thing in v2.51 for French/Latin-language users?
Scavenge the wreck to learn more about it.
What does a red box round a jump point mean
What does a red box round a jump point meanPretty sure it's "stabilized, but not by you."
What does a red box round a jump point mean
Danger, danger, Will Robinson!
edit: it looks like in the bug report section some guy had the same problem, but Awesome dev guy said he fixed it for 2. 5. 1. . . . which is the version I thought I was playing. . . given that the . exe file i am using was created on 1/25/2024. so maybe i should post over there huh.
What does a red box round a jump point mean
Danger, danger, Will Robinson!
i see it now - thankyou for your help
one last one for today if i may
i have finally produced salvage ships and have started pulling in the wrecks, soi now have a salvage ship with 8000 tons of wreck - i cant see any order to get this off the ship and take it to earth
i see it now - thankyou for your help
one last one for today if i may
i have finally produced salvage ships and have started pulling in the wrecks, soi now have a salvage ship with 8000 tons of wreck - i cant see any order to get this off the ship and take it to earth
Depending what you have salvaged, click on the planet you want to unload the stuff and then click on unload (minerals, ship components)...
yeah, i dont have that - all the salvage ships show a certain amount of tonnage salvaged, and anything found from alien wrecks was auto uploaded from the site - so i cant tell if the total salvaged is a record of how much the ship has salvaged or its actually on the ship somewhere, but clicking on earth gives me no unload options
Grogor class Salvager 33,000 tons 174 Crew 569 BP TCS 660 TH 1,200 EM 0
1818 km/s Armour 1-91 Shields 0-0 HTK 53 Sensors 8/8/0/0 DCR 1-0 PPV 0
MSP 10 Max Repair 200 MSP
Cargo 6,500
Knight Control Rating 1 BRG
Intended Deployment Time: 3 months
Salvager: 1 module(s) capable of salvaging 500 tons per day
Miserly Commercial Magneto-plasma Drive EP240.00 (5) Power 1200 Fuel Use 0.64% Signature 240 Explosion 2%
Fuel Capacity 586,000 Litres Range 501 billion km (3189 days at full power)
Thermal Sensor TH1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
EM Sensor EM1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes
Might have to chalk that up to experience, or inexperience!!Yes, the game does not stop you from 'wasting' salvage if you run out of cargo space or, like in your case, have none to begin with. So whatever you salvaged before is gone but at least now you know and knowing is half the battle.
Didn’t have cargo space - I SM’d some onto on of the salvagers and I still can’t get the salvage counter to go down - I’m guessing that might be a service record display and the actual cargo has gone into spaaaaaaaaace
Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.AFAIK, that is not possible in-game currently, because you obviously cannot delete the system. People use a special SM-race at game creation to do this sort of stuff, which means that only the SM-race knows all the systems, the other races only know their home system. But if you don't have a SM-race, then you're out of luck.
Welchbloke
I have a few questions for you fine connoisseurs of the game!That last bit is easiest - you cannot use SM to edit NPRs so unfortunately setting relations like that is impossible. The most common thing that will happen after the truce is nuclear war in few months but some people have reported that they were able to maintain peace with some of the NPRs. So really, it's either world peace, world war or some combination of peace and war depending on the number of NPRs. Do remember that an NPR will not hesitate to nuke Earth during a war so the risk of early game ending for your campaign is high. As for the size and difficulty settings for your own race, the only things that matter are the difficulty percentage and your starting population as the NPR creation is scaled based on those two factors. But there is still enough of a random element that it is difficult to predict what will be created.
I see it's not possible to make NPRs start as pre-TN. Too bad, and I guess it's because the additional code necessary for the transition would be too much work for the reward. In your mind (and I know I'm somehow comparing apples and oranges here), what would be the rough ratio of power (economic and research) between a non-TN and a TN so that the non-TN can catch up within 10 years with the TN. I would be the non-TN starting on Earth, with several other power blocks starting as TN on Earth too, so I prefer to err on the safe side and be too weak rather than too strong.
Let's say, if I start with 1600 CI and 16 RL, at 35% research speed, what should I give to the starting TN so they are not overpowering and I'm able to catch up with them within 10 years?
