Aurora 4x

C# Aurora => General Discussion => Topic started by: xenoscepter on May 27, 2020, 07:01:15 PM

Title: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on May 27, 2020, 07:01:15 PM
The original by Drgong - http://aurora2.pentarch.org/index.php?topic=9805.0

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?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Migi on May 28, 2020, 07:40:27 PM
Are financial centres affected by manufacturing efficiency?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: SpikeTheHobbitMage on May 28, 2020, 07:56:20 PM
The original by Drgong - http://aurora2.pentarch.org/index.php?topic=9805.0

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?
Technically 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.

Are financial centres affected by manufacturing efficiency?
Financial centres are affected by the Wealth Generation tech.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: xenoscepter on May 28, 2020, 08:36:05 PM
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.

Can I do that?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: SpikeTheHobbitMage on May 28, 2020, 08:57:45 PM
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.

Can I do that?
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: vorpal+5 on May 29, 2020, 02:57:50 AM
Can you sleeve the tractor beam? i.e put it into a fighter itself in a bay?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Droll on May 29, 2020, 12:03:46 PM
Can you sleeve the tractor beam? i.e put it into a fighter itself in a bay?

I think that doesn't work. Your tug would just rip the fighter out of the hangar and tow it instead of your station.

Unless you mean put the tractor on the fighter then tug the tug while docked to the station. Also doesn't work because what happens is that the fighter will start dragging your tug, which will power down its engines because its being tugged.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Migi on May 29, 2020, 09:06:03 PM
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Borealis4x on May 29, 2020, 11:37:18 PM
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?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Black on May 30, 2020, 01:40:32 AM
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: smoelf on May 30, 2020, 03:49:26 AM
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?

Yes, they are affected by manufactoring efficiency, so you will get diminishing returns.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: SpikeTheHobbitMage on May 30, 2020, 03:56:48 AM
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.
I hadn't understood your question.  Sorry.

I think there was somewhere in the change logs, but I can't find it right now.  There was a bug report about the towed ship still using fuel around version 1.9.5 or so, which has since been fixed.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Borealis4x on May 30, 2020, 11:01:46 PM
I was trying to figure out why civilian mining colonies were spawning so slowly and came across this explanation:

"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?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: SpikeTheHobbitMage on May 30, 2020, 11:15:27 PM
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: serger on May 31, 2020, 01:37:58 AM
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...

Yep.
Though you can use mining ships with Standing Order "Move to Asteroid Mineral Source", than you still have to load and deliver mined TNMs with manual orders, and so it's easier to do it fully manually.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: unkfester on May 31, 2020, 05:46:05 AM
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
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Black on May 31, 2020, 06:16:53 AM
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: vorpal+5 on May 31, 2020, 06:38:23 AM
I have yet to figure how to use prototypes, shame on me.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: unkfester on May 31, 2020, 06:46:50 AM
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.
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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Migi on May 31, 2020, 07:14:40 AM
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.
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.
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).
One other thing is that adding a component will cause the armour to increase, because it needs to cover a larger internal volume. I am also not aware of the formula is for armour weight.

Personally I add stuff like engines and jump engines first, then design the rest of the ship around that.

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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: James Patten on May 31, 2020, 08:19:21 AM
Can a ground force unit get upgraded to new tech?
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Black on May 31, 2020, 08:35:47 AM
Can a ground force unit get upgraded to new tech?

No, you need to research and train new units to use new tech.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Fistandantillus7 on May 31, 2020, 12:31:32 PM
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.
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vizzy on May 31, 2020, 02:57:41 PM
How do you get rid of future prototypes (besides obsoleting them)?

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on June 01, 2020, 08:00:46 AM
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? 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 01, 2020, 08:40:52 AM
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?

Pressure and gravity are tied to your species, so if it is inside your race tolerance you don't need those specializations (Mars has gravity that is within Human tolerance). Terrain specializations are based on dominant terrain, for example in Sol, Io is dominantly Mountain terrain so you would like Mountain Warfare specialization. There is Boarding Combat specialization for boarding troops.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Gabethebaldandbold on June 01, 2020, 08:45:44 AM
I was trying to figure out why civilian mining colonies were spawning so slowly and came across this explanation:

"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.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: Black on June 01, 2020, 08:46:58 AM
I was trying to figure out why civilian mining colonies were spawning so slowly and came across this explanation:

"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
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: smoelf on June 01, 2020, 09:15:27 AM
I have also seen them do it on exeptional gallicite places.

Rules for CMCs:

http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347

I just ran a test on 1.11.0 and can confirm that CMC's can generate on bodies with gallicite (this case around 74.000 tons and 0,7 accessibility) with 0 duranium. I believe this was also the case with VB6, but I can't confirm it on the old wiki. If it isn't noted it in change log, then it's probably an oversight (though I can't tell if it was an oversight to not mention it or to include it at all).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on June 02, 2020, 02:29:18 PM
How do you get rid of future prototypes (besides obsoleting them)?

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.
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.
So for practical purposes obsoleting them is the way to go. Might be worth putting in the suggestions thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 02, 2020, 03:54:11 PM
How do you get rid of future prototypes (besides obsoleting them)?

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.
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.
So for practical purposes obsoleting them is the way to go. Might be worth putting in the suggestions thread.
Future prototypes can't be made into research projects even after you get the required techs.
Title: Re: Questions Not Worth Their Own Thread - C# Edition
Post by: amram on June 03, 2020, 03:00:24 AM
How do you work out weight of extra crew?

deployment_time(1/3) * crew

So if a jump drive needs, say, 20 crew, and you have a 24 month deployment on the ship, you will need 24(1/3) * 20 = 57.7 tons.  Since aurora's smallest crew quarters for ships is the 5 ton Tiny, we need to round up to the nearest 5 tons.  Note that the ship may have a little free space available, so subtract that spare crew tonnage first before rounding up

For simplicity, you can see deployment_time(1/3) calculated and displayed for you on the miscellaneous tab of Class Design, listed as Crew Quarter Tons per Man.  (Crew_HS_available Crew_HS_required) * 50 will show how much spare crew tonnage the ship currently has.

For example, I have this on a troop ship with a 6 month deployment: https://prnt.sc/sstoux

6(1/3) is 1.8171, and it shows 1.82 — note that the game is using more precision than it is displaying here.  So, supposing I needed to add berths for 20 crew, they will take another 20 * 1.8171 tons, or 36.342 tons.  I have (14.5 14.46) * 50 = 2 tons of spare berthing, so I need an additional 34.4 tons to fit 20 more crew, which means I'd need 35 tons since we have to round up to the nearest 5.

As a sanity test, the ship has 398 crew.  398 * 1.8171 = 723.206 tons, or rather, 725 tons of crew quarters.  And when I look, it has https://prnt.sc/sstwdl which is 14 * 50 + 2 * 10 + 1 * 5 = 725 tons.  723.206 / 50 is 14.4612 HS, which matches Crew_HS_Required.  725 is 14.5 HS, which also matches Crew_HS_Available.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 03, 2020, 05:42:41 PM
Smallest Crew Quarters is the 2 Ton Fighter Sized.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 03, 2020, 06:18:19 PM
True, but it seems it never gets assigned automatically for a larger ship, such as one large enough to have its own jump drive, so for most cases, your facing the tiny.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 03, 2020, 07:31:09 PM
Fair enough. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on June 04, 2020, 04:08:33 AM
Is it normal for precursors to have way more ships than in VB6?
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabethebaldandbold on June 04, 2020, 01:05:49 PM
Is it normal for precursors to have way more ships than in VB6?
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.
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on June 04, 2020, 01:57:51 PM
Hadn't really thought about shields yet.  And my next gen ships are just being rolled out, including the first 15kt ships (beam light cruisers).  Maybe I can refit them rather quickly with shields.  I have epsilon shields by now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on June 05, 2020, 06:25:38 AM
Is there a way for a fighter wing to land on a carrier and be retained as a subfleet within the carrier fleet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 05, 2020, 10:58:50 AM
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...

IIRC you can only use that command if you've got an assigned mothership already. So you might have to lose your wing structure on initial assignment to the carrier and rebuild it in the carrier's fleet. But then you'd be able to keep it after each sortie.

(Avoid the standing order 'land on assigned mothership', I don't think it uses the 'as subfleet' option.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on June 06, 2020, 01:28:27 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 08, 2020, 12:17:47 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 08, 2020, 05:31:00 PM
I want to create Ground HQ Formations and leave them on a ship to command their sub-ordinate formations from from orbit.

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]
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 08, 2020, 06:59:49 PM
I want to create Ground HQ Formations and leave them on a ship to command their sub-ordinate formations from from orbit.

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]
No.  HQ formations only apply their bonuses to subordinate formations at the same location.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 09, 2020, 11:38:52 AM
I want to create Ground HQ Formations and leave them on a ship to command their sub-ordinate formations from from orbit.

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]
No.  HQ formations only apply their bonuses to subordinate formations at the same location.
Or not at all regardless of location, according to most reports...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: chrislocke2000 on June 09, 2020, 05:21:00 PM
I'm going blind! Where do you select the spinal mount option when designing beam weapons (and yes i have researched spinal mount).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on June 09, 2020, 05:28:10 PM
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".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 09, 2020, 07:07:20 PM
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".
And note that, as this implies, it's an option specifically for lasers. Not beam weapons in general.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on June 10, 2020, 01:04:16 PM
Will civilian ships use my commercial jump tenders?  Or will I have to wait for the return gate to finish building? 

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. 

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 10, 2020, 01:10:10 PM
Will civilian ships use my commercial jump tenders?  Or will I have to wait for the return gate to finish building? 

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.
Civilians won't use your jumpships, only your stabilized points. (I'd forgotten that, so I had t ask about it not long ago.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 11, 2020, 05:59:33 AM
If I have a Railgun or Gauss Cannon, is the accuracy calculated per shot? Let's say I have 25% to hit, is that applied for each one of the Railguns four shots independently or are all four of those treated as one cluster with all of them either hitting or all of them missing?

If the former were true it would make Railguns much more accurate than advertised and make Gauss much less inaccurate than advertised. Especially since Aurora doesn't use true random numbers... so an accuracy of 25% means you will shoot down 25 missiles for every 100 thrown at you and not a red cent more. That would make Gauss of 8% an effective 16%, while a Railgun at 25% would shoot down at least one missile per one hundred every time, but at 100% would shoot down 4 out of 100.

Come to think of it, does that scale with salvo size? If so, than salvo of 1 torpedo would be way more effective than a salvo of 100 sandblasty little buggers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 11, 2020, 06:48:46 AM
Given that we get hit quantities that do not equal shot quantities, I suspect it is per shot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 11, 2020, 07:21:42 AM
~Sweet!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: hostergaard on June 11, 2020, 07:46:05 AM
How do I move maintenance supply between colonies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 11, 2020, 09:54:27 AM
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).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 11, 2020, 11:38:57 AM
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).
Also it needs cargo shuttles, unless everything it wants to pick up or drop off MSP has a spaceport or shuttle installation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 12, 2020, 09:37:18 AM
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?)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on June 12, 2020, 10:22:43 AM
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?)

The AI will proceed through multiple orders, if said orders are queued. However, it'll only trigger the Standing Orders at the end of the 5 day tick. So the usual way to solve this is to use the "Survey next 5 bodies/next 3 survey points" orders.

The sub-pulse length in general doesn't need to be touched by us directly, and it can lead to odd thing happening (especially around combat) if set manually. I personally always leave it to auto.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on June 12, 2020, 10:31:59 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on June 12, 2020, 10:35:43 AM
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

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on June 12, 2020, 10:47:32 AM
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

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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on June 12, 2020, 11:30:25 AM
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

That is correct. The design will also tell you how many seconds it will take for it to regenerate completely, provided the shield generator is still intact.

Shields are especially useful in the following situations:
- In protracted battles and/or when you take some damage, then there's a pause before you take some more. The shield will have time to regenerate between battles/between damage taken. Keep in mind, armor can only be repaired at a shipyard instead
- Against armor piercing weapons (particle beams and especially lances), weapons that ignore armor (Microwave) or weapons that do a lot of damage in a single hit, say a spinal laser. This is because a particularly powerful hit can pierce all your layers of armor, while shields will protect until they are depleted no matter how strong a single hit is.
- For the reason above, a ship that only relays on armor may, due to unlucky hits, have some places where the armor is completely stripped off. While this page is for vb aurora, it can still help http://aurorawiki.pentarch.org/index.php?title=Armor. A shield can complement your armor to avoid a situation like that

In general, in my opinion, it is worth to put shields on any "general purpose" warship of a certain size if you have the tech to make decent shields (basically means, if you kept up your shield research to a comparable level to your armor research).

Shields do not perform well againt massed concentrated damage. Say, a hundred missiles that hit you all at once. In those situations using just armor is better, however if it's normal for you to take massive amounts of damage, you probably have other problems anyway xD
Also, meson cannons will ignore shields
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Graymane on June 12, 2020, 12:46:38 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on June 12, 2020, 12:57:14 PM
(https://i.imgur.com/dVESMev.jpg)

Can someone help me with this.  I was fooling around with Aurora 1.11, just to get a feel for it, and I created two races on a planet.  The planet had oxygen and water, and I thought it would work.  However, both races, in spite of being created on that planet, show a colony cost of 2.00 for their home planet, as you can see from the pic above.  I can't figure out why.  The environment tab does show, as above, that the cost is because of "Dangerous Atmosphere", but I cannot figure out why its dangerous.  The oxygen percentage isn't above 30%, and everything else seems to be within acceptable parameters. 

