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11
C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by ZimRathbone on Yesterday at 09:34:48 PM »

So I think there'll be a need for tours of duty again. Either that, or the player may use the button "Reassign Naval" to simulate tours of duty. There'll be a need for a similar button for ground officers too. There's already a "Reassign All Colony Governors" for administrators, but it's located in the Governor tab in the Economy window.

Which leads to another problem. With the current scheme, I can set some officers with critical skills with "do not promote" so they won't be promoted (and then reassigned). But the "Reassign Naval" button ignores that and reassigns them all, and that's the reason I almost never use it now.

I suggest changing the checkbox "Do not Promote" to "Do Not Remove", and that the "Reassign" buttons respect that in the new version. It would go a long way towards minimizing this problem.


I already do this to simulate the ADF practice of MIMO (March In, March Out) which generally results in mass changes in assignment on a three year cycle (usually around the summer holidays in Jan/Feb).  One year of the three has around 40% of people changing jobs, the other two are a bit lighter and have 20-30% personnel switching. It was a bit easier in VB with the Tour of Duty mechanic but its still adequate.  I do notice though that sometimes the reassignment has the same person back in the same slot several times.
12
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Migi on Yesterday at 09:28:09 PM »
Sorry for the double post but this is a different issue.
When a commander is assigned to an Academy it doesn't generate a Command Assignment event in the event log. (The commander history does show them being assigned)
I suspect, but I'm not certain, that when officers die or retire when commanding an Academy, it doesn't generate the relevant Commander Health or Retirement events.
I just had a ground officer retire from an academy; it generated the retirement event and current assignment was listed as part of that event. And I know I've seen health events for academy commanders (idk specifically about death, but I'd be surprised if it were different).
The problem is promotions, where the assigment the officer is getting promoted out of is a seperate event from the promotion event itself. As with assigning, unassigning from an academy doesn't generate an event.
Good to know.
The reason I reported assignment but not unassignment as a bug was because I was going by what happens when you assign a commander to a ship, which is admittedly an assumption. Ship commanders who are manually replaced don't get an unassignment message, as the same thing occurred for academy commanders I assumed it was WAI.
13
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Iceranger on Yesterday at 08:01:30 PM »
ECM modules currently stack for combat purposes. The design screen does not show the increased ECM rating but it does show in the combat reports in the event log.

Steps to reproduce:
Design a ship and add multiple ECM modules.
Spawn in the ship and spawn in another ship to shoot at it.
Fire at the ship with multiple ECM modules. Note that your chance to hit has been reduced by each of the ECM modules, not just by one.

This means that, for example, a ship with 20 ECM 2 modules reduces incoming fire by 400%, making it effectively immune to everything.

Example logs from firing at ships with 1, 2 and 3 ECM 3 modules:
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 100%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 70%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 40%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1



Iceranger's been doing some further testing on this bug on the Discord but isn't able to make a post on the forum at the moment so I'm posting this here so it doesn't get missed - he should be along later with more details of his testing.


More details on my test for this bug:

Target ships used are as below. They only show ECM30, but the actual ECM modules mounted on the ship are recorded in their names.

Code: [Select]
Target ECM 3 x1 class Ammunition Transport      4,043 tons       16 Crew       969.2 BP       TCS 81    TH 0    EM 0
1 km/s      Armour 40-22       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 3.12 Years     MSP 149    AFR 131%    IFR 1.8%    1YR 23    5YR 345    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 class Ammunition Transport      4,455 tons       22 Crew       1,061.6 BP       TCS 89    TH 0    EM 0
1 km/s      Armour 40-24       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.46 Years     MSP 148    AFR 159%    IFR 2.2%    1YR 34    5YR 507    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x3 class Ammunition Transport      4,848 tons       28 Crew       1,149.6 BP       TCS 97    TH 0    EM 0
1 km/s      Armour 40-25       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.13 Years     MSP 148    AFR 188%    IFR 2.6%    1YR 44    5YR 657    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x1 class Ammunition Transport      4,860 tons       32 Crew       1,142.3 BP       TCS 97    TH 0    EM 0
1 km/s      Armour 40-25       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.23 Years     MSP 146    AFR 189%    IFR 2.6%    1YR 40    5YR 595    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x2 class Ammunition Transport      5,250 tons       42 Crew       1,219.2 BP       TCS 105    TH 0    EM 0
1 km/s      Armour 40-26       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 2.09 Years     MSP 145    AFR 220%    IFR 3.1%    1YR 44    5YR 667    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