For the second question, in the same setting, if several races start in the same system and each has several bases in the same system, including on the same planet, what should I expect relations-wise when the truce period is over? A slow degradation of relationships? A fast one, immediate war? Everything is open, including staying friends?
Lastly, is it possible to make 2 NPRs like or dislike each other from the start, so that their relation evolves naturally either to alliance or war? That's to create some 'alignments' between different power blocks, and I would prefer not to see China befriend the USA against the EU, etc.
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet
Is the best solution to just throw endless automines at the place
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planetOr genemod your race with higher gravity tolerance.
Is the best solution to just throw endless automines at the place
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planetWhile it may well be worth mining, note that past a certain point reserves are much less important than accessibility.
Is the best solution to just throw endless automines at the place
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planetWhile it may well be worth mining, note that past a certain point reserves are much less important than accessibility.
Is the best solution to just throw endless automines at the place
I'd much rather find 1 million at accessibility 1.0 than 100 million at accessibility 0.1
Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.AFAIK, that is not possible in-game currently, because you obviously cannot delete the system. People use a special SM-race at game creation to do this sort of stuff, which means that only the SM-race knows all the systems, the other races only know their home system. But if you don't have a SM-race, then you're out of luck.
Welchbloke
What's the solution to not having most windows truncated, even on a large computer screen? I don't want to maximize each window really.
I have searched the forum about what is known about the Truce, and it left me with some questions. Beyond the "prevent war from triggering between 2 races in the same system," here is what I'm not sure about:
1 - Does it prevent hostilities in all potential star systems in which two races have a settled body (population only)?
2 - Does it apply only in star systems qualifying from the start (possible exploit: drop some population in another system to trigger the Truce blanket in this system)?
3 - Does it prevent a formal DOW, degradation of relationships, any possible hostile act?
I'm envisioning a scenario with a Truce lasting 1000 years. If it applies only to initial systems, then that's fine; it would mean that a scenario with multiple Earth starts is under this condition, but only within the Sol system. This would allow for Colonial wars between these Earth-originated NPRs, which is precisely what I want! However, if it applies at any time, in any location, for any system where there are populations of 2+ from two different NPRs, then that scenario would not work for me.
Is there a list somewhere of the various bridge departments and their benefits?
Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
How can I create and use custom rank names (land and navy) for my game?Use the add/remove/rename buttons in the Commander view.
Not exactly what I'm asking :-\Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
Not exactly what I'm asking :-\Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
Having realised the error of my ways and preferring to use automated mines over ark modules - I have 10 2.5m ton space stations on their way back to earth to take the 10 million miners off - is there a way to break these monsters down or how do I get rid of them
Is it possible to add a new ship and nomenclature to Steve's list of ship classes ? ( and if so how would I be able to do this ).Class Design window, New Hull button
I want to make a small military ship with carronade to orbit planets with my colonies so as to add to the protection value.
I had this type of ship in my previous game but I cannot remember what design of ship from the drop down menu I used .
The penalty for being old.
Thought I could add a new description myself if not too difficult.
DavidR
In the mining window is the production value the annual amount?Yes - the production numbers on both the mining window and the empire mining window are per year.
That been said - is there an optimal size for an orbital mining platform?
Can't answer your second question - I don't use orbital platforms - my corundium production is all tagged for automated mines.
Possibly! I ignore asteroid miners so that I can save myself research and shipyard space. I've also read that they can be a bit finnicky.Can't answer your second question - I don't use orbital platforms - my corundium production is all tagged for automated mines.
Aren’t orbital mines half the corundium cost of automated mines for the same level of production?
It’s entirely my fault for trying to see all the toys in the game, that and having the baddies kill 20 million miners in their arks leaves me nervous to have humans floating in space againIt'll look fine. The high temperature highly corrosive atmosphere will have got rid of the bodies really fast
Don’t go to Venus in my game - I can’t imagine the scene
It’s entirely my fault for trying to see all the toys in the game, that and having the baddies kill 20 million miners in their arks leaves me nervous to have humans floating in space againIt'll look fine. The high temperature highly corrosive atmosphere will have got rid of the bodies really fast
Don’t go to Venus in my game - I can’t imagine the scene
I can't find where you et the min nav officer rank for a ship? It's straightforward for a unit, but ship?
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh...What happened? Did you blind jump through a point that was only gated on one side?