Help!

Kurt
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 12, 2020, 12:59:02 PM
Remove Carbon Dioxide. It is dangerous gas in C# Aurora.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 12, 2020, 01:19:12 PM
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.

#facilities * production rate * (1 + governor production%/100) * 4
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Graymane on June 12, 2020, 01:47:18 PM
Sure enough :P  my guv has 15%.  Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on June 12, 2020, 05:57:16 PM
Someone please tell this here silly human how to actually attack another population on the same body with ground forces.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 12, 2020, 06:03:05 PM
Someone please tell this here silly human how to actually attack another population on the same body with ground forces.

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.
You need to set the other race as hostile and have ground units in the Forward Attack position.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on June 12, 2020, 06:15:38 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on June 12, 2020, 07:08:43 PM
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?

All missiles are nuclear in Aurora ;-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on June 12, 2020, 08:19:21 PM
I can't tell if my orbital support is having an effect. Are there any messages I should look out for?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on June 12, 2020, 10:52:26 PM
I can't tell if my orbital support is having an effect. Are there any messages I should look out for?

I believe you should get messages similar to:

'Orbital support craft XXXXX attacked ground element YYYYYY. Shots fired ZZZZZZ. Shots hit AAAAAA. BBBBBBB elements destroyed'

However I cannot confirm as my message log no longer includes my last battle which included ground support units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 12, 2020, 11:01:47 PM
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?

Yep, any combat is instant racial hostilities - you don't even have to kill, just deliver one or more point of damage, even if it harmlessly dissipates on shielding.  Border conflicts might be a thing, if you can avoid more fighting long enough to get back to uneasy peace.  With a land war.....you'll be shooting, they'll be shooting, and you just go deeper and deeper into hostile relations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Yesus on June 13, 2020, 07:58:06 AM
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. . .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 13, 2020, 09:00:11 AM
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
Maintenance facilities consume minerals to produce the MSP they need to maintain your ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on June 13, 2020, 09:07:08 AM
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. . .

As per the Known Issues (http://aurora2.pentarch.org/index.php?topic=10637.0) post.
Quote
Restrictions (these are things that will not change)

    you will need to change your decimal separator to a period, rather than a comma
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cinnius on June 13, 2020, 04:52:56 PM
Is it normal for each time increment that the summary window goes to the front?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 13, 2020, 04:59:46 PM
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'.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cinnius on June 14, 2020, 05:28:09 AM
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'.

i Try the "keep Tactical in Background" but not much change whatever is on or off :(

Well thanks for the reply ^^
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 15, 2020, 08:11:54 PM
Does Ground Unit Fortification go down if I remove the Construction Units?

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 15, 2020, 08:34:07 PM
Does Ground Unit Fortification go down if I remove the Construction Units?

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?
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. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AdmiralBaldo on June 16, 2020, 03:22:17 AM
What does "LG-time" stand for in the system display menu?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidb86 on June 16, 2020, 09:00:59 AM
Low Gravity
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AdmiralBaldo on June 16, 2020, 10:01:24 AM
Quote from: davidb86 link=topic=11545.   msg137245#msg137245 date=1592316059
Low Gravity

So what is the time aspect of it? It's given in years.    So Earth has an "LG time" of 5 years, at least in the solar system I've generated.    I'm talking about the very last column in system display.   

Edit: Picture Below
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 16, 2020, 11:05:56 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidb86 on June 16, 2020, 11:07:36 AM
Sorry I misunderstood your request context
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 16, 2020, 11:31:58 AM
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
Oh wow. Wow! I'm going to have to use that.

...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...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AdmiralBaldo on June 16, 2020, 11:55:46 AM
Quote from: skoormit link=topic=11545. msg137260#msg137260 date=1592323556
Quote from: AdmiralBaldo link=topic=11545. msg137225#msg137225 date=1592295737
What 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

Ahhh, had no idea that was a thing, thanks :)

Quote from: davidb86 link=topic=11545. msg137261#msg137261 date=1592323656
Sorry I misunderstood your request context

Don't worry about it, looking back on it I was pretty vague :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 16, 2020, 02:21:24 PM
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
Oh wow. Wow! I'm going to have to use that.

...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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 17, 2020, 12:04:47 AM
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
Oh wow. Wow! I'm going to have to use that.

...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.
Small stabilizers normally take a year, so it works out either way for them.  It was my understanding that the bigger units go faster (that is, the LG-time is a multiplier on stabilizer speed rather than a fixed time), but I haven't tested it yet either.  Small units are conveniently sized and it isn't something that comes up very often.

Edit: Had an opportunity to test in 1.11.0.  Bigger units have no effect on LP stabilization time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 18, 2020, 09:23:59 AM
Death by accident rate is a bit high for my researchers who keep getting killed, when military commanders dont have any greater risk, this seems unlike reality.     

Is there anything I can do to stop this?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silfir on June 18, 2020, 09:40:33 AM
I'm guessing it's just up to chance and you've been a little unlucky. I don't think Aurora scientist work is any safer than being in the military, personally. I can only imagine they do a ton of experiments with very volatile materials. The upshot is that you can pump out a revolutionary new reactor design in a couple of weeks as long as you have enough labs.

Anyway, you can designate any character you want as a "Story Character", making them functionally immortal.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 18, 2020, 09:43:12 AM
Thanks, that is a good idea. 

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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 18, 2020, 09:53:52 AM
Thanks, that is a good idea. 

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!
I think those would be the 'medium cost' worlds.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silfir on June 18, 2020, 09:54:27 AM
My best guess is that it's color code for their suitability as colonies. The red ones seem to a) be terrestrial, b) within your species' gravity tolerance (no LG) and c) have colony cost around 4.00... between 3.00 and 4.5 maybe?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on June 18, 2020, 10:03:44 AM
How can wizard names not have merlin in it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cinnius on June 22, 2020, 08:23:58 PM
it's possible to create more colony in a single world?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 22, 2020, 09:02:16 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hydrofoil on June 23, 2020, 04:22:46 AM
I have a question regarding tech gained from ruins.

I found a ruin on a planet and started excavating it and I got 10cm Advanced Railgun tech and I can research the next the next stage of that tech however i cannot seem to make a ship component out of it. Do I need to research the normal Railgun tech before I can use the tech I found.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silfir on June 23, 2020, 05:26:41 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cinnius on June 23, 2020, 08:38:50 AM
it's possible to open multiple system map?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hydrofoil on June 23, 2020, 09:34:30 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 23, 2020, 11:35:32 AM
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.

Edit: Also make sure that it is fully researched - go to the research tab on the population that you found the tech and check whether or not the tech has been partially researched as opposed to fully.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 23, 2020, 11:41:47 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 23, 2020, 11:42:37 AM
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.

You literally caught me as I was doing exactly that lol
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 23, 2020, 04:33:51 PM
it's possible to open multiple system map?
Yes.  Shift-clicking on the buttons at the top will open multiple windows of most types.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 23, 2020, 04:40:47 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 23, 2020, 04:43:25 PM
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?
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 23, 2020, 07:19:28 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on June 23, 2020, 08:18:43 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 23, 2020, 08:24:23 PM
Do Air-to-Air pods benefit from onboard ECCM?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on June 23, 2020, 10:03:25 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 24, 2020, 10:27:11 AM
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.

From what I understand it is but NPRs won't use fighters, which means that for most of your games you wont need AA units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AdmiralBaldo on June 24, 2020, 01:34:10 PM
What's a dormant construct? A bit of a way off getting xenoarchaeologist (sp?) to the planet and am curious
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on June 24, 2020, 01:47:09 PM
What's a dormant construct? A bit of a way off getting xenoarchaeologist (sp?) to the planet and am curious

After analizing it with a xenoarchaeology formation, you can activate it by colonizing the planet with at least one million people. After that it will give a  bonus to a certain field of research (say, +50% to propulsion tech) conducted on the planet. And also a tenth of that (5% in this case) to that tech research everywhere in the galaxy.
Active constructs are also instrumental in fighting a certain ... menace. But that's a bigger spoiler, so up to you whether you want to know or not.


Not sure if spoiler, so included in a spoler tag
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 24, 2020, 09:01:41 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 24, 2020, 11:01:10 PM
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.

Maybe this should be made as a bug report? These advanced variants seem to be either scrapped or planned features which IMO is a really cool idea but also should probably not be recoverable from ruins until they are properly working.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 24, 2020, 11:28:35 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 24, 2020, 11:58:37 PM
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.

I think you are misunderstanding - The research shows up, that is not the issue, I can happily research them, and their subsequent lines.  The issue is making one so you can put it on a ship.

Consider how one designs a part.  You hit the button, the component design window opens, and you select the type of part.  Those parts are not selectable to design, at all, they don't exist.

Some further digging suggests they might have been intended to share the same sub window as their basic brethren, they're listed as a SecondPrimaryTech, yet even so, they will not appear in the drop downs.  I can get them to appear, but as the software isn't expecting it, and it like many things is somewhat hard coded behind the scenes, even without actually designing one I can tell there are issues - like their component name doesn't update, it will simply remain as whatever it was last made by another part, or whatever I set it to - because the new entry has a new ID, and the ID doesn't reference a part name template, or something similar happening behind the scenes.

At this point, I'm not sure if its an omitted entry, or a bug preventing their being shown, or a temporary omission like many tooltips were/are for expediency, or if its more permanent.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 25, 2020, 01:24:57 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 25, 2020, 03:26:35 AM
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.

Not sure, I dismantled them all to obtain the tech to make more of my own, only to also see what Hydrofoil noted, having the tech doesn't enable them in c#, while it would have in A7.1.

I know the compressed fuel work, I've had those already.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on June 25, 2020, 03:42:00 AM
Sounds like this really needs to be reported as a bug. I want my advanced components XD
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 25, 2020, 10:36:47 AM
Sounds like this really needs to be reported as a bug. I want my advanced components XD

Shh, its a secret!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cinnius on June 25, 2020, 01:37:15 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 25, 2020, 02:34:13 PM
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 don't remember where the table that has the criteria is (someone should add it to the wiki as well) but generally speaking temperate forrest needs (i think) above 30% hydro and decent oxygen content.

Also understand that biome selection is semi-random and that each biome has a certain "resilience" to being changed. The chances are the planets you are terraforming become eligible to prairie first which is why their biome changes to that. As your terraforming progresses they might be eligible for both prairie and temperate forest but since they are already a prairie is doesn't change over. However, if a planet has an environment such that it becomes eligible for both prairie and forest at the same time, then the game will randomly choose between them and you might get temperate forest. I have once managed to get mars to be temperate forest so it is possible but you may have to mess with the environment bunch to get it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 25, 2020, 03:02:26 PM
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 got Temperate Forest on Mars with this setup:

(https://i.ibb.co/Rv6kJJb/Mars.png) (https://imgbb.com/)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on June 26, 2020, 03:25:16 AM
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.

I'm a dunce, read this, never answered it....lemme fix that.

As far as I can tell, they appear identical to 7.1, though I have not made any, so its possible the low focal size weirdness that advanced lasers would experience in A7.1 does not happen in c#, or does, I have no idea.  That said, as I understand their oddness was known, and planned for 7.2, which eventually ended up being c#, so I suspect they work a little differently from 7.1, since they are likely fixed.  IIRC they are supposed to be the damage/power draw of the next focal size, and the size of this focal size when compared to normal lasers.  IE, a 15cm Adv laser would hit as hard as a 20cm Laser, have the same range, but only be as large as a 15cm laser.

Railguns worked properly afaik in 7.1, and they seem the same in the database, so I suspect nothing changed.  Advanced gets 5 shots instead of four, everything else is identical.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 26, 2020, 04:54:23 AM
My fighters will not replace spent MSP when they return to their mothership (fuel and missiles are replaced). Anyone knows if this is WAI?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on June 26, 2020, 11:33:34 AM
Based on my testing, hangars don't seem to replenish MSP; carriers should probably carry a shuttle bay to reload fighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 28, 2020, 10:12:53 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 28, 2020, 10:28:43 AM
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

If the gas is frozen then it doesnt affect colony cost, if you heat the planet and unfreeze you will see the colony cost show dangerous gas at 2.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 02, 2020, 02:53:25 AM
I have built a 1.5 million tonne habitat, towed it to Venus to help with mining.
 But for some reason it does not seem to work and I cannot load colonists on to it. I have even got shuttles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 02, 2020, 03:13:09 AM
You do not load colonists on habitat, put them on the planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 02, 2020, 04:49:10 AM
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* ijuok98,nl,l,plo;k./[',0ip[;-'o=]l0/-=9i8uojk7087ui9yj
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: d.rodin on July 02, 2020, 04:59:01 AM
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*

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 02, 2020, 05:00:47 AM
doh! thanks :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: amram on July 02, 2020, 05:24:57 PM
Yeah, that one is really not obvious at all, lol.  Took me a little bit to sort out, and iirc I ended up crawling through the change list or it was a tutorial to discover that one, I forget which, I was doing a lot of both when first exploring what new things c# brought forth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on July 02, 2020, 07:11:30 PM
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* ijuok98,nl,l,plo;k./[',0ip[;-'o=]l0/-=9i8uojk7087ui9yj
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 03, 2020, 05:04:49 PM
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?)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: James Patten on July 03, 2020, 07:11:44 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 03, 2020, 08:21:34 PM
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?

