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71
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on April 08, 2024, 11:16:34 AM »
I am too lazy to give my survey ships commands and they wonder the universe aimlessly until they come home to refuel and their crews see another living being, and get the prize for winning the avoiding  hostile contact lottery
72
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Grimm Spector on April 08, 2024, 10:56:11 AM »
Just minding my own business playing, and suddenly if I advance time beyond 12 hours after this save (attached), I get what seems like an endless set of errors, in order as below.  It does end, if you close enough of them, but then happens again everytime you advance time without end.

When you post, please post as much information as possible, including:
2. 5. 1 Function #1954: Object reference not set to an instance of an object
2. 5. 1 Function #1943: Object reference not set to an instance of an object
2. 5. 1 Function #478: Object reference not set to an instance of an object

it then repeats 1954 and continues on in the same order.  This occurs with no windows other than the main window open when advancing time.

TN start
Random or Real Stars - not sure, default setting?
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Never seen this before
 it's only a few years in, not a long campaign

Game is now unplayable.  In the attached it's "Terran Empire 2"
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on April 08, 2024, 10:47:16 AM »
My survey ships have ~100b range and my warships ~20-30b, what is wrong with you people??  :P
74
General Discussion / Re: Newtonian Aurora?
« Last post by Zap0 on April 08, 2024, 10:29:37 AM »
Pulsar 4X is being developed with newtonian mechanics. It's also not yet playable :-(

Is Pulsar still active? I thought it was abandoned several years ago.

Se5a and the occasional contributor still work on it from time to time. Development branch had commits three days ago.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on April 08, 2024, 07:51:18 AM »
I thought my survey ships had a long range but they only do 350 billion km with my warships doing around 52 billion km
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by AlStar on April 08, 2024, 07:01:36 AM »
It's the best way to make explorer-class vessels. They need to be military, but you don't want them running out of fuel.

My current generation of Exploration Ships has ten times the range of my (similarly sized) Destroyers (810 billion km vs. 80 billion km) with the same fuel tank.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on April 08, 2024, 03:38:18 AM »
Yes you can.
The only distinction is that a commercial jump drive cannot jump ships with military engines. If you are willing to except slow warships there is no reason you cannot mount weapons on a ship with commercial engines
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 08, 2024, 02:13:27 AM »
Good morning guys, I have got a doubt talking with another player from another forum.

Is it possible to use a commercial engine on a military ship? I am talking about from the how Aurora has been programmed point of view, I am aware of course of the difference in efficiency and purposes of the two types.

I remember at some point Steve changed this aspect but i do not remember in which sense.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on April 07, 2024, 11:12:56 PM »
I did not! I now see the checkbox. I would have unchecked it automatically for the player in the case he enters a speed manually...
80
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by ISN on April 07, 2024, 09:40:06 PM »
After watching Star Trek for the first time recently I was inspired to play a Star Trek-based game of Aurora. This has been something of a challenge as Aurora sadly isn't really set up for a Star Trek universe, so I've had to push the game quite a bit.

I'm using Real Stars with two NPRs, Klingons and Romulans. No Rakhas, Invaders, or Precursors; Aether Raiders are reskinned as the Orion Syndicate, and the Star Swarm are reskinned as the Borg. Ruins are set at 15% and minor races at 100%; the first minor race I came across I reskinned as the Vulcans.

One compromise I made is that unlike the Federation, I need dedicated warships. Rather than have every starship serve as both an exploration vessel and a combat vessel, I have a fleet of dedicated warships plus a few exploration cruisers meant to both conduct survey missions and hold their own in a fight. These are 32.5k ton vessels with a relatively small armament of phasers (particle beams) and photon torpedoes (short-range ASMs), shields and a deflector array (Gauss cannons) for defense, a 2.5 year deployment time, some probes, two shuttles to conduct gravitational surveys, and a geological survey sensor. (I conduct most geological surveys with small, dedicated science vessels; the geological sensor is just to allow the ship to check out particularly interesting planets without waiting for them to show up, and to give the science officer something to do.) Inefficient? Absolutely. But so far I've been able to keep a handful of these in service without breaking the bank, and being able to bring them back from survey missions to serve as flagships in larger fleet battles is really fun.

What about all the alien worlds that make up the Federation? Here I've had to abuse the game a little -- sorry, Steve. I wrote a small database editing script that lets you absorb another race into your empire, transferring over populations, ships, techs, etc. I wouldn't dare running this on anything but a minor race, and it definitely has issues -- e.g. every attempt to modify the FCT_RaceJumpPointSurvey table seems to corrupt all my unexplored jump points, so I've just left that alone -- but I just successfully formed a union with Vulcan, so I'm pretty happy with it. (Steve, plz implement!)

But to give it more of the feel of Star Trek I've had to go a bit outside the boundaries of the game. Every so often when exploring a new system I'll use an AI to roleplay some sort of encounter -- an alien vessel, a strange energy reading, whatever. (Claude is a pretty good GM, even with the free tier; ChatGPT and Gemini somewhat less so but generally still passable.) I use the ship's officers' stats to make skill checks, and depending on how it goes I might use SM mode to give myself some technology, add a ruin or construct, damage the ship, kill an officer, or even spawn an alien ship and get into a fight. It's been rather fun getting to know the crews just a little bit, like the science officer with a survey skill of only 5% who I couldn't get rid of, or watching officers rise through the ranks. To some extent I'm using Aurora as a framework and building my own game around it -- and it's fantastic that Aurora is flexible enough to allow that.
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