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh...What happened? Did you blind jump through a point that was only gated on one side?
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh...What happened? Did you blind jump through a point that was only gated on one side?
Yup, i stabilised my side so it could get through, planted the diplo ship and then was 🤦♂️🤦♂️🤦♂️
About 3, I'm pretty sure my shuttle was duly overhauled, even without minerals or MSP at Ceres. Am I hallucinating?Did it complete the overhaul? Or did it assume the overhaul state but not actually prove able to wind back the clock? I'd expect the latter.
Hey guys, I've just returned to Aurora after a couple of year of hiatus. Can you guys quickly remind me of the cool tool that lets you simulate and optimise ship designs? Many thanks!https://aurora2.pentarch.org/index.php?topic=10999.0
is there a way to set up an orbit of a planet at a certain distance?
ive finally found the limit of some baddies missile range and have created sensors longer than that - my plan now is to sit 105m km off the planet and see what glorious treasures await
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?
There’s an event in the event log when the surveys finish (for both geo and xeno), but aside from that, no.To add to this, if you can't see it, increase the number of events until you do.
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?
You can use Delete Pop. Although I would remove anything of value, such as colonists, first.
I’m currently standing 95m km off an alien occupied planet which is in range of my passive, active and thermal scanners which can see 100m km - I’m trying to avoid his 90m km range missiles
I’ve been there 6 months now - at what point should I be receiving intel on the planet and population or do I need to get closer?
Question about point defense mechanics.
Suppose I have 20 PD guns, each firing one shot, and on the Fire Control I assign one shot per missile.
Suppose the enemy have 10 missiles, with 1 decoy each. Does the game treats this salvo as a 20-missile salvo (and thus each missile and decoy take one shot) or is it treated as a 10-missile salvo (assigning only one shot for each missile+decoy, and thus giving only a 50% chance of destruction?
Thank you in advance.
I have destroyed an enemy ship orbiting what turns out to be the prize of the galaxy so far - >65 million tons of everything at .8 or higher with ruins and a dormant complex
There are 113 million chaps on the surface and I’ve been orbiting without danger for 6 months now - is it ever safe to assume that there are no hostiles on the surface and I can land a meagre force to contact my new colonials?
I have destroyed an enemy ship orbiting what turns out to be the prize of the galaxy so far - >65 million tons of everything at .8 or higher with ruins and a dormant complexHave you had a ship with resolution 1 scanners scan the planet? That will detect ground forces.
There are 113 million chaps on the surface and I’ve been orbiting without danger for 6 months now - is it ever safe to assume that there are no hostiles on the surface and I can land a meagre force to contact my new colonials?
Apart the command "Transfer Maint Supplies to Colony" in the naval orders, how can maintenance supplies be transported to a colony?Yes, you should build a ship that can transport maintenance supplies and use the order you identified.
How can a cargo ship be filled with supplies and sent to resupply a colony?
I have colonies without (or with very low availability of) Gallicite, but with plenty of other minerals. So, I would like they could act as both production sites and navy support.
But, having to constantly send maint supplies from other systems (that are some jumps away) makes the second role much difficult.
Should I build a cargo with several Maintenance Storage Bays, and no Cargo Holds?
Is it correct that I see the size of the boat bay module being 262.5 tons? Looks weird.
I have destroyed an enemy ship orbiting what turns out to be the prize of the galaxy so far - >65 million tons of everything at .8 or higher with ruins and a dormant complexHave you had a ship with resolution 1 scanners scan the planet? That will detect ground forces.
There are 113 million chaps on the surface and I’ve been orbiting without danger for 6 months now - is it ever safe to assume that there are no hostiles on the surface and I can land a meagre force to contact my new colonials?
Not sure how you get a count of 113 million people, I can't think of any sensor that will tell you that. If it is saying 113 million tons that is an insanely huge ground force. And I am suprised STO Fire has not destroyed you.
As always time has no bearing on what you detect. Although I would have expected someone with STO to open fire by now.
If you have a colony entry with 113 million people for some reason the colony has surrendered and is yours.