Separate the problem ship into its own subfleet and have the tanker join that subfleet. Set the refuel mode of the tanker to "refuel subfleet".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on July 04, 2020, 05:44:08 PM
Are sorium harvesters affected by the fuel production technology?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 05, 2020, 08:28:04 AM
Yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 05, 2020, 09:57:49 AM
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?)

I have one clarification and  four possible solutions for you.

To clarify: the commander ranks in the Naval Admin Command hierarchy must be strictly descending down the tree, but you are allowed to skip ranks at any node.
In other words, it doesn't have to be R1-R2-R3. You can have R1-R3-R5, for example, and any fleet under the R5 command that has no commanders higher than R6 will receive the stacked bonuses.
(This means, to answer your specific question, that a fleet under Survey Ships won't get the bonus from the commander of Whole Navy Command unless the commander of Survey Ships is of lower rank than the commander of Whole Navy Command, and the commander of the fleet is of lower rank than the commander of Survey Ships. If Whole Navy Command does not have an assigned commander, then the commander of Survey Ships can be of the highest rank.)

So, how to make this workable when your commanders keep getting promoted, pushing their fleets out of the appropriate command range for their naval command?
Some approaches:

1) Turn on auto-assignment for commanders.
Besides the obvious benefit of assigning all newly arrived commanders for you, this will also cause promoted ship commanders to be unassigned from their current ship. This prevents promotions from messing up your command hierarchy, but is in some cases a bother--there are times when you would like a particular commander to remain with a particular ship. In those cases you can manually reassign the commander, and the auto-assignment won't remove that commander again (until the commander's next promotion).

2) Build a deeper admin command tree.
If you generally want commanders to stay with their ships as they get promoted, then build a deep enough tree that you can move the fleet of a promoted commander up one node to satisfy the rank requirements. Of course, this doesn't help if the commanders that you want in charge of fleets are of your highest rank. It only helps keep things in line as officers are climbing up from the lower ranks.

3) Build more academies.
Building more academies will give you more commanders. This gives you more flexibility in assignments, but, again, doesn't really solve the problem if you like to assign the highest-ranked commanders to ships. And if you have 3500+ commanders, I think you have already done a lot of this.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 06, 2020, 11:35:33 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 06, 2020, 02:06:06 PM
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.

Are they actually always demanding?
Or are they sometimes suggesting or requesting?

Each of those conveys different information. If you haven't, you should read up on the C# diplomacy framework (http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318).

Long story short, if an NPR detects you in a system they have the least bit of interest in controlling, they will communicate that desire to you unless they see a good reason not to (such as a strong military force or your own large colonies in that system).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 06, 2020, 02:41:29 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on July 06, 2020, 04:40:52 PM
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.

The NPRs always have the maximum level of protection on their home system, and won't tolerate any ships (even diplomatic ones) in that system. They are nice enough to give you time to leave, but will always eventually shoot you (and tank your relationship)

The other thing you can do is camp a jump point (not inside their home system) with a diplomatic ship (with its sensors on), and one way or the other the NPR will probably come and investigate...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 07, 2020, 04:28:51 PM
...

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 08, 2020, 02:20:58 AM
Is there any benefit to Damage Control above 100?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 08, 2020, 04:28:49 AM
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

So if you had a Damage Control of 100, you would need (repair cost)*10 seconds for a 100% chance to repair it in that increment.
If you had a Damage Control of 1000, you would need (repair cost)*1 seconds, so it would (roughly) be ten times fasterRemember that these are chances.
In your ship design, take a look at the max repair cost to give you an indication, or (If I remember correctly) the cost of the individual Components to see how much time it would take.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 08, 2020, 04:33:34 AM
...

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.

Unfortunately the game are very restrictive in how officer recruitment works and I think that Steve should sit down and remake the system into a pool system of resources you simply can draw from and where promotions are based on supply and demand. The only time you would get an officer without an assignment should be when something happen in the game and there is no suitable position for them to go to, such as a ship are destroyed/scraped and the captain survives/decommission and there is no available ship for the captain to command, the captain now will have to wait for a new position to open up.

The academy don't produce people but rather a points pool from which you draw people when there is a need to. This pool should be a caped value so if you are not using it it will not grow above a certain limit, this is depending on the number of academies and the setting of training level.

So... when you need a new tactical officer and you don't have one available then a new recruit will be generated with a focus on the tactical skill.

Promotions should then be based on political ties and the overall skill of officer and at least some proficiency in the demanded skill for the position. There can also be some randomness thrown in there as well.

This system would be more dynamic and fun in my opinion.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 08, 2020, 07:59:17 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 08, 2020, 09:09:37 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cobaia on July 08, 2020, 09:27:34 AM
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.


Do you purge the logs is that it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 08, 2020, 09:43:33 AM
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.

I have had zero combat (ground or space).

Also, each Jan-1 I manually delete all fleet history records (of my own race) older than 2 years.
That seemed to make a difference when I started doing it, but obviously there is something else now slowing the save down.
Actually, let me test the fleet history theory...
(hold music)
...and, maybe not so much.
My race had 14,670 fleet history records. Saving took 21.6 seconds.
After deleting all of them, saving took 20.85 seconds.

Total fleet history records for all races: 74,148.
After deleting all of them, saving took 19.31 seconds.

So it would seem that large numbers of fleet history records increases save times, but in this case it is not a major culprit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 08, 2020, 10:45:30 AM
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.

It looks like there are some tables in the database with history/log data that get very large, and purging these tables can help reduce the save times.

The biggest one for me was the table with commander history.
After purging all records older than two years (191k records), the save time dropped from 21.6 seconds to 14.6 seconds.

Similar purges of the game log table and the fleet history table each reduced the save time by one second.
Fleet history may have more of an impact in other games--I was already purging my own race's records after two years.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 09, 2020, 08:42:33 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 09, 2020, 08:56:35 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 09, 2020, 10:04:21 AM
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?

Thats the one! Must be blind, I kept not finding it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 09, 2020, 03:29:59 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 09, 2020, 09:02:28 PM
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.

I second this question, similar issue with them not showing up - I thought that it might be because I have invaders turned off in my game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 10, 2020, 01:06:03 AM
I have them turned off as well, So maybe that is the reason, can anyone who plays with Invaders on please confirm if the tab works for them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ultimoos on July 11, 2020, 09:14:09 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 11, 2020, 09:34:54 AM
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.

You need armed ships to increase protection level. Ground units only counter unrest.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hawkeye on July 11, 2020, 10:04:56 AM
As another tip, the design screen show how good a ship is seen by the population at protecting them (Population Protection Value, PPV) - be aware that this value is not necessary a measure of how good the ship is _actually_ at protecting a population as your normal people have no idea about space combat tactics and stuff, all they see is: Lots of guns = lots of protection - essentially.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 11, 2020, 11:22:30 AM
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.

Protection level is provided only by ships (or space stations).
You can see the PPV value in the class design text.
Details here (http://aurorawiki.pentarch.org/index.php?title=Unrest#Insufficient_Local_Defence).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 11, 2020, 03:59:57 PM
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?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 12, 2020, 04:52:23 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 12, 2020, 07:30:17 AM

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.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 12, 2020, 11:40:34 AM

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 12, 2020, 04:13:27 PM

I've now fixed it for installations and minerals in V1.12.

Many thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on July 13, 2020, 06:49:20 AM
Is there a button, SM or no, to transfer a ship to a different empire?
There's ships that surrender to other empires and boarding, so the functionality to transfer over is definitely there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 14, 2020, 01:04:28 PM
What is a light-year in game terms? I though it was the number of jumps between systems but someone told me that wasn't the case. If I spawn NPRs 50 light years away, what does that mean?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 14, 2020, 01:13:20 PM
Using real stars it will spawn in a system that is in that area. If you choose a small number it might be Alpha Centauri, with 50ly it might spawn in 31 Aquilae for example (if that system is in the game). It is a very rough estimate of how long it will be until you meet, because you are not always connected to the closest stars. I had one spawn between 50 and 75ly away, got very unlucky and found them 2 jumps from Sol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 14, 2020, 03:44:20 PM
I have a question about surrender of NPR. I recently conquered NPR homeworld and secured adjecent systems, it seems they have no colonies left, but there are still ships present (both military and comercial) that did not surrendered when I captured the homeworld. Do I have to destroy them or is there a way to force their surrender?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on July 14, 2020, 03:48:36 PM
NPR ships can surrender when under beam weapon fire.  So no, you can't 100% force them.  Alternatively, board them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on July 14, 2020, 04:12:31 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 14, 2020, 04:39:31 PM
Playing v1.11.0 - I have a ship with a CIC module but cannot seem to appoint a tactical officer. I can appoint a commander for the ship and can see the drop down list entry for tactical officer in commanders but there is nothing listed there.

Is it correct to assume this is not implemented yet. :) Or am I missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on July 14, 2020, 04:55:48 PM
CIC is only for very specific ranks.  Make sure that the officers are of that rank.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 14, 2020, 05:51:54 PM
CIC is only for very specific ranks.  Make sure that the officers are of that rank.

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)

Quote
Captain    Control Rating 4   BRG   AUX   ENG   CIC   DIP   

I can see executive officer at CDR, a rank one above the racial minimum, one below the commander I would guess.
The required rank for the commander is CAPT, two above the minimum. The chief engineer showed up at LCDR.

To be sure I unassigned and reassigned the commander at the correct rank requested by the interface, then I tried an officer of every rank possible for tactical officer and none of them provided a listing. I then repeated this for every rank of commander and no rank combinations showed a tactical officer.

Quote
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.

Its either restricted to 3 modules or CIC is still TBD or there is a bug here which I am too inexperienced to understand or verify convincingly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on July 14, 2020, 07:10:38 PM
I've had a bug with CAG positions not appearing  in 1. 80.  It could be a bug.  I would try looking in the lowest rank for tac officer postings, and if that doesn't work it might be a bug
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 15, 2020, 02:09:53 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 15, 2020, 06:22:51 AM

Do they have cargo shuttles?


if they don't have it then the design produced by NPR is not functional and could be a bug.

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 am not sure it is possible to use civilian ships, I remember at the beginning of C# there was a sort of hack to control civilians but I believe that door has been shut. One of the fixes may involve the problems you are facing now.

You could try post the database into the bug thread and see what Steve/Bug Moderators say about it.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 15, 2020, 04:02:22 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on July 15, 2020, 04:31:16 PM
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?

It's at the bottom of the Industry tab, below the "create"/"modify"/"cancel"/etc. buttons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on July 15, 2020, 07:10:19 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 15, 2020, 07:42:06 PM
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.

Usually I select the highest officer in ranks, scroll through all pages and make note of what is not assigned before starting reshuffle the whole assignments.
Although it is a bit hard as the difference in color between assigned and not it's not much, so you really need to look at it well (at least on a 4k monitor).
I think we could use a different color for assigned positions rather than a darker shade of the same one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 15, 2020, 10:39:11 PM
How do i stop following threads?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 15, 2020, 11:21:30 PM
How do i stop following threads?

Click the "Unnotify" button, above and to the right of the first post on a page.
I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 16, 2020, 04:10:32 AM
I just noticed something a bit... odd.

I'm on v 1.11, and the Geosurvey Module, the Ground Unit one specifically, is showing a Geosurvey rating of 0.1

So, does that mean I can conduct a survey with Ground Units only?

I'm going to test this myself later, but I figured I'd ask. :)

Edit: Can confirm that they do not. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 16, 2020, 05:17:25 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 16, 2020, 05:37:39 AM
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?

It is not in game currently.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 16, 2020, 05:56:27 AM
I've tried launching GeoProbes in every way that I can think of:

 - At a normal waypoint that I made on top of the body I wanted to survey.

 - Going to the body I want to survey and hitting "Launch Ready Ordinance"

 - Using Active Sensors on both the launching craft and the GeoProbe itself.

Everything launches fine, gets to the target fine, but never actually does any surveying! I've tried it with and without colonies on the body, is it bugged or am I missing something? When using "Launch Ready Ordinance" when in orbit of the body, it doesn't even stay at the body either...

EDIT: Aha! Just not enough Geosurvey Points... lol. :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on July 16, 2020, 06:46:12 AM
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.
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 17, 2020, 03:04:22 AM
Do Construction Vehicles work on ships?

That is, do they provide a fortification bonus to units that are aboard ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 17, 2020, 03:43:29 AM
Do Construction Vehicles work on ships?

That is, do they provide a fortification bonus to units that are aboard ships?

I think only Infantry and CAP take part to boarding and or defending a ship
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 17, 2020, 07:18:02 PM
Where do you reduce ship speed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on July 17, 2020, 08:55:12 PM
Where do you reduce ship speed?
Select the fleet in the Naval window, the button to set speed will appear in the bottom left.
Make sure you turn "use maximum speed" off, that's next to cycle moves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 17, 2020, 09:34:56 PM
Thanks.  I probably looked at that window ten times and kept missing it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on July 18, 2020, 08:34:18 AM
Started a new game after a long pause, so a lot has changed.
How do I create Geological survey team in the new aurora? Am I just missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 18, 2020, 08:38:30 AM
See this post: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kylofon on July 18, 2020, 09:32:23 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on July 18, 2020, 11:48:11 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 19, 2020, 03:46:27 AM
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?

