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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Black on June 12, 2021, 03:52:57 PM »
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.

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:

http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Voltbot on June 12, 2021, 03:06:19 PM »
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.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Jeltz on June 12, 2021, 02:35:18 PM »
As suggested, linked here, maybe not only a cosmetic issue
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C# Tutorials / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on June 12, 2021, 01:39:37 PM »
Good evening all,

We have eight new videos in the past three days!

Firstly, in version 1.12 (or later) news.

Defran Strategy has posted the next two parts of his 'Uncut' live playthrough (parts 26 & 27). Liquidor has posted the next three parts of his 'Coffee Consortium' playthrough (parts 10 to 12). Wolfman at Large has posted the next part of his 'Kingdom of Gloria' playthrough (part 9). Zhatelier has posted the next two parts of his 'Strange Waters' live stream (parts unnumbered).

So, for version 1.12 we now have 361 videos with a total running time of 11 days, 13 hours and 47 minutes.

Next, for other/unknown versions.

All videos posted were for version 1.12 (or later).

So, overall, we now have a total of 867 videos with a total running time of 24 days, 20 hours and 26 minutes.

As usual, I have added the latest copies of the spreadsheets to the first post.

Andy
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C# Suggestions / Re: C# Suggestions
« Last post by Droll on June 12, 2021, 12:32:11 PM »
In long games, the Leaders window and even the Ship Design window can also bog down.

So for the leaders window I actually know exactly what the problem is. The game has a filter system that lets you choose between officers of certain type, rank and skills. The problem is, the filtering is automatically done and not done manually at the players discretion.

Furthermore, when you open the commander window this search is done with the default settings which are set to "Naval Officer, R1 - Rmax" which means that every time you open the commander window the game is going to search through and sort potentially 1000s of naval officers and sort them in descending order of crew training even if the player has no reason to.

This problem is further exacerbated by the inefficient refreshing present in the commander screen like all the others because every time you do something in the commander window, the search gets repeated and you have to wait again.

The ideal solution is to have the player press a filter button, so that a search only happens when they tell it to. The easy work around for Steve (and to a lesser extent us) to do is to change the default settings for the search, specifically make the ranks a range such as R2-R1, which will return a list of 0 officers almost instantly. If you have multiple assignments on the commander window I recommend that players also do this, wont save you the initial loading time but you will at least be able to assign officers and not have to wait.
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C# Suggestions / Re: C# Suggestions
« Last post by Polestar on June 12, 2021, 12:14:23 PM »
Some suggestions and observed issues, based on a couple of 1.13 games:

1. The Swarm is too variable in the danger level it poses, and can be far too deadly. What deep-space bugs should not do is a) scout your home planet (>10B km away from any jump point or linked LP point) five years into a game, park 10s of thousands of tons-worth of warships in orbit a few months later, destroy all your shipyards, and start bombarding your helpless early-game homeworld to dust and ruin. Endlessly, because they never run out of supplies.

This is unfair, because:
a) The player, if they set up using ordinary early-TN tech levels (the ones the game offers as defaults), may well not be able to fend off such an attack so early on. "You lose. Regardless of any attempt you might have made at preparedness." is not what a game should tell players. This applies also to the Invaders.
b) Distance should matter to the AIs. If the AI can't be made to understand fuel limits, it should at least respect a travel distance limit.
c) Supplies should matter to the AIs, at least in some sense. They don't have to run out when attacked, but if attacking, they should not be able to fire beam weapons endlessly, especially when bombarding.
d) If it is intended for space bugs to be a mortal threat, or at least if they should attempt to wipe out players if not stopped, then the game should provide some sort of warning that these aren't just ship-killing, wreck-harvesting critters ... the Swarm wages wars of extermination!


2. The bugs or game design choices that trigger lengthy - and in some cases quasi-endless - runs of increments measured in seconds, when the player is not involved, need to be hunted down and put of players' misery.

a) Are all fire controls being properly cleared when a target is lost or no longer available?
b) Can AI-versus-AI fights be resolved using a simplified set of rules? "If on attack and not in range, but might be able to get into range, chase until in range. Otherwise, defend. If has missiles, and missiles can't be shot down well enough, subtract missiles and inflict damage. If has beam weapons, and can catch target, catch target and inflict damage. Otherwise, set to chase or defence, and counter-fire only. Repeat for all other sides. Repeat for each suitable sub-block of time. Stop when all but one side is destroyed or escapes, or all sides are on defense, or the player-specified block of time ends." That kind of thing.
c) If a) and b) are not sufficient, then at least allow the player to learn which fleets are killing game progression, so they they can be deleted. Make it easier to kill off fleets without triggering "not set to an object" error messages.


3. On the subject of those dratted error messages: The keystroke used to clear the message should not be the same keystroke used to request another turn increment. At present, both are ENTER on my keyboard. Extra credit if the error message could be presented without popping up a box, and/or if the game got better at deleting objects that trigger such messages. For example, if a ship can't find its fleet, maybe kill off the ship?


4. The game interface redraws windows and refreshes text extremely inefficiently. This is immediately noticeable on the message window. The Economics window also has a problem here, a problem worsened by its refreshing every turn increment (even if only 5s) instead of just doing one automatic refresh every construction cycle. In long games, the Leaders window and even the Ship Design window can also bog down.
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C# Suggestions / Re: C# Suggestions
« Last post by Jorgen_CAB on June 12, 2021, 11:27:10 AM »
I can verify that small crafts still can't unload/load cargo on their own, at least not colonists which is what I tested, I did not try from a cargo hold.

Another issue that still exist is that Troop Transports can unload/load troops on any planet no matter their size without cargo shuttles a well, I'm pretty sure they are not suppose to be able to do that. At least it is a bit weird that they can.
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C# Bug Reports / Re: -ProbablyCosmetic- Create Research Project fields
« Last post by Droll on June 12, 2021, 11:10:20 AM »
I will add that those entry fields also show on the component design screen when playing with the resizable windows mod.
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C# Suggestions / Re: C# Suggestions
« Last post by nuclearslurpee on June 12, 2021, 10:26:41 AM »
Closest I can find is this post here. It comes close to what you are describing, stating that lore-wise only craft of <500 tons can land on a planet, and using this as the logic for cargo shuttles. However, it does not state explicitly that fighter-size ships would be able to land on a planet to load and unload cargo.

I'd guess that Steve never thought anyone would actually be trying to do this for any purpose other than RP and thus either didn't think of or didn't get around to implementing shuttle-free load/unload for fighters.

In the 1.12 changes list, Steve explicitly states that "Fighter-sized craft do not require cargo shuttles to load / unload colonists or cargo. Due to their size they can land and load/unload directly."
I don't know if it actually works. I made an engineless fighter with cryo transports the other day and it couldn't load/unload without a cargo station but that might be because it was engineless. I didn't test it exhaustively in order to produce a bug report.

In that case someone who has confirmed this should report it as a bug. I would do it but I can't confirm myself at the moment.
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