That is good, I had the opposite experience somehow I failed to spot there were ground forces on a planet with ruins ,even though there were no space forces and found them when I dropped 40,000 tons of survey vehicles and 40,000 tons of engineering vehicles without a single gun. Then forgot to designate the natives as hostile when I dropped 100,000 tons of troop who as a result got shot to pieces without shooting back. A learning experience
where can i see my guys' readiness and supply percentages - in case this happens again?
Ah - I’m pressing the delete empty button
Will try delete pop when back at game
Thank you
Precursors it says on the intel screen
it's possible you nabbed a couple of installations when you captured the outpost.
Yeah there’s about 20 still to go through which I’m picking up in the main colony!
back again with the weird questions - sorry
i started towing a commercial shipyard from earth to alpha centauri - as soon as the tug left orbit i detected myself on a scanner - human aliens with 400 EM coming from the shipyard
i can see myself in the alien intel screen - my avatar and flag and can strike an alliance and various trade deals with myself
is that right ???
My survey ships have ~100b range and my warships ~20-30b, what is wrong with you people?? :PMy warships mostly try to be around 30b, but my first-generation geo surveyors have 200b range and my late-gen grav surveyors are approaching double that. On the whole I usually wish they had more range rather than less.
1 - is it possible to speed up the construction of a space station with components? I see no checkbox, so I guess it's not (possible)
2 - How do you see the details of ground units embarked in TT module? I would like to add a 100-tons TT module on each of my medium+ warships, but it seems you don't know much about the troop once it is boarded.
America class Landing Craft Assault 73,025 tons 292 Crew 2,256.6 BP TCS 1,460 TH 800 EM 0
547 km/s Armour 2-155 Shields 0-0 HTK 89 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 19 Max Repair 800 MSP
Troop Capacity 50,000 tons Drop Capable
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Dang Aero Engines Commercial Nuclear Pulse Engine EP200.00 (4) Power 800 Fuel Use 4.74% Signature 200 Explosion 5%
Fuel Capacity 504,000 Litres Range 26.2 billion km (553 days at full power)
Sevilla-Hurrell Active Search Sensor AS29-R100 (50%) (1) GPS 1600 Range 29.6m km Resolution 100
Ground Forces
1x Brigate
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
Have to ask, there are Troops actually aboard said ship?
Asking from experience...
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.
Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
TG-01 Sheperd 001 (Sheperd class Tug) 10 000 tons 114 Crew 360.5 BP TCS 200 TH 480 EM 0
2400 km/s Armour 1-41 Shields 0-0 HTK 47 Sensors 5/0/0/0 DCR 1-1 PPV 0
MSP 132 Max Repair 100 MSP
Tractor Beam
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
● Recreation Room-25 ● Library-25 2x ● Escape Pod-5 ● Security hardpoint-5
Honeywell Aero Nuclear Thermal Engine C80 (6) Power 480 Fuel Use 10.06% Signature 80 Explosion 5%
Fuel Capacity 850 000 Litres Range 152.1 billion km (733 days at full power)
Refuelling Capability: 50 000 litres per hour Complete Refuel 17 hours
Silas-Nein Small Thermal Sensor 1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 17.7m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Tug for auto-assignment purposes
JSS-01 Bifröst 001 (Bifröst class Jump Stabilisation Station) 60 000 tons 197 Crew 1 384.8 BP TCS 1 200 TH 400 EM 0
333 km/s Armour 1-136 Shields 0-0 HTK 52 Sensors 5/0/0/0 DCR 1-0 PPV 0
MSP 24 Max Repair 1 000 MSP
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 3 months
Jump Point Stabilisation: 180 days
● Large Crew Lounge-100 ● Onboard Hospital-50 ● Recreation Room-25 2x ● Security hardpoint-5 9x ● Escape Pod-5 3x ● Medium Hydroponics-50 ● Promenade-50 ● Fitness Center-50 ● Library-25 ● Small Armory-5
Honeywell Aero Nuclear Thermal Engine C80 (5) Power 400 Fuel Use 10.06% Signature 80 Explosion 5%
Fuel Capacity 1 400 000 Litres Range 41.7 billion km (1449 days at full power)
Refuelling Capability: 50 000 litres per hour Complete Refuel 28 hours
Silas-Nein Small Thermal Sensor 1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 17.7m km
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Stabilisation Ship for auto-assignment purposes
Factors (in real world):
Star Radiation Strength
Distance from Star
Rotation of body
Atmosphere
Albedo
Stefan-Boltzmann Constant
I'm scratching my head as to why my Jump Stabilisation Ship is tracted at a meager 342 km/s. Is there a penalty at some point if the masses of the two ships are vastly different?