Yes, the survey points are tracked with the order, not the planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on July 19, 2020, 10:08:40 PM
Meaning also that 2 ships can't do a joint effort to survey a body?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 20, 2020, 02:27:13 AM
If it really is the order it should work when they are in the same fleet, I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 20, 2020, 05:43:21 AM
Meaning also that 2 ships can't do a joint effort to survey a body?

They can if they are in the same fleet. Standing Orders will not send two separate fleets to the same body, but they will send a fleet of two or more ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on July 20, 2020, 07:03:22 AM
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  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 20, 2020, 08:10:37 AM
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  ;)

I though that a geo-survey missile simply last until the survey is finished... after which it is removed from the game as spent. So if you fire it at a large body it might take a while but it will eventually be surveyed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 20, 2020, 09:56:41 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 20, 2020, 10:03:49 AM
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.

Yes... that is what I meant to describe it as.. a buoy with the sensor in a missile. I forgot that part.  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on July 20, 2020, 10:32:51 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on July 20, 2020, 11:55:50 AM
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.

Assuming you have the "prototypes" button ticked so that they show up, you need to click "Refresh Tech" every time you create a new one in order to re-generate the list. You can also select any item from the drop-downs, as this also forces a page refresh.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpikeTheHobbitMage on July 20, 2020, 02:57:48 PM
Prototypes are also hidden by default.  There is a checkbox to show them beside the checkbox to show obsolete tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: L0ckAndL0ad on July 22, 2020, 12:20:21 PM
Hi!

I've got couple of questions for current C# Aurora version.

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#?

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?

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.

4. What is "OM Eligible" in System Generation and Display?

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?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on July 22, 2020, 12:40:30 PM
This is a newbie question, but it's keeping me from getting anywhere: What do I need to do to get a ship design into the shipyard retool dropdown in C# 1. 11?

I created a geosurvey design using a prototype engine, added geosurvey sensors, fuel, and maintenance, and the design looked fine (< 3000t).  Locked the design, went to the shipyard screen, picked a naval shipyard (11000t capacity), picked retool, and. . .  no ship designs in the dropdown.  Tried a commercial shipyard, no dice there either.

Where do I find indications of what needs to be fixed? Nothing reports an error, it just doesn't allow me to build ships.  I've done it before in VB6, a while ago, but never saw this problem before.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 22, 2020, 12:43:26 PM
Did you completed research of the prototype engine?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on July 22, 2020, 01:08:18 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on July 22, 2020, 01:44:03 PM
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.


Quote
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.


Quote
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.


Quote
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.


Quote
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 22, 2020, 01:46:57 PM
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?

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on July 22, 2020, 03:50:28 PM
Quote from: Black link=topic=11545. msg139076#msg139076 date=1595443617
Quote from: midikiman link=topic=11545. msg139074#msg139074 date=1595441298
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?

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.

Thanks, that did the trick.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on July 24, 2020, 01:59:26 AM
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?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 24, 2020, 02:59:30 AM
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?

No, there was in VB6 when u ordered the division to be picked it would pick the whole but I havent seen it in C# to work neither a function for it. But I havent played much with that as I design a ship for each unit. Maybe other people can help further. apparently there is a way check Black's answer below

With time radion will dissipate. Later in 1.12 you will have a function on SM to add and or reduce dust/radiation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 24, 2020, 03:05:39 AM
You can load all subordinate units if you check Load All Sub-Units checkbox.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 24, 2020, 03:07:53 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 24, 2020, 09:20:11 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 24, 2020, 09:57:49 PM
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?

Roughly 2 to 3 minutes.

But that was before the save optimization I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on July 25, 2020, 10:29:14 AM
Is it possible to "repair" damaged ground unit formations?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 25, 2020, 10:49:04 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on July 25, 2020, 11:10:22 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 25, 2020, 12:56:57 PM
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. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 25, 2020, 01:14:58 PM
What happens when a cloaking device brings the TCS <1? e.g. 10HS Fighter & 97% Cloaking Device = 0.3 TCS?
Does it get treated as TCS 1? Does it go into missile sizes (0.3 TCS = 3.6 MSP)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on July 25, 2020, 01:43:57 PM
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. :)

That is only if the missiles are seen. The post you are referring to are these two
http://aurora2.pentarch.org/index.php?topic=8495.msg111431#msg111431
http://aurora2.pentarch.org/index.php?topic=8495.msg107268#msg107268


However these are not CIWS. They are gauss cannons, they do not have an included sensor. The post specifies that the PD will always shoot before impact, IF the missiles are seen, and that there is an additional detection phase at the start of the time increment before movement.
If the sensor is not capable of seeing the missiles at the beginning of the increment, the PD will not shoot. I believe this is what is happening here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 25, 2020, 03:39:05 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 25, 2020, 04:10:54 PM
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. :)

Does that mean my PD Beam FC need to see further than 165000 km?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 25, 2020, 04:14:31 PM
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.

Yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 25, 2020, 04:17:31 PM
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.
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 25, 2020, 04:17:59 PM
You need to design a Resolution 1 sensor to shoot at missiles. Without it, your FCS can't see the missiles to shoot at them. Your A58-R100 sensor is not capable of seeing the missiles, and as a result your FCS cannot acquire them as targets. You need to either add another sensor with a Resolution of 1 instead of 100, or replace the A58-R100 with a sensor that has a resolution of 1.

You can change sensor resolution in the same window that you design Active Sensors in, it's in a dropdown menu labeled "Resoultion"  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 25, 2020, 10:34:34 PM
When setting a priority for your commander, what is a higher priority 1 or 10?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 25, 2020, 11:06:17 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 25, 2020, 11:07:58 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 25, 2020, 11:12:29 PM
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.

Weird, usually u select unload troops then on the right u select the one you want and then add move.
Otherwise you can use the unlosd all ground units option.
Maybe you not letting enough time to pass? It does thst time to unload items. You can check how long exactly on the design windows on top right line.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 25, 2020, 11:19:20 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 25, 2020, 11:40:50 PM
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.

Thanks, I've had it backwards the whole time.


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.

Did you create a colony where you want to unload your survey team?  You have to have a colony first.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 25, 2020, 11:45:05 PM
I did not, that would explain it.  I included cargo shuttles just in case, are they required as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on July 26, 2020, 01:28:48 AM
I did not, that would explain it.  I included cargo shuttles just in case, are they required as well?

Yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 26, 2020, 06:17:07 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 26, 2020, 06:41:01 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on July 26, 2020, 06:53:18 AM
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

Unfortunately this feature is not implemented in C# Aurora. It's a hang-over from VB6 Aurora. It'll probably get implemented eventually, but not in the near future.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 26, 2020, 07:04:07 AM
That explains my failure. Thanks
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 26, 2020, 02:40:46 PM
Is there a fast way to assign 210 Missiles to 210 Missile Launchers in 7 Missile Fire Controls? Autoassign FC doesnt work for the setup I have, and dragging and dropping one at a time is driving me crazy (even with only having to to it on one ship and then copying it)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on July 26, 2020, 02:47:54 PM
Yes, check "assign all" in the top right.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: PhillipsCD1996V on July 26, 2020, 05:27:27 PM
Question: is there any way to refit space stations to a new design that are constructed through Construction Factories (i. e.  not via shipyards)?

Context: I have Fuel Harvester Stations designated as space stations and I have researched better Refueling System technology.  There appears to be no way to refit them to the latest version.  Am I missing something?

Sidenote: Also, I notice that space stations do not adopt their Naming Theme designation if constructed through Construction Factories.  For example, if I designate my Essex (Mk1) Class Fuel Harvester Station's Naming Theme (under "Class Design" -> "Miscellaneous") as, say, "British Rivers", the name generated for each station is simply Essex (Mk1) 001 once built.  Is this a bug?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 26, 2020, 10:26:27 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 26, 2020, 11:07:00 PM
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.

The build of the station from Factories simulates the built of sections which are launched and consequentially assembled in space, which I find completely correct. You don't land the whole ISS to refit it, you have to do it in space.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 27, 2020, 06:05:13 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 27, 2020, 06:43:45 AM
Has any one seen an NPR surrender yet? If so, what does it look like (Event Message? Do you gian control of their ships?...)
Ive met 3 NPRs (that arent Spoilers), and none of them have yet to surrender AFAIK.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 27, 2020, 08:29:40 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 27, 2020, 11:52:04 AM
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.

Did you get an Event like "Alien Communication/Combat Summary": "XX Example 001 has surrendered" or something to that effect?
Did you gain control over the surrendered ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 27, 2020, 11:55:10 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 27, 2020, 12:12:01 PM
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...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 27, 2020, 12:17:24 PM
I would say that chance of surrender is relatively low, or maybe they die too fast. You would have to try to ping them with something like single gauss cannon to try to force more of them to surrender before you damage them too much and they explode.

At the end it is not really worth it IMO. They will most likely not fit with your existing designs anyway. Only thing that may be useful is to get colony ship with colonists, so you can start second species in your empire.

I sometimes capture ships by boarding them but you need good speed advantage for your marines not to die during the assault.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 27, 2020, 12:25:39 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 27, 2020, 12:36:35 PM
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?

It is per increment when a weapon fires... so 4 shots equal 1% chance for a weapon failure on a railgun.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 27, 2020, 12:39:41 PM
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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 27, 2020, 02:27:18 PM
In VB6, I would have a fuel harvester station parked at a gas giant, with a tanker transferring fuel back and forth from the harvester to Earth.  I don't see an "Unload fuel at colony" order anymore.  Is this not possible in C#?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on July 27, 2020, 02:30:24 PM
Does the colony have a fuel transfer system or a spaceport? And does the tanker have a fuel transfer module?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 27, 2020, 02:46:14 PM
Forgot the fuel transfer module, thanks for the heads up.  Do colonies need spaceports or fuel transfer systems if the tanker has cargo shuttles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 27, 2020, 02:59:11 PM
Forgot the fuel transfer module, thanks for the heads up.  Do colonies need spaceports or fuel transfer systems if the tanker has cargo shuttles?

Yes you need spaceport of refuelling station on colony. Tankers have no use for cargo shuttles they will not help with fuel transfer.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on July 27, 2020, 05:39:54 PM
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!
The one I mentioned is a 120kt capital ship, but the same problem applies in a broader sense.
I have 7 ASM MFC so I can engage multiple targets at once (and have redundancy), with 30 ASMs each. When I hit auto-assign FC, it will sort all of them onto one Launcher.
Something similar on my Beam Cruisers: my spinal lasers have a dedicated BFC (with ECCM), and the other beam weapons are divided among a few other BFCs (so I dont fire 30 Lasers @94 dmg each on a single FAC/small ship)(also redundancy).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on July 27, 2020, 11:25:25 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 28, 2020, 01:04:08 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 28, 2020, 08:02:12 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 28, 2020, 04:48:13 PM
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.

Just don't tell us though...I love surprises  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on July 28, 2020, 05:09:48 PM
I seem to recall that commercial hangers can reload ordnance for box launchers, but can they transfer missiles between magazines?
Or does the station need an ordnance transfer system/hub?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 28, 2020, 06:27:14 PM
I seem to recall that commercial hangers can reload ordnance for box launchers

This function has been removed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on July 30, 2020, 08:03:58 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 30, 2020, 11:25:57 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Landris on July 30, 2020, 12:59:57 PM
Quote from: Steve Walmsley link=topic=11545. msg139403#msg139403 date=1596126357
Quote from: Dreadder link=topic=11545. msg139398#msg139398 date=1596114238
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.

In your description of them, they stack for range, but once an intel target is in range, the speed of gathering is independent of the number of modules.  Is that correct?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on July 30, 2020, 01:38:09 PM
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.
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. :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 31, 2020, 07:52:44 AM
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.

In my current game, they aren't stacking, either for range or for intel gathering.

I have an intel ship with a single ELINT module in orbit of an alien population.
I ran time forward 16 days, and gained 12 intel points on that population.

I then reverted back to the same point in time, and swapped out that intel ship with a copy that has 10 ELINT modules.
The scanner ranges displayed on the tactical map for that fleet did not change.
I ran time forward the same 16 days, and gained the same 12 intel points on that population.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on July 31, 2020, 10:43:23 AM
If they stack, a law of diminishing return should apply I believe. Like x0.9 on each one after the first.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 31, 2020, 01:01:19 PM
I don't think there should be diminishing returns. You've already paid for the ELINT, paid for the mass, and paid for the engines to move it. You should see a return on that investment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on July 31, 2020, 02:29:34 PM
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%.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 31, 2020, 05:58:05 PM
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%.

Happens to me as well, like you said, when there is a lot of text on that line.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on August 01, 2020, 01:36:55 AM
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?

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 01, 2020, 02:58:02 AM
Hey there.

I have returned to the game after a while, and installed Aurora C# 1.51 and after that I installed the 1.11 patch. The problem is when I create a new race to play and set conventional start, modify the pop up to 800 and set the conventional industry, I get this bugs:

Research Points are insanely big (486.000 RP per year with 13 labs)

Conventional points are 1,44 instead 1.440

how can I fix this?

EDITED:

I also see an insanely huge amount of materials needed for maintenance purposes (conventional start, base without any modifications needs 2000 tons of duranium!!)

EDITED 2:

Nevermind, it is the comma issue.


Thank you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 01, 2020, 05:56:20 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 01, 2020, 06:07:05 AM
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.