Code: [Select]
Target ECM 3 x2 ECM 2 x3 class Ammunition Transport      5,616 tons       52 Crew       1,290.7 BP       TCS 112    TH 0    EM 0
1 km/s      Armour 40-28       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 1.91 Years     MSP 143    AFR 252%    IFR 3.5%    1YR 51    5YR 762    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

ECM 30

The attacker, nothing special but it definitely should have 100% hit chance against the target at point blank range.
Code: [Select]
Tribal class Ammunition Transport      4,097 tons       213 Crew       1,510.8 BP       TCS 82    TH 0    EM 0
1 km/s      Armour 1-22       Shields 0-0       HTK 29      Sensors 0/0/0/0      DCR 1      PPV 31.68
Maint Life 1.10 Years     MSP 230    AFR 134%    IFR 1.9%    1YR 191    5YR 2,870    Max Repair 320 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Fuel Capacity 50,000 Litres    Range N/A

Single 25.0cm C4 Far Ultraviolet Laser Turret (3x1)    Range 320,000km     TS: 20000 km/s     Power 16-4     RM 50,000 km    ROF 20       
Beam Fire Control R320-TS20000 (3)     Max Range: 320,000 km   TS: 20,000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R13 (1)     Total Power Output 12.6    Exp 5%

Active Search Sensor AS11-R1 (1)     GPS 28     Range 11.2m km    MCR 1m km    Resolution 1

ECCM-3 (3)         This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Actual relevant logs:
Code: [Select]
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 100%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 70%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 40%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1

Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x1 has an ECM rating of 80
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x2 has an ECM rating of 100
Sensor data reveals that the alien class AMT Target ECM 3 x2 ECM 2 x3 has an ECM rating of 120
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 50%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 30%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits
AMT Tribal 001 attacked AMT Target ECM 3 x2 ECM 2 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 10%    Shots 1    Damage per Hit 16    No hits    New Target Speed 1 km/s
AMT Target ECM 3 x2 ECM 2 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    No hits

So ALL installed ECM modules stack in combat calculation (also in the alien ship intel screen), only in the ship design screen it displays the correct ECM rating.

Test DB file attached.
14
C# Installation / aurora.exe issue
« Last post by Perelandra67 on Yesterday at 06:52:19 PM »
this message pops up whenever I try to run Aurora. exe.  How can I fix this so I can start playing?
15
C# Suggestions / Re: C# Suggestions
« Last post by Droll on Yesterday at 05:35:59 PM »
It would also allow the hydrosphere to potentially play a bigger role in carrying capacity as well. Species could have a minimum hydro for colony cost but also an ideal hydro for the purposes of carrying capacity.

This would also allow for aquatic species to become a thing more easily (IIRC there was an entire thread about this).
16
C# Suggestions / Re: C# Suggestions
« Last post by Density on Yesterday at 05:21:14 PM »
so was thinking about something, Population Capacity is defined as the Capacity of a population giving its current Food, Water and other Necessities usage and production, given that humans (and im going to assume other Sapient and industrial creatures) can change the carrying capacity by more efficient farming methods and other environmental things id like to propose the idea of a research that increases the Max population of a planet to represent things like conventional orbital industry, improvements in Farming tech based on the TN mats, and improved energy production also based on the discovery of the TNs,