My Tug is 10,000 tons and has a speed of 2400 km/s. My Bïfrost JSS has a base speed of 333 km/s. So what gives?
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.
Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
BaseTemp (K) = SysConst * L^0.25 / AU^0.5
Darn. I thought that the towed ship would be able to fire its engines. Thanks.
Darn. I thought that the towed ship would be able to fire its engines. Thanks.
I don't know if this (bug?) (exploit?) (intended action?) has been changed since 1.13, but the last time i played Aurora for more than 15 minutes, I made "tuglets" with only a tractor beam and sufficient crew and barracks to operate it, and used them between my actual tugs and the towed object. The mass of the "tuglet" is the only thing that contributes to the slowing of the tug, so they would go at a quite impressive speed.
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.
Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
I'm good for this question; I had to derive it to match Aurora's model to get my body planner to work the way I wanted it to. It largely follows Pedroig's link and can be simplified even further for the values we have access to:
BaseTemp (K) = SysConst * L^0.25 / AU^0.5
L is the star's brightness measured in solar units; AU is the body's current distance in AU (works with eccentric orbits as a result). The system constant I didn't bother to break down further; it's value appears to be exactly 255 for all systems other than real Sol when plotted. Real Sol uses something between 255.13 and 255.3406815 (I've been too lazy to nail it down precisely) to determine base temperature. Rotation rate, atmosphere, and albedo are all modeled during the surface temperature calculation while the Stefan-Boltzmann constant is baked into the ~255 system constant.
Because the terraforming tab still uses 255 for its math even in Sol, bodies in Sol are slightly warmer than their listed terraformed values. This is most evident with the maximum periapsis temperature when they're located at periapsis. Venus was the first that I caught doing this as its temperature is the highest and least susceptible to hiding the error in rounding; see attached screenshot.
Here is the code:
// base temperature
sb.BaseTemp = 255 / Math.Pow(sb.OrbitalDistance / Math.Pow(sb.ParentStar.Luminosity, 0.5), 0.5);
if (sb.BaseTemp < 4) sb.BaseTemp = 4;
The result is in Kelvin.
I decided to not to add the effects of other stars in the system. I have the necessary formulae, but it would be hard for players to visualise.
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.
Is there any reason to research Hangar Deck?
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.
Huh?
4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.
The danger rating will decline gradually, so long as their is no further hostile activity in that system.
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.
The danger rating will decline gradually, so long as their is no further hostile activity in that system.
Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
An easy one for you veterans!
Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
An easy one for you veterans!
Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
Not sure what you mean.
The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.
Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
Do NPRs terraform anything?
I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
An easy one for you veterans!
Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
Not sure what you mean.
The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.
Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).
Do NPRs terraform anything?
I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
An easy one for you veterans!
Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
Not sure what you mean.
The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.
Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
An easy one for you veterans!
Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
Not sure what you mean.
The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.
Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
Uh oh... there goes my mind again.
So fuel creation on a PLANET is modified by personnel production bonuses and NOT personnel mining bonuses, but fuel on a SHIP is modified by personnel mining bonuses, but not personnel production bonuses?
I've been sabotaging my own fuel for so many playthroughs... :(
Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?Move the systems into an arrangement with the least number of offensive links. And then SM-delete those offending links.
I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.
Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?
I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.
Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?
Those suggestions look good - as you say, they should at least reduce the overlap.
I always aim to minimize the number of intersecting JP paths, but there's only so much you can do.
See the attached for some suggestions. After you do those, you might notice some further easy adjustments.
Don't worry: the longer your game goes, the more fun it gets. See the other attached for an example.
Maybe it's me, but I cannot find a way to promote the civilian administrators.As far as I know (and this could well be wrong), they'll naturally self-promote as long as there are free governorships of a higher level available; it just might take some time. I think there's a way to force-promote them if you turn on SM mode.
I need a planetary admin of level x, but the ones at level x-1 have better parameters and I don't find how to promote them.