To to transfer fuel to colony Refuelling Capability is necessary - so either Spaceport or Refuelling Station is needed on the planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on August 01, 2020, 09:35:24 AM
What is the correct installation order to get to patch 1.11.0 from scratch?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 01, 2020, 09:45:58 AM
You can apply the patch to this:

http://aurora2.pentarch.org/index.php?topic=10635.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on August 01, 2020, 12:59:02 PM
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?

Fighter pod-bays are only for ground fighters. If you want dedicated ground fighters then you need to use fighter pod-bays on the fighters. Also, many ground fighters can typically be much smaller than fighters used for attacking fleets. Smaller fighters means more targets for enemy AA to shoot down so are in general better than one big fighter but you could use regular missile fighters but they can't have as many weapon pods as a dedicated fighter can.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 02, 2020, 08:16:47 PM
What is Required power in Ship Design Display in Naval Organization window (when viewing individual ship not fleet)?

It sounds like it should be percent of available power required for beam weapons but the percentage is strangely low for my ships - even though I have a tendency to build my warships with overpowered reactors.  ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on August 02, 2020, 09:08:23 PM
The first number is the total power required to fire the weapon, and the second is the max charge rate of the weapon per 5 seconds. Provide enough power for each of your weapons max charge rate combined to ensure max firing speed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 02, 2020, 09:38:35 PM
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.

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on August 02, 2020, 09:52:44 PM
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.

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?
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on August 03, 2020, 08:22:57 AM
So, I built a station with some modules, the class design window shows that it's a member of the class, but I can't find it in any of the other windows.    It doesn't show up as a tug target, since it's not a shipyard.    What did I do wrong? I'd like to haul it to a gas giant to harvest fuel, but there's no evidence tat it exists other than the class window and the system OOB.    Are stations operational in C#?

For some reason, the station was added to a random civilian fleet.  Seems to be fine once I located and detached it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 03, 2020, 10:23:51 AM
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.

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?
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.
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 03, 2020, 11:29:25 AM
For 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on August 03, 2020, 12:18:16 PM
Quote from: skoormit link=topic=11545. msg139528#msg139528 date=1596472165
Quote from: midikiman link=topic=11545. msg139523#msg139523 date=1596460977
For 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 03, 2020, 12:23:50 PM
Quote from: skoormit link=topic=11545. msg139528#msg139528 date=1596472165
Quote from: midikiman link=topic=11545. msg139523#msg139523 date=1596460977
For 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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 03, 2020, 12:37:23 PM
Currently you cannot make colonies at Gas Giants, nor in deep space. 

That's odd, because I have several colonies on gas giants.
They have no population capacity, of course, but I can put a Refuelling Station on them so that I can unload fuel from the harvesters if they get full.
Is this a bug?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on August 03, 2020, 12:58:38 PM
Yes, already reported, I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 03, 2020, 01:00:48 PM
On the Contacts tab of the Tactical map, there is a checkbox for "Distances."

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.

Right now, in the Cerberus system, I have three contacts at Cerberus-A IV.
All of those contacts show a "distance" of 95m.
The distance to my scanning fleet is 51mkm.
The distance to my intel ship (which is parked over the star in the center of the system) is 88mkm.
Interestingly, the distance displayed for the contacts always matches the distance from Cerberus-A IV to Cerberus-A I.

Perhaps the distance intended to be displayed is the distance to my intel ship, but a bug is ocurring because my intel ship is inside the orbit of the closest planet to the star?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 03, 2020, 03:14:32 PM
Hello.

I am trying to stablish some maintenance facilities in Mars. I moved 30 installations that provide me with 30.000 tons of capacity. The ships being maintained is 0 because I have not ships in orbit for now, that is more or less clear for me.

The problem is.. how are the MSP produced? Do they use the maintain facilities?

I clicked on stop the production tab in order to stop looking that there are not minerals. What is the cost in minerals or resources to create 1 MSP?

Thank you!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on August 03, 2020, 03:22:38 PM
You need Duranim, Uridium and Gallicite, I think 2:2:1, but don't quote me on that.
And yes, MSP are produced by maintenance facilities. Supply ships with maintenance storage bays can carry them, as not every planet where you want to station/overhaul ships might be in a system that can support the production.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on August 03, 2020, 05:52:43 PM
Quote from: Elvin link=topic=11545. msg139533#msg139533 date=1596475430
Quote from: midikiman link=topic=11545. msg139532#msg139532 date=1596475096
Quote from: skoormit link=topic=11545.  msg139528#msg139528 date=1596472165
Quote from: midikiman link=topic=11545.  msg139523#msg139523 date=1596460977
For 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?

As far as I know, it's 1. 11.  I don't know of any way to find the version from inside the game, but the exe is dated 5/29.

It's true that I can't make a colony there, clicking the create colony button has no visible effect, but colony ships come in through the jump point, go straight to the station, then go back out the way they came.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on August 03, 2020, 07:48:44 PM
On the Contacts tab of the Tactical map, there is a checkbox for "Distances."

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.

It's distance from whatever fleet you clicked on last.
If you click on different fleets the distance should change.
I think it is limited to your fleets but I might be wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: NumberOneBSUFan on August 04, 2020, 01:12:39 AM
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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 04, 2020, 01:44:16 AM
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!

You want to look at the Events window - the one that looks sort of like a desk calendar.

Alternatively, you can turn on the Events view on the Tactical Map - it's one of the many checkboxes in the Display tab. This'll show the same events, but overlaid on the map itself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 04, 2020, 12:32:31 PM
There's currently no way to replenish crew losses on space stations - save tugging them to a colony (which is a bit... shall we say inconvenient), right?

I remember wishing for an option to ferry crew to them with shuttles back in VB though I don't recall that ever being implemented so I just wanted to check.  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 04, 2020, 06:43:29 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 04, 2020, 08:19:46 PM
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?

Interesting idea.
It should work.
Don't forget to put a freighter in the salvaging fleet in order to collect the minerals.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DIT_grue on August 05, 2020, 01:39:07 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 05, 2020, 02:03:43 AM
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?

Wouldn't this waste resources? You can salvage only fraction of what would you get from scraping in shipyard, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kirkegaard on August 05, 2020, 02:46:24 AM
In the C# version, can you build any sort of military stations/bases that do not require constant maintenance? I would like something to guard key jump points, that do not require much effort on my side.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 05, 2020, 03:22:25 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 05, 2020, 03:25:46 AM
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.

I've used Abandon Ship in C# a couple of times, and I either got all the crew and officers or most of them.  I was running away, and tried abandoning badly damaged ships that had to drop out of formation, and the pods certainly had a lot more people in them than the ones from ships that died to missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kirkegaard on August 05, 2020, 07:08:53 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 05, 2020, 07:25:45 AM
Military station is ship without engines and must be build by shipyard. Commercial station can be build by industry but you need to select no armour checkbox in design window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 05, 2020, 08:03:07 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 05, 2020, 10:39:09 PM
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.

Yes and no. You can build all components of a Ship without Engine with construction factories and then assemble the station in orbit through shipyard. So I guess the biggest difference between a station and a ship is that Station can be build entirely by Construction Factories while ships or ships without engines must be built or assembled by Shipyards. Also the other big difference which has been said before is that  a station will only have commercial components while station ship without engines can have both.

Bottom line:
to build a station in Aurora terms you have to flag the option in the design "No Armor" - only commercial
to build a ship any design over 500 tons and without the flag "no armor" will be classified as ship - either commercial or military
to build a fighter any design equal or under 500 tons and without the flag "no armor" will be classified as fighter

I do agree with Skoormit though that a station could be a ship without engines just remember to have a shipyard large enough to either build or assemble them.

Here Aurora Station rules http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 08, 2020, 06:53:45 AM
What is the use for the Production Skill?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kirkegaard on August 08, 2020, 09:16:25 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 08, 2020, 09:21:54 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 08, 2020, 09:45:13 AM
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

Isn't that what the mining bonus is for?

I was under the impression that the production bonus of naval officers has to do with jump point stabilisation, though I could be wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kirkegaard on August 08, 2020, 10:50:23 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 08, 2020, 10:57:16 AM
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.

It is decided when the body is created. That usually means when the system is discovered, but if you add bodies in SM they can have mineral deposits and even ruins generated.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 08, 2020, 01:56:45 PM
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.

The system doesn't exist until it is discovered, so that must be when the minerals are decided.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 08, 2020, 01:58:40 PM
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?

With SM mode enabled, open the System Generation and Display window (F9). 
Select the desired body, and click the Redo Minerals tab (in the center of the bottom collection of panes).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 08, 2020, 02:02:34 PM
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

This is mistaken. Orbital mining and sorium harvesting is improved by the Mining bonus of the ship's commander. 
The Production bonus reduces the amount of time needed to stabilize jump points (and Lagrange points), and also affects salvaging. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kirkegaard on August 08, 2020, 02:50:06 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 08, 2020, 04:56:52 PM
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.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 09, 2020, 02:43:50 PM
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.

It is also possible to give your tanker the other join and refuel fleet. That way your tanker will join the empty ship's fleet and will refuel it. After the refuel is done you have to move the tanker to a separate fleet again.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on August 10, 2020, 01:44:18 AM
Quote from: Black link=topic=11545.  msg139570#msg139570 date=1596615745
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?

This answer implies that a military defensive station will always require micromanagement, but the Space Stations post in the C# changelist thread sounds like Steve saying the idea behind these modules is that you could station a forward fleet at such a base with only the occasional tanker/supply ship swinging by to keep them running.   The main downside would be that if the position ever did get attacked, you would almost certainly loose the civilian/maintenance component.   So, now I am confused whether I need to change the strategy I am working toward in this play through. 

Edit: P. S.  How do you include hyperlinks to other forum threads in a post on this forum? The url BB code does not seem to work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 10, 2020, 02:24:13 AM

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?


If you have all three of those things in a Civilian station, a Military station (or ships) stationed at the same location would act like it was at a colony planet and would therefore be fully rested and fully maintained forever. 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: knife644 on August 10, 2020, 08:14:17 AM
can civilian ships transit through stabilized jump points
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 10, 2020, 10:11:07 AM
can civilian ships transit through stabilized jump points

Yes, any ship (or even a space station) can transit through a stabalised jump point. This includes any and all non-player races you may come across.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 10, 2020, 12:45:43 PM
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...  :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dawa1147 on August 10, 2020, 01:10:05 PM
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...  :(
In the Ship List, you can drag a box over multiple ships, and detach them as one fleet
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 10, 2020, 01:30:29 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Geeptoon on August 10, 2020, 01:43:01 PM
If I start a game with only ten systems and 3 three NPR's not using know stars and then latter change to Known Stars and and 1000 systems will the known stars connect to the original systems created? Will I have to re-gravsurvey the systems?  And Will the NPR's be able to Explore and generate new systems?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 10, 2020, 02:16:17 PM
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. :)

EDIT: That was actually meant as a reply to Dawa but it holds true for both replies. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 10, 2020, 03:56:07 PM
...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.

Unfortunately, there is no way to tell Fleet A to give fuel/MSP to Fleet B.
You can only tell Fleet A to join fleet B (and set the ship's transfer options appropriately) or tell Fleet B to take fuel/MSP from Fleet A.

All of this means that there is currently no way to use cycling orders to refuel/resupply a target fleet; it always require some manual intervention.
Hopefully Steve adds "give fuel/MSP to target fleet" orders in the future, so that we can fully automate these concerns.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 10, 2020, 04:53:53 PM
That can be done easily using a fleet with Cycle Orders turned on.

Yes and no, because that could be achieved with a series of order delays but you need to time it properly or if the order triggers at the wrong moment you will end up with the error: this order will result in an endless loop and has been cancelled

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). So you can send the cycle moving from colony pick up fuel and then go to station, set something like 2 or 3 days delay to refuel and it will run as long as when the order triggers the tanker it's there. You need to start the chain with the supply ships on the station otherwise you will not be able to set the refill orders from the station.

But you are right: you will loose the sync sooner or later and some manual intervention will still be required, but not for every single run as you could time 3 or 4 runs at the time. and considering you don't want to always refill you may be fine for 5 or even 10 years. Still a pain of course.

PLEASE NOTE: I haven't tested this method myself yet as I have little use for stations, but it should be feasible following the logic behind the orders unless you will receive the error as soon as the fleet leaves the station? Maybe you can try or I may give it a spin later on. Not much time to play this week.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 10, 2020, 04:57:08 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 10, 2020, 05:36:04 PM
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.

I see then. Well for stations it may be still possible to use and will be interesting to know if works. I may fire up Aurora quickly at work ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 11, 2020, 03:02:39 PM
Can overhauls be carried out at Maintenance Modules?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on August 11, 2020, 04:58:44 PM
Quote from: db48x link=topic=11545. msg139478#msg139478 date=1596279380
Quote from: Silverkeeper link=topic=11545. msg139474#msg139474 date=1596263815
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.

So are you saying I would need both a refuelling hub _and_ a fuel transfer system on a harvester if I intend it to serve both roles? Because having a colony with a refuelling station and a tanker with a refuelling hub doesn't allow transfers, which is counter-intuitive.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 12, 2020, 02:59:11 AM
Can overhauls be carried out at Maintenance Modules?