I've been thinking for a while that it'd be cool to have a pop density tech line and a growth rate tech line to bulk out Bio/Gen.
17
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Density on Yesterday at 05:13:51 PM »
Another one, I'm not sure if it's a bug or WAI, but a terraforming station under tow doesn't terraform the planet below. It was working, but the task was almost complete so I sent the tug to prepare to move it to the next body. And then the terraforming rate fell to 0, when it was 0.0001 before (it was a big planet). Ordering the release of the station corrects the issue.
This is WAI. When anything gets tractored, it stops being useful and becomes inert lump of mass.
That's inaccurate. If it were true, tractor-trailer shipping wouldn't work (and it does). Further, I've done the above expecting the terraforming rate to drop and was surprised at the time that it didn't until I moved the towed station away from the body.
18
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Density on Yesterday at 05:00:12 PM »
Sorry for the double post but this is a different issue.
When a commander is assigned to an Academy it doesn't generate a Command Assignment event in the event log. (The commander history does show them being assigned)
I suspect, but I'm not certain, that when officers die or retire when commanding an Academy, it doesn't generate the relevant Commander Health or Retirement events.
I just had a ground officer retire from an academy; it generated the retirement event and current assignment was listed as part of that event. And I know I've seen health events for academy commanders (idk specifically about death, but I'd be surprised if it were different).
The problem is promotions, where the assigment the officer is getting promoted out of is a seperate event from the promotion event itself. As with assigning, unassigning from an academy doesn't generate an event.
19
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by somebody1212 on Yesterday at 04:51:02 PM »
ECM modules currently stack for combat purposes. The design screen does not show the increased ECM rating but it does show in the combat reports in the event log.

Steps to reproduce:
Design a ship and add multiple ECM modules.
Spawn in the ship and spawn in another ship to shoot at it.
Fire at the ship with multiple ECM modules. Note that your chance to hit has been reduced by each of the ECM modules, not just by one.

This means that, for example, a ship with 20 ECM 2 modules reduces incoming fire by 400%, making it effectively immune to everything.

Example logs from firing at ships with 1, 2 and 3 ECM 3 modules:
Sensor data reveals that the alien class AMT Target ECM 3 x1 has an ECM rating of 30
Sensor data reveals that the alien class AMT Target ECM 3 x2 has an ECM rating of 60
Sensor data reveals that the alien class AMT Target ECM 3 x3 has an ECM rating of 90
AMT Tribal 001 attacked AMT Target ECM 3 x1 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 100%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x1 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x2 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 70%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x2 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1
AMT Tribal 001 attacked AMT Target ECM 3 x3 001 with Single 25.0cm C4 Far Ultraviolet Laser Turret.    Range 0 km    Chance to Hit 40%    Shots 1    Damage per Hit 16    Armour Hits 1    New Target Speed 1 km/s
AMT Target ECM 3 x3 001 attacked by AMT Tribal 001 using energy weapons.    Range 0 km    Shots 1    Damage per Hit 16    Armour Hits 1



Iceranger's been doing some further testing on this bug on the Discord but isn't able to make a post on the forum at the moment so I'm posting this here so it doesn't get missed - he should be along later with more details of his testing.
20
C# Suggestions / Re: C# Suggestions
« Last post by QuakeIV on Yesterday at 04:33:58 PM »
Ya, that is 1 thing that annoys me about aurora. I understand you need to put a pop cap on a planet, but earth is capable of supporting 10s to 100s of times more population then the cap in game.

Just to give you an idea, We could fit the entire population of the USA and Canada into the state of New York and still have about 20% of the land area of that state left unpopulated if we lived at New York City levels of population density. New Jersey is the most densely populated state in the US (1,200 per sq. Mile). We could fit the entire US population in the state of Texas and still have room at that density. And we could fit the world population in the area of the US (including Hawaii & Alaska) and China leaving the rest of the world 100% devoid of human life.

The biggest use of land is agriculture. Roughly 1.43 mil sq. miles of the US is farm land and that can support roughly 570,000,000 people. But were talking about a game where we can feed 10s of millions if not 100s on a planet with no atmosphere, meaning we would have to have extensive aeroponics and hydroponics infrastructure which would increase the productivity/sq. mile by easily 10x if not more.

This is true.
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