I don't know if I could stand playing with the way you've got your map setup - too many long connections cutting across the entire map; like the Afbull connection to whatever system you've got just offscreen to the top left, or the Aha system connecting to AKA in the top left and way off down the bottom left. Unfortunately, there's just not much to be done with what we've got - I suspect we'd need an actual 3d grid to make sense of it all.
Skoormit, out of curiosity can you send your DB? I would like to have some fun with your map. I am asking because I never really encountered a really messy run in terms of inter system connections. I guess I have been lucky (or unlucky, depending on point of view) so far. It is true I only play with Real Stars map, and I noticed that this situations are most common in non Real System starts or if you mess around local systems connections.
...I noticed that this situations are most common in non Real System starts or if you mess around local systems connections.
DB Attached.Ooh, a March 2021 vintage - good choice! (For reasons unknown, I never got around to deleting any of the old install files - I've got all the way back to aurora110).
Note: this is game version 1.13. Probably will not work with the current executable.
Your fleet is enormous; I can only assume that you can tell what the hell everything's doing by the codes that make up their fleet names.
1) Naming conventions for fleets and colonies
I use a consistent naming convention for fleets and colonies.
Names of fleets indicate the fleet composition, as well as the location and/or task and/or capacity and/or needs of the fleet.
Example: FT ANT-A3 infra 245/yr Hlr x12 B
Interpretation:
- FT: Freighters. (Just the default hull abbreviation.)
- ANT-A3 infra 245/yr: Cycling orders to haul infrastructure to colony ANT-A3, with average throughput of 245 per year (varies somewhat by orbital positions of source and target colony).
- Hlr x12: Contains 12 ships of the Hauler class.
- B: Appending a unique letter per each fleet with the same hull abbreviation makes it easier to quickly find this fleet when a list contains several fleets with similar (or even otherwise identical) names.
I'm pretty sure that I'd go insane trying to find any given system with the name's you've used (although, again, it looks like you've got some code bytes at the end of some systems that I assume mark points of interest).
I'll hold to my position that your galaxy map is a total eyesore, though.
Very neat getting a look at how someone else plays this spreadsheet of a game.
For reference, that means to install the full 1.13 distribution (http://aurora2.pentarch.org/index.php?topic=10635.0), then the 2.5.0 distribution (http://aurora2.pentarch.org/index.php?topic=13418.0), then the 2.5.1 distribution (http://aurora2.pentarch.org/index.php?topic=13462.0) in that order, following the instructions in each linked thread.Because of this answer of nuclearslurpee in the 2.5.1 bugs thread, I checked my last installation and downloaded game files.
For reference, that means to install the full 1.13 distribution (http://aurora2.pentarch.org/index.php?topic=10635.0), then the 2.5.0 distribution (http://aurora2.pentarch.org/index.php?topic=13418.0), then the 2.5.1 distribution (http://aurora2.pentarch.org/index.php?topic=13462.0) in that order, following the instructions in each linked thread.Because of this answer of nuclearslurpee in the 2.5.1 bugs thread, I checked my last installation and downloaded game files.
I have a file named Aurora250Full.7z, dimensions about 110 MB, that I cannot find in this site now, so I wonder where I got it.
Is anyone else having this file? If so, the installation it generates is it correct, respect the path that nuclearslurpee says? It seems to me that I am playing without any issue, but I would like a confirmation.
Is there any way to SM add radiation to a planet? I keep trying to do it via the Modify Body button on the System Generation and Display window, but every time I hit Update Body the number resets to 0.Seems to be a bug - dust level can be modified so the fact that Radiation cannot is probably a bug. I'll report it on the Bug Thread.
Probably from this thread (http://aurora2.pentarch.org/index.php?topic=10644.msg167480#msg167480). I don't recommend that thread simply because it's not official and is therefore unsupported, but I've used the mirrors once or twice myself so it's a viable alternative.
What minerals are Maintenance Supply Points made of?
What minerals are Maintenance Supply Points made of?
You can also check on the Minerals tab - the breakdown of your mineral usage has a column called Maintenance, which will show that your maintenance facilities are using up Duranium / Uridium / Gallicite in a 1/.5/1 ratio.What minerals are Maintenance Supply Points made of?
Complement to nuclearslurpee info, if you don't remember, you can off and on the maintenance facilities on a planet and check the planned minerals expense variations.