Yes they can. Note that there still seems to be a bug if the maintenance modules are in orbit of a body - the ship being overhauled won't travel with the body, instead staying still in space while the maintenance facilities move away. I reported that bug here:
http://aurora2.pentarch.org/index.php?topic=11565.msg139050#msg139050
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: rantmaster_92 on August 12, 2020, 06:01:30 AM
[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?!?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 12, 2020, 06:15:41 AM
[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?!?

Your Windows localization settings are wrong, specifically you're not using a period as the decimal separator. Also note that version 1.11 is out; you might want to upgrade.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: rantmaster_92 on August 12, 2020, 08:54:01 AM
aight done but you need to close the game AND generate a new one so this is worth for a noob thread
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on August 12, 2020, 07:31:45 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 12, 2020, 09:15:16 PM
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

Fewer components.

For the above design, you could get rid of the sensors (but I do use Commercial sensors on all my ships as well)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 13, 2020, 07:56:28 AM
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

They key stat is the maintenance life rather than the failure rate. Failure rates will rise as hull sizes rise because there are more things to go wrong. Assuming similar components, a 10,000 ton ship will have twice the failure rate of a 5000 ton ship but they will have the same maintenance life.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dutchling on August 13, 2020, 11:02:11 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 13, 2020, 11:36:18 AM
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

Unfortunately, no, there is no way to automate naval admin assignments.
To reduce the time I spend maintaining the command structure, I only do it once a year (as part of my annual checklist (http://aurora2.pentarch.org/index.php?topic=11615.msg136168#msg136168))
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: NumberOneBSUFan on August 13, 2020, 02:58:09 PM
Hey everyone! I've got a quick question regarding ground units, specifically being how HQs function.  I've created a couple of what I deem 'infantry battalions,' with 5 HQ units being assigned to them apiece.  This gives each ground unit a formation attribute of HQ 1000.  I want to create a parent headquarters force, with HQ units only, and then attach my battalions to said headquarters force to emulate a military command structure (battalion-brigade-division-corps-army-army corps).  But, no matter how many HQ units I assign to the parent headquarters force, it still retains the same formation attribute of HQ 1000.  Hence, does anyone know how to increase this value, so that I can create parent commands and then attach my ground units to said command?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 13, 2020, 03:23:35 PM
Only one HQ element in the formation counts; the others are for redundancy. To make HQ units with larger capacities, edit the capacity when you design the HQ element. Increasing the capacity increases the cost but not the size of the unit, so you could design a single element with a larger capacity and use it at multiple levels, as long as you don't go overboard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silverkeeper on August 15, 2020, 02:40:48 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 15, 2020, 05:11:09 AM
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?

You'll want three fire controls, as each FC can only engage a single incoming salvo per tick. Unless you think you've got enough range (and sensor capacity, and fire rate) to engage them from a really long way out. But then again, having redundant FCs isn't a bad thing, just in case some missiles get through...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dutchling on August 15, 2020, 05:15:47 PM
How do I change ship/fleet speed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 15, 2020, 05:20:51 PM
How do I change ship/fleet speed?

With a fleet selected, click the "Set Speed" button on the bottom left of the window.
Remember to also uncheck the "Use Maximum Speed" box (above the current orders list).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dutchling on August 15, 2020, 05:23:20 PM
Thank you, but it doesn't work. And neither does checking the "Use Maximum Speed" box.

Is there something else that could be forcing my fleet to go at 2% speed? There's enough fuel and no damage.

edit: Save and restart fixed it. I guess it was a bug? Reported it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 16, 2020, 03:04:14 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 16, 2020, 10:08:58 AM
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.

Nothing is built in to the game for that, but you can query the database (if you have the SQL knowledge or the willingness to learn).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Aurex on August 16, 2020, 11:08:14 AM
Hello there folks!
A couple of quick questions concerning STOs (actually, a couple of questions and an issue!)

What are the penalties imposed (if there's any) on ground units which are over their group's HQ points?
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?

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on August 16, 2020, 11:25:47 AM
What are the penalties imposed (if there's any) on ground units which are over their group's HQ points?
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?
The ground unit will not benefit fully from the commander's stats.
IIRC the stats are reduced using the ratio HQ capacity / Unit Size

Quote
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).

Quote
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.
Note that an HQ can't provide bonuses to units on other bodies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Aurex on August 16, 2020, 11:35:52 AM
Oh, now that explains it.  That tonnage issue was really bothering me a lot, seems like I can get back to assembling my (urgently needed, for I've got a lot of hostile traffic) STO units right away.  Thanks a lot for answering that one, you have contributed greatly to saving the Terran Confederation.  (Well, until next patch's heat death of the universe. )

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 :)

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 16, 2020, 11:43:25 AM
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 :)

I might be doing it wrong, but I've found that my STO units are large enough that the HQ units fit into the leftover space in the formation:

Code: [Select]
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

Code: [Select]
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

Edit: In fact I've just noticed that I put Light Vehicle HQ units on this formation, and now I wonder if I was supposed to use Static HQ units. Oh well, I guess I'll find out eventually!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 16, 2020, 11:53:38 AM
...you have contributed greatly to saving the Terran Confederation.  (Well, until next patch's heat death of the universe. )


This gives my empire a new slogan:

"The next patch is coming."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Aurex on August 16, 2020, 11:56:06 AM
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.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 16, 2020, 12:19:04 PM
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.

Yea, that might have been why I went with light vehicles. Not sure it really makes a difference in this case.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on August 16, 2020, 10:29:43 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 17, 2020, 01:58:16 AM
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.

Not implemented yet
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 18, 2020, 02:59:14 PM
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on August 18, 2020, 03:16:06 PM
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.

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.
Use the button Clear Hierarchy (you may need to select a unit for it to appear).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 18, 2020, 03:23:59 PM
Thank you! That is a pretty obvious answer, now that I've seen the button.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shawnc44 on August 18, 2020, 06:21:56 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 18, 2020, 06:29:24 PM
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.

It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shawnc44 on August 18, 2020, 06:56:34 PM
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
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.

It's the colony cost that matters.  Show us the environment tab for one of them, the answer is likely there.

(http://hxxp: )
 Colony cost is 0.   But temp goes down each month
(http://)

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 18, 2020, 07:08:31 PM
Dust perhaps?

Edit: or perhaps you turned on the disaster where the sun cools by a percentage every year; check in the game settings. I've never actually tried it myself, but I hear it's pretty hard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 18, 2020, 09:10:01 PM
I fear this one might have an obvious answer as well, but does anyone know how to use captured alien missiles in your ship designs? They don't show up on the Ordinance tab of the Class Design window, nor do they show up in the Ordnance (sic) Template tab of the Naval Organization window with the ship selected. I have a collier with lots of empty commercial magazines, but with nothing selected in its ordinance template it won't actually load any missiles at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 19, 2020, 01:47:12 AM
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
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.

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:
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shawnc44 on August 19, 2020, 06:19:35 AM
Quote from: Elvin link=topic=11545. msg140177#msg140177 date=1597819632
Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994
Quote from: db48x link=topic=11545.  msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545.  msg140159#msg140159 date=1597792916
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. 

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. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 19, 2020, 06:54:01 AM
Quote from: Elvin link=topic=11545. msg140177#msg140177 date=1597819632
Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994
Quote from: db48x link=topic=11545.  msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545.  msg140159#msg140159 date=1597792916
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. 

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.

Sorry, I don't know what this might be. Could you attach your Aurora DB file? Just zip it up and attach it to a post.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 19, 2020, 07:54:59 AM
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
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.

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://)

Hypothesis:
When you finished adding Aestusium, you went to the Environment tab and unchecked the "Add Gas to Atmopshere" box, but left Aestusium selected.
This would mean that your terraformers are now removing Aestusium from the atmosphere.
Instead, you need to select the None item from the dropdown.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: drejr on August 19, 2020, 04:09:18 PM
Is the completion time for research projects not entirely visible or is it just a quirk of my screen?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on August 19, 2020, 04:19:31 PM
Is the completion time for research projects not entirely visible or is it just a quirk of my screen?

Change your date format from Wednesday August 19, 2020 to 8/19/2020 and that will fix it. (Or whatever your preferred short date format is).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kenlon on August 19, 2020, 05:24:55 PM
I recommend you get AuroraMod, since it fixes things like that without having to change Windows settings.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on August 19, 2020, 05:51:02 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Iceranger on August 19, 2020, 05:55:34 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kenlon on August 19, 2020, 06:33:48 PM
I've found that since engines are often the most expensive thing in a ship, if you build your designs around a common set of engines instead of rolling one-off designs, it makes cross-building easier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on August 19, 2020, 06:51:39 PM
I recommend you get AuroraMod, since it fixes things like that without having to change Windows settings.

That's all good and such, but it prohibits you from submitting bug reports. Unless you have two installs, one modded and one vanilla to replicate any issues for bug submission.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kenlon on August 19, 2020, 10:20:18 PM
Given that AuroraMod runs as a wrapper around Aurora, you do!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 20, 2020, 08:25:14 AM
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 20, 2020, 09:23:15 AM
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.

Note that these formulas lead to unintuitive situations in which adding more population to a colony can reduce the number of manufacturing workers available.
The higher the colony cost, the less population needed to reach this inflection point.
After the inflection point, adding more population will continue to reduce the number of manufacturing workers.

For colonies with colony cost >= 5.0, the number of manufacturing workers will continue decreasing as population is added past the inflection point, eventually dropping to zero.

For colonies for which ~1.7 <= colony cost < 5.0, the number of manufacturing workers will decrease as population is added past the inflection point, until the service sector maxes at 70% at ~240M pop. After that point, adding more pop will add more manufacturing workers at a constant rate (of 25% - colony cost * 5%).

For colonies with colony cost < ~1.7, there is no inflection point. Adding more population always adds more manufacturing workers, albeit at a decreasing rate of return until the service sector maxes at 70% at ~240M pop, and a constant rate thereafter (of 25% - colony cost * 5%).

Some examples:

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



Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 20, 2020, 05:29:54 PM
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.

Excellent. Let's see…

    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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dutchling on August 21, 2020, 07:16:29 AM
Any idea what the max agricultural sector size is? Is it just 100% at a 19cc world?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on August 21, 2020, 07:23:15 AM
Is it planned to have robotic defenders for alien excavations in the next version? I fail to find smth about that. I would like them back, I find sad to have no tension in excavating stuff.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 21, 2020, 10:39:20 AM

    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


My calculus has 25 years of rust on it, but I'm not following this.

Specifically, d/dp of (p/1000)¼) should be

1/1000¼ * 1/4 * 1/p¾ = .044457/p¾.

How do you get from there to 0.222285*p¼?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 10:47:53 AM
After I woke up and reread it, I was wondering the same thing. My notes are not very clear, either. Wolfram Alpha agrees with you; ds/dp = -0.044457/p^(3/4).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 10:52:45 AM
But that doesn't make sense either, because that only asymptotically approaches zero.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 11:38:11 AM
    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?

My mistake was in writing the formula for s into the post, but I had it correct when I actually did the math. 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. And it bumps the power of p up by one which we then undo when we take the derivative.

    s = p*max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼))
    ds/dp = -0.05*c - 0.222285*p¼ + 0.95
    pmax = ((19 - c)/4.457)4
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 21, 2020, 11:47:51 AM
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.

Of course! I knew we were overlooking something obvious.

One more minor thing. You have:


Quote
pmax = ((19 - c)/4.457)4

But 0.222285 * 20 = 4.4457.
Your version is missing a 4?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 12:39:57 PM
Quote
pmax = ((19 - c)/4.457)4

But 0.222285 * 20 = 4.4457.
Your version is missing a 4?

Oh, good catch. I've fixed the error in my spreadsheet as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 21, 2020, 01:19:48 PM
OK, I've encountered quite a few alien civilizations during my playthrough (Precursors, Swarm and 5 different NPRs) and at some point I suddenly stopped accumulating diplomatic points with the last encountered NPR. I initiated communications, their language was translated, the diplomatic rating reached 26 points and then it looks like it stopped - I don't recall if I did something to cause that myself or not, because I probably didn't notice it right away. I should mention that diplomatic points with the 3 other NPRs rise normally (I am at war with the fourth and more or less obliterated them). I also don't get an intelligence update about diplomatic contact with this last race, like I do for the other 3.

First thing I did, was I checked if my diplomatic ship has active sensors turned on and if she's in contact with the alien ship and everything seemed to be in order - my diplomatic ship was parked on the same spot as their diplomatic ship and the AS were turned on (and yes, my ship has a diplomatic module and their language was translated). I checked if perhaps the sensor detection in the system is turned off through SM and it wasn't, neither was the DR fixed by SM - I even tried freezing and unfreezing it.

The next thing I did was I sent a different class of ship with a diplomatic module to their diplomacy ship and still nothing. So I decided to send my diplomatic ship into one of their systems, just in case alien diplomatic ship didn't have active sensors or something similar (I mean hey, I suppose I could encounter a race of dumbasses - I see no reason as to why us humans should be unique in that regard ;D ). They seem to see my ship all right, since I immediately started getting an alien communication requesting I withdraw my ship, but the DR still doesn't change.

I should mention, that I turned Swarm off, sometime while the campaign was already running and instead turned the Invaders on - I actually thought I encountered the invaders when I first met this race, since their ship looked rather unique (like a very aggressive flower blossom, I suppose?) but considering their name seems to be Empire of Port Lincoln, I don't think that's really the case. :) I still haven't encountered the Invaders though.

