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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by shatterstar on Today at 12:01:48 AM »
Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am having this issue as well. I do not believe that it was a ground forces issue in my case as I had not recently built any.

Additionally I encountered a problem where, after refitting a Stabilisation Ship to a Colony ship, it still had the order in its list to stabilize a jump point. I started a different game to check if this was still an issue and was able to replicate it. I also then refitted that same ship to a troop trasport and it still had the orders for both as well as the options to load and unload troops.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on Yesterday at 05:37:21 PM »
...
I couldn't find Epsilon Horologii in the star names in the database at all.  ???
Do you use a modded database ?

No. No modded DB.
I can open the DB using the program "DB Browser (SQLite)". In the table "Dim_KnownSystems", I applied the filter to the column "ConstellationName", so the names appear. In the attached image, the filtered content.
As you see, the "KnownSystemID"s are 36 and 384, and the names in the column "Name" are different. But in the galactic map the same name appeared.

If the "real Stars" database doesn't have duplicates (Sirius + Alpha Canis Majoris) which I'm pretty sure it doesn't, then you can decide that, as astronomers have in the past, that Epsilon Horologii is an optical double star (two stars in the same place in our sky, but different places in the 3-D universe, and name it Epsilon(2) Horologii.

Yes. Thanks, Steve!
I did so: Epsilon2 Horologii.   :)

@Andrew.
Thank you.
In the list, the star GJ 1061 appears. It is the first Epsilon Horologii that I met.
I can't find GJ 3210. Searching online, nothing.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Andrew on Yesterday at 04:32:44 PM »
The list of stars in that constellation is
https://en.wikipedia.org/wiki/List_of_stars_in_Horologium

Of course most of these are nowhere near each other so for an Aurora star map pick any star name, or make one up and assume the one you are at was not visible from Earth because it was faint or obsucred by a nebula/dust cloud/dark matter cloud/ Giant space turtle/etc
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Louella on Yesterday at 03:53:49 PM »
I have just discovered a system having the same name (Epsilon Horologii) of another one. See the attached image (I placed them side by side to do the screenshot).

I couldn't find Epsilon Horologii in the star names in the database at all.  ???

Do you use a modded database ?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Zax on Yesterday at 03:08:28 PM »
If the "real Stars" database doesn't have duplicates (Sirius + Alpha Canis Majoris) which I'm pretty sure it doesn't, then you can decide that, as astronomers have in the past, that Epsilon Horologii is an optical double star (two stars in the same place in our sky, but different places in the 3-D universe, and name it Epsilon(2) Horologii.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ultimoos on Yesterday at 02:57:02 PM »
Removal of LG infra was supposed to help NPR's to colonize LG worlds. It's a negligible change from players POV, but colossal help to NPR's. I for one welcome this change.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by skoormit on Yesterday at 01:58:27 PM »
The LG change was to allow civilians to better contribute to LG worlds and make the AI better at building up LG worlds.

I guess I don't understand.

Civvies already contribute to LG worlds just like normal worlds.
When space is available for colonists, they will move them there.
They are constrained by availability of infrastructure, just like they are with any other trade good.
You can always build your own LGI and give the civvies contracts to move it. They treat it the same as any other contract.

It's just that regular infra is available as a trade good in large numbers from the very start of  the game, and is demanded immediately, and more or less inexhaustibly, by all of your colonies (until you tell them to stop or they reach their population capacity).
The fact that LG colonies can't benefit from that source of free infra is a feature, not a flaw.
The gradual creation of a large LG colony is a worthwhile long-term megaproject, on par with de-centralizing production or turning Luna into a galactic banking center or turning Mars into your primary ground force training colony.

If LG colonies merely need twice as much regular infra, instead of their own kind of infra, then LG colonies start to seem barely different from regular colonies at all.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Aloriel on Yesterday at 10:17:21 AM »
...
In science fiction terms, in alternative or in parallel to genetics, we could eventually imagine an inertia/gravity generator or suppressor, more expensive (in research and cost) than infrastructures, to colonize LG or HG bodies (the generator is implicitly already present in the game, in the ships engaged in long time duties, to preserve crews from LG effects).
I think the lore is that trans-Newtonian tech works in gravity, but not quite as well, with diminishing returns for even higher gravity. So while we can compensate for low G, we can't compensate for high G. As such, the ability to mitigate LG with twice as much regular infra makes sense. It takes more effort because we have to use gravity generators, which take more power, etc.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on Yesterday at 10:04:33 AM »
In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by paolot on Yesterday at 10:01:03 AM »
I think gravity has an on/off effect.
In real life, low gravity causes big troubles to bones and muscles. So, in terms of colonizations, it should be avoided (by a not genetically modified population).
On the other hand, we know the problems of airplanes pilots at high-g values. So, it should be avoided too.
Outside the gravity tolerance window, no colonization should be possible (again, for a not genetically modified population). While, within this window, some gradual difficulty (and cost) can be foresee, to apply to infrastructure (for example, to dig caves for LG, or be more resistant for HG).
In science fiction terms, in alternative or in parallel to genetics, we could eventually imagine an inertia/gravity generator or suppressor, more expensive (in research and cost) than infrastructures, to colonize LG or HG bodies (the generator is implicitly already present in the game, in the ships engaged in long time duties, to preserve crews from LG effects).
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