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 02:21:52 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 21, 2020, 02:24:23 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dutchling on August 21, 2020, 03:31:52 PM
How many days are there in a year?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Dreadder on August 21, 2020, 03:51:26 PM
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.
Hmm, I'll wait for a while if anyone else has any other idea and report it as a bug if not.

As an update - I tried attacking the race in question and at least that finally changed the DR (to negative of course). I am bit sorry I didn't follow through and try to re-establish diplomatic relations with them to see if perhaps the war finally managed to reset the issue.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 21, 2020, 09:51:43 PM
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.

You can use SM mode to alter a body. Change the albedo to raise/lower the temp to get the col cost you want.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 23, 2020, 12:53:27 AM
Is it possible to stop on new neutral contacts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MasonMac on August 23, 2020, 01:22:21 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 23, 2020, 03:22:47 AM
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?

It depends on whether new data needs to be stored in the save file. At that point it becomes non-trivial to retrofit that new data into old saves, in general.

Having said that, I know a few people have successfully modified their databases to work with newer versions. I certainly wouldn't advise it though, it'd be so easy to mess it up and ruin the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MasonMac on August 23, 2020, 02:05:40 PM
I dumped the dbs of 1.9 and 1.11 and ran WinMerge. It said they were the exact same.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 23, 2020, 03:55:34 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 23, 2020, 06:51:17 PM
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.

This has turned into a nightmare. It's not giving me too many alerts (just the one so far), but what I wanted to do after the alert is apparently a bad idea.

My goal was to have my diplomacy ship follow one of their ships around to collect some diplo points without having to hang out in their capital system. Unfortunately my passive sensors aren't amazing and I've figured out that any sub-pulse longer than about 50 minutes will let them get out of range which immediately stops the simulation. My ship is faster than the one I'm following, so it wasn't too hard to find them again. I don't know their exact destination, but it's at least 2.5bkm away, about 15 days at this speed. I set the sub-pulse length to 20 minutes, and clicked the 5 days button, and waited. And waited some more. And waited still longer. In the end it took 33 minutes to advance 5 days!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 23, 2020, 07:00:50 PM
I dumped the dbs of 1.9 and 1.11 and ran WinMerge. It said they were the exact same.

The structure might be the same, but not the data.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on August 26, 2020, 10:06:16 PM
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"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: NumberOneBSUFan on August 27, 2020, 12:33:27 AM
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. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on August 27, 2020, 03:20:24 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 27, 2020, 04:49:24 AM
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).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on August 27, 2020, 05:19:30 AM
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).

Yes... you need to have a refuelling system component on the ship for the order to appear... which is a bit weird as you should be able to run tanker without that system an rely on stations and other sources that provide these facilities.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on August 27, 2020, 01:31:40 PM
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 in that you need a massive commericla shipyard to properly scrap / upgrade them.

You can do one better than deleting it though, instead you can abandon it. That way you can at least salvage some portion of the minerals used in its construction.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 27, 2020, 07:09:24 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 27, 2020, 11:16:19 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 28, 2020, 01:26:32 PM
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.

This will also affect all of your ships of that design.
If you just want to cheat it in, sure.
But I'm suggesting using SM mode in this case only to work around a game limitation, not to get something for free.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on August 28, 2020, 02:05:55 PM
Do military ships over 500 tons with emergency cryogenic berths require cargo handling systems to pick up survivors?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on August 28, 2020, 02:36:59 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on September 03, 2020, 06:28:16 PM
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.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 03, 2020, 07:09:41 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on September 03, 2020, 07:45:01 PM
Quote from: Droll link=topic=11545. msg140624#msg140624 date=1599178181
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 03, 2020, 08:21:07 PM
Quote from: Droll link=topic=11545. msg140624#msg140624 date=1599178181
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on September 03, 2020, 09:27:30 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 03, 2020, 09:35:41 PM
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.

If you aren't already doing it I recommend you create a sub-fleet out of your supply ships and detach/merge them as appropriate. It will reduce the amount of micro needed with multiple supply ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Outrojection on September 03, 2020, 09:43:23 PM
After some digging into the C# forums it seems that there's currently no way for supply ships to transfer MSP to another supply ship. And no way to transfer MSP to another fleet without joining it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on September 08, 2020, 06:20:45 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 08, 2020, 07:29:56 PM
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.

More accurate and by extension larger turrets are better against few large salvos, however many smaller less accurate guns are better against many smaller salvos. The latter scenario tends to be more common ergo more prefer the more numerous smaller guns.

Tracking speed does not do any physical calculations. The only things you should be concerned about are the speed of your targets and the tracking of your weapons.

Your weapon tracking is a - your racial tracking tech/ship speed (larger of the two) and BFC tracking or b - turret tracking and BFC tracking.

In combat your effective tracking speed vs. enemy speed is important, i believe it is a linear scale so if your tracking is half their speed thats a 50% accuracy malus (your tracking/target speed). There are no special case exceptions involving missiles or some other stuff.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 08, 2020, 07:39:55 PM
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?
I don't think there is currently a way to transfer troops between ships in the same fleet.
I think there should be an order to transfer troops between ships in different fleets, I might be mistaken.

Quote
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.

Quote
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?
Ship tracking speed is the higher of the ship speed or the racial tracking speed (as determined by your tech).
Note that you need a fire control which can meet or exceed that, otherwise you are capped by the fire control speed.
If target is faster than your tracking speed then you get a penalty to hit, there are no differences due to approach angle or whatever.
The base chance to hit depends on the distance to the target and your fire control range modifier.

Quote
my physics degree demands that i know how this works
The fluff is that ships are built with trans-newtonian elements so there isn't any chance of using real life physics to explain things. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on September 08, 2020, 08:46:50 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on September 08, 2020, 09:23:41 PM
Thank you Migi & Droll for the answers


Quote from: Barkhorn link=topic=11545. msg140715#msg140715 date=1599616010
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.

did not realize tactics bonus helps with THC/Accuracy, probably should have, but did not.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on September 14, 2020, 03:22:53 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on September 14, 2020, 03:39:04 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on September 14, 2020, 03:53:23 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 14, 2020, 05:55:51 PM
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.

Why? Their shuttles have all the needed facilities to house them, they don't just turn that off the moment they enter the hangar.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on September 15, 2020, 02:47:38 AM
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.

That is true in some instances, but only of you track the missiles at full speed. So if your Gauss track at 16000km/s and the missile comes in at 24000km/s you still get benefit from the officer as the officer add their skill to the calculation as part of the whole calculation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 19, 2020, 06:51:53 PM
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.
Why? Their shuttles have all the needed facilities to house them, they don't just turn that off the moment they enter the hangar.
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on September 19, 2020, 07:33:39 PM
A ship that have drop capable troop transport bays are suppose to include all the assault shuttles necessary to drop troops on to a planet and have all the space for transporting the troops.

Although, fighters (ships of 500t or less) are suppose to be able to drop troops using regular troop transport bays, but I'm not sure if that works or not. Fighters can land on planets but ships can't.

In general other than using fighters for dropping troops there is no point in using hangars and assault ship rather than just fly the assault ships themselves to the planet as commercial designs. Steve said that making such ships military simply would be too expensive given the size and sheer numbers you often need when invading an enemy planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on September 19, 2020, 10:44:06 PM
 - I can confirm that Fighters landing on planets for the purposes of unloading troops does, in fact, work. It seems to be quite fast, too. I also reported a bug long ago that prevented them from unloading fuel, cryo, ammo etc. This has been confirmed to be fixed for the 1.12 version. The Drop Capable Troop Bays, as I understand it, will make a design military. The advantage of Drop Capable Troop Bays will unload much, much faster than a regular Transport Bay with an equivalent mass of Cargo Shuttle Bays. Cargo Shuttle Bays can be used to load / unload troops, useful for Commercial Troop Ferries.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on September 20, 2020, 01:40:14 AM
Are Gene Mod Centers not fully implemented? I can't find the button anywhere to tell the centers I have to start converting people.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jtgasv on September 20, 2020, 04:00:23 AM
is there any reason aside from cost, for using the highest available armor for ground forces?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on September 20, 2020, 04:04:38 AM
Are Gene Mod Centers not fully implemented? I can't find the button anywhere to tell the centers I have to start converting people.

 - They re not yet fully implemented.

is there any reason aside from cost, for using the highest available armor for ground forces?

 - The highest armor level is the most expensive, but provides the most protection. The "Penetration" value of a weapon needs to match or exceed the "Armor" value of a unit to do damage. If your penetration is lower than the armor value, or vice versa, then you only have a % chance to deal damage. That is my understanding of it anyway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 20, 2020, 07:50:52 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 20, 2020, 09:06:20 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 20, 2020, 09:34:18 PM
Quote from: Migi link=topic=11545. msg141005#msg141005 date=1600653980

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. )

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. 

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 20, 2020, 09:44:36 PM
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. )

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.
Changing the secondary star moved everything orbiting with it.
(although I do wonder what would have happened if there was an NPR generated on it)
I did accidentally change it into a supergiant at the same time because I didn't notice the default selection on the star type is not the same as the original star type.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 20, 2020, 10:00:29 PM
Quote from: Migi link=topic=11545.   msg141009#msg141009 date=1600656276
That sounds like a very annoying system for anyone with even vague OCD tenancies.   

Slightly off topic, but.   .    yes.    Diagnosed and all, and I assure you it is a pain in the behind.    People who 'just like things neat' simply don't understand.    It's like being extremely anxious and nervous over what others don't even realise exists and objectively doesn't deserve that response.   

The super giant sounds fun, aha.    Thanks for the heads up.    Also unfortunately for your other idea, the asteroids are all orbiting the main star so that's several hundred manual adjustments.    I'll just sit back with my SM mode and call it even, lol.   

In regards to NPRs I would make a relatively educated guess that it wouldn't do anything negative at all.   
It's clear even in player interactions that ships don't go to the destination's rendezvous location but rather constantly head directly towards it and make adjustments to the new orbited location each tick.   Running out of fuel or otherwise moving it too far away for their units to reach at the time wouldn't have any direct effect either, as there's a catch where any out of fuel NPR ship can always (but only) move towards a valid refueling spot at full speed. 
Further, after thinking about it, ships automatically move every time a body location is updated if they're orbiting.  The only time they don't is if being overhauled by a station, then they get locked in place while the station orbits (presuming that the station is orbiting a body itself, as is required. ) That's actually a bug, too, already reported.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 20, 2020, 11:01:28 PM
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. )
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on September 21, 2020, 06:17:02 AM
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. )

It does still exist, although not in the same way. I think it's on the Display tab, there are a series of cehckboxes to display sensors for 100, 1000, and maybe a couple of other default settings.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on September 22, 2020, 04:52:48 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 22, 2020, 08:06:06 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on September 22, 2020, 11:20:44 PM
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


Alrighty, TY for the info.



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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on September 23, 2020, 02:19:39 AM

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.

Yes, they can indeed do that. I've had both civilian and military ships surrender to my forces.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 23, 2020, 04:23:07 PM
I think I mis-understood the post about Ground Force Logistics (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) but I want to check if this matches anyone else's experience.

I have a dedicated supply formation attached to my division HQ with 160 supply vehicles (LVH).
The division HQ also has 4 regiments attached with some in-built supply units. I hope this diagram is comprehendable.
The idea was that units would draw supply from the supply formation, then fall back on their internal supplies units, then their inherent supply.
If I want more supplies for the campaign I can just add more supply formations.
Code: [Select]
____ Division HQ __________
 |     |     |     |      |
Reg   Reg   Reg   Reg   Supply

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.

I'm not 100% sure that what is happening is correct because as far as I can tell I'm attacking without being shot back at (by Rakhas) which makes me worry something is borked in some way.
Does that match what everyone else has found?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on September 23, 2020, 04:36:03 PM
That matches what I understand of the ground forces - the supply units have to be in a direct parent formation for them to be used.

You may be able to get away with minimal rejigging if you just add a new command layer between your Divsion HQ and regular units? It'll probably be less efficient than a full overhaul of the division HQ, but it's less work  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on September 23, 2020, 07:18:38 PM
Wasn't there a bug which has been fixed for 1.12?

this


and also this, which is not part of the conversation but was related to supply as well


full changelog here: http://aurora2.pentarch.org/index.php?topic=11593.msg135695#msg135695
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 23, 2020, 09:25:27 PM
Wasn't there a bug which has been fixed for 1.12?

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
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.
I didn't know about the 1/4 inherent supply issue at all so that's something to watch for.
I don't think it addresses the issue I have directly.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 23, 2020, 10:31:52 PM
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.

That's correct. Elements that need supplies look upwards through the chain of parents until they find the highest level formation that has vehicle supply elements to draw from; they never descend through other branches of the hierarchy. This prevents your regiments from drawing supplies from each other, which you probably wouldn't want.

You can fix this easily by clicking the 'show formation elements' checkbox in the ground forces window, and then dragging the supply elements out of the Supply formation and into the Division HQ formation.

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.

You should include some infantry supply elements in the Division HQ formation; child formations can only draw from vehicle supply elements, leaving the infantry supply elements for the formation itself to use.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on September 24, 2020, 03:01:52 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mtm84 on September 24, 2020, 03:23:59 AM
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.

You can't really set the rank yourself, see this post http://aurora2.pentarch.org/index.php?topic=8495.msg113052#msg113052 for what a ships rank requirement will be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 24, 2020, 06:32:34 AM
 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.   

 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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on September 24, 2020, 07:07:41 AM
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.   

 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!
I believe the answers are as follows:
1) civilian ships (in my game) all have 100% fuel all the time. For coding purposes it makes it a lot easier to code the civilian economy. If you need an in world explanation I will leave that for the philosophers.
2) they should have a change to spawn any time the option is turned on.
3) by default it gets sold and you get the taxes. If you set up a tanker on a looping order you can buy it all instead.
4) I highly doubt this changes depending on your game settings, it would not be consistent with how Steve works on things.

There is a thread listing all the C# changes, there is a convenient index here (http://aurora2.pentarch.org/index.php?topic=10666.0).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on September 24, 2020, 08:15:19 AM
Encountered some aliens for the first time, translation worked and they are neutral however they suggested I leave an uninhabited system.
I did some exploration and found their homeworld, based on thermal signature their population is about 1. 4B (ours 880m) if it`s the same as for humans.

Their ships are faster and better armed, while we have a decent sized fleet armed only with lasers and I`m waiting for missile research to be finished which is a few years away.
Conquest is an attractive option but we need a few years to build up and I don`t have ground troops except for garrisons, problem is that they are just two jumps away and I`m afraid of antagonizing them.

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kailanlynx on September 24, 2020, 08:32:06 AM
Quote from: Theoatmeal2 link=topic=11545.      msg141078#msg141078 date=1600953319
.      .      .      .     
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?

Diplomacy ships basically give a modifier to your chances based on the diplomacy rating of the commander stationed in the diplomacy module.  Any ship can get a minimal baseline amount of diplomacy if it has contact with a ship of the target faction AFAIK, and a diplomacy ship without a commander adds nothing to that over a ship without, but I believe a zero skill commander is still better than none.  They wont accept a vessel in their capitol system, regardless of diplomatic intent.   
Any ship, diplomatic or not, must have sensor contact with a colony or ship that they're attempting to communicate with.  The contact must be visible in the system with the diplomacy ship, though it does not need to be 'seen' by the diplomacy ship itself, it could be given by a different sensor on another ship.   

ELINT ships are the same as any other.  Set movespeed to zero so there's a low thermal, and have good cloaking tech.       

Improving relations, in terms of coding, is very exact, but in practice due to being unable to fill in the statistics for half of the equation (the targets Xenophobia, if they're in passive or active communication, or denying it entirely, their perceived 'owned' sytems, etc,) you're often left in the dark.  Also, your listed relationship with them does not reflect their opinion of you.  If it's neutral-low positive, they could have a low negative-neutral on you.   
You could be improving your perceived score toward them massively with diplomacy, but in fact tanking their relation to you by doing it in the wrong spot.   
If they suggest you leave- do so, and avoid the system immediately connected to that one with anything that is not a diplomacy ship.  This is because their perceived borders extend beyond where they immediately tell you to evacuate.  Even if you leave that system, don't escort your diplomat with a hundred warships on the jump point outside of it.     

Yes, this will leave you with only one system in that direction to work with, unfortunately.     

In general, the long story short is that if you aren't being warned to get out, and you aren't being attacked, you are slowly improving relations.  Unless you're just so close that you're inside their capitol sector, then it's up in the air. 

Can you picket planets? Yes.  Any follow or picket order onto a planet, and before you confirm the action, change the minimum distance in the bottom left of the orders screen.  I don't recall reading any changes to how that works in the C# change logs.       

You can also follow their ships with your diplomatic vessels, just don't follow them where they don't want you. 

Reminder, following a target means your ship is burning fuel, so you have a higher thermal and more likely to be found. 

Final note, small size passive sensors, and CIWS, are both civilian components and great for high speed diplo craft if you don't want to risk as much.  However, the trade off is that the size and weight, and higher needed engine power will make them either extremely slow or much more visible on thermal sensors.




 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on September 24, 2020, 08:48:04 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on September 24, 2020, 10:43:23 PM
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?

will fail because it can never hold enough supplies itself

http://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeradash on September 28, 2020, 09:10:22 AM
I guess this could be a bug, but it's an older version and I'm not up to date with the latest one so I'll leave it here:

I conquered a bunch of NPR homeworlds, and in one of them enemy ships pop out of nowhere every now and then.  The system is clear and I had the pops conquered decades ago.  It's just that military ships started spawning orbiting their previous homeworld many many years after I took them out.  I put navies on the system wormholes and sensors on top of the planet to make sure, and yeah, they just pop up there.
 
Does anyone know if I can fix this somehow? I have a navy camped there to take them down but it's getting really annoying.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on September 28, 2020, 01:22:22 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeradash on September 28, 2020, 02:07:57 PM
Quote from: linkxsc link=topic=11545. msg141161#msg141161 date=1601317342
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?

I've always resupplied manually; I cant say if that method is broken or if it should work at all, but maybe mine helps:
I keep all the supply ships in their own fleet, distributed in smaller sub-fleets.  When I want to ressuply a navy I detatch one of the sub-fleets and manually order it to join and ressuply the target navy fleet.  When they are done, I remake the sub-fleet of supply ships, detatch and send them back to the big supply fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: roug on September 29, 2020, 05:08:07 AM
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?

I had problem with the fuel resupply, maybe its the same for MSP, the fleet cannot do anything while getting supplys.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on September 29, 2020, 03:14:29 PM
 - 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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tywudtke on September 29, 2020, 06:47:48 PM
Quote from: linkxsc link=topic=11545. msg141161#msg141161 date=1601317342
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?
Can we see the design of the supply ship? Is it missing shuttles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on September 30, 2020, 01:22:36 AM
- 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?

No it it will build your dock up to 1500 tonnes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on October 03, 2020, 06:49:36 AM
What kind of beams should I make for a small 250 ton or less fighter? I want it to escort my bombers to shoot down AMMs and other fighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on October 03, 2020, 06:51:50 AM
- 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?

Ships less than 500 tons are not built from shipyards they are built from fighter factories the same way missiles are.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sisso on October 03, 2020, 10:31:21 AM
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 hope

Code: [Select]
http://aurora2.pentarch.org/index.php?topic=11124.msg128762#msg128762
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on October 03, 2020, 02:09:54 PM
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 hope

Code: [Select]
http://aurora2.pentarch.org/index.php?topic=11124.msg128762#msg128762

The short answer: It does not work yet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Alphard on October 03, 2020, 04:05:08 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on October 04, 2020, 08:22:04 AM
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Alphard on October 04, 2020, 01:55:00 PM
Quote from: Elvin link=topic=11545.   msg141275#msg141275 date=1601817724
Quote from: Alphard link=topic=11545.   msg141261#msg141261 date=1601759108
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.   

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.   

Thanks.    I didn't know about that. 

Is there a hotkey or fast way to centre when that is checked? Seems actually useful now that it is toggleable.   

EDIT:

Toggling the button "Select on Map" does not do anything, either on or off, to relieve this issue.   So it seems this is not the cause of my issue?

In fact, toggling that checkbox is reset every time I reopen the fleet organization window to unchecked.  Closing the fleet org window with it checked or unchecked does nothing.

Leaving the fleet org window open and checking/unchecking does not help either.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 14, 2020, 04:11:59 PM
A quick question about light bombardment units. Is it correct that they will fire from support position?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 14, 2020, 04:34:55 PM
Don't quote me on this, but Spacemarine's youtube tutorial said that they could.

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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 14, 2020, 06:59:06 PM
A quick question about light bombardment units. Is it correct that they will fire from support position?

Light Bombardment will fire if they are on a support or frontline position so yes. They lack the range to fire to or from the rear echelon position however (same also true for medium bombardment).
Light Bombardment is also special because it is the only form of ground artillery that fires during the standard combat phase alongside everything else.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on October 14, 2020, 08:09:50 PM
Don't quote me on this, but Spacemarine's youtube tutorial said that they could.

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
That's out-of-date.  FFD only matters for fighter and orbital support. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 15, 2020, 11:13:01 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 15, 2020, 12:17:39 PM
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?

Steve never explicitly stated that it got changed. You'll have to follow the ground combat / bombardment posts he made chronologically to see when the artillery needs FFD changed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 15, 2020, 12:50:57 PM
I've had a look at the wiki and quite a bit of it is out of date, I think I will put it off for now. I don't want to go changing things without trying to reference the change having been mentioned at that seems a bit time consuming at the moment. I'll get back to my game for now  :-X
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 16, 2020, 02:44:23 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on October 16, 2020, 05:01:12 AM
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:
1) transporting the station from the building location to the deployed location
2) if a fleet arrives in orbit (for refueling or such) and brings the colony over its support limit then the maintenance clock on the station will start ticking up and maintenance failures could start occurring.
3) a component takes combat damage and needs to be repaired but your DCR is only 1. Any broken components will take a very long time to repair, potentially taking the station out of combat.

Absolutely none is probably unwise but minimal could work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 16, 2020, 12:34:58 PM
Absolutely none is probably unwise but minimal could work.

It is unwise, first game I played I tried towing my station with 0 MSP on a ~1 month trip, it had a catastrophic failure on the way out of system.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 16, 2020, 12:37:20 PM
Are Standing/Conditional orders to get tankers to refuel from harvesters and tranfer to colony working? I've tried using the 'Harvester Transfer and Return' and 'Transfer Fuel to Colony' options but all the time my tankers just keep going back anf forth with an empty tank.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 16, 2020, 02:41:48 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on October 16, 2020, 03:13:49 PM
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.

Agreed, this is what I do:

Build the station and tanker to fit that station. Adjust cycle with set speed (remember to untick use max speed) to have half year rounds (1 year back and forth).

As you add stations either build an extra tanker or refit the existing.

Pro tip: If you need more steady supply arrange different smaller tankers to cycle faster. 1,000,000 production either 1 refill per year or 2 refills (1x500,000 every 6 months).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 16, 2020, 05:28:08 PM
Thanks for the advice. I was using one large tanker on order delay. I acutally made a spreadsheet to calculate the ideal delay. Maybe altering speed it a better option. Would the fuel use be the same either way?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 16, 2020, 09:19:25 PM
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. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 16, 2020, 10:19:15 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on October 16, 2020, 11:23:32 PM
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.

Unfortunately it's a known issue. So is the auto refresh which back you up on the same position after having changed the organization tab.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Norm49 on October 17, 2020, 12:37:22 AM
Dose NPR can conduct ground invasion?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 17, 2020, 03:37:19 AM
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.

You can open two windows and drag the unit between them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on October 17, 2020, 04:24:53 AM
Dose NPR can conduct ground invasion?

Yes, in the right situation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 17, 2020, 01:18:08 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 17, 2020, 01:22:57 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on October 17, 2020, 02:02:03 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 17, 2020, 02:11:11 PM
Quote from: vorpal+5 link=topic=11545. msg141818#msg141818 date=1602961323
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.

It means the Diplo rating with not go up or down.  You can remove the "Fixed" status with Space Master mode.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 17, 2020, 02:36:19 PM
Quote from: Black link=topic=11545. msg141788#msg141788 date=1602923839
You 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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 17, 2020, 02:56:22 PM
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?

I didn't set any unit series as I am still using my original designs. But it was the solution. TIL that unit series are necessary for replacements to work. Thank you for the advice.

Quote from: Black link=topic=11545. msg141788#msg141788 date=1602923839
You 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?

You need to hold shift when you want to open second window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 17, 2020, 03:17:40 PM
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]

That's good to know actually, glad it worked.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: replicant2699 on October 17, 2020, 09:04:44 PM
Are fuel harvester modules affected by accessibility of sorium?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 17, 2020, 09:05:48 PM
Yes they are.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 17, 2020, 10:35:48 PM
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.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 17, 2020, 11:34:12 PM
I've not done it yet but according to the original C# changes list you can gain intelligence points on the race you pick up from lifepods. I think this will eventually tell you about their species. http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

I'd be interested to know if you can have a species that can live on venusian worlds. As far as I know you need oxygen/methane and non-dangerous gasses.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 18, 2020, 02:06:55 AM
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.

Something similar happen in my 1.11. game, but not to such extreme. Alien homeworld was not ideal for them and their population tanked. In my case their homeworld was colony cost 1.8 for them, as it did not have enough hydrosphere. The NPR in my case was generated by the game not by me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: replicant2699 on October 18, 2020, 02:51:04 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 18, 2020, 10:47:16 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: replicant2699 on October 18, 2020, 11:15:12 AM
Quote from: Droll link=topic=11545. msg141868#msg141868 date=1603036036

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 18, 2020, 11:27:17 AM
NPRs do sometimes claim systems without a military presence but usually because it is close to their homeworld, and they will likely have military there most of the time anyway. This proximity to homeworld also effects how likely they are to accept your claim on that system. So they might get tetchy in that scenario. Otherwise they might just not recognise your claim but leave the system alone anyway.

It's a shame you can't have an orbital habitat operating independently of any system bodies AFAIK. I don't think dropping it at a waypoint or a spacestation works, but it might be an interesting suggestion for claiming empty systems like this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 18, 2020, 06:10:32 PM
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?

You can use Spacemaster mode to add a small asteroid to the system, then put your orbital habitats at the asteroid.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on October 19, 2020, 07:37:49 AM
I'm expecting sudden slowdowns in the increments. I've set the increment length to 5 days and the sub-pulse length to auto. The time increments go from a few hours to max a day, but not beyond that or near the selected 5 days.

There aren't any alien contacts which would justify the slowdown.

Can anyone help?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 19, 2020, 08:56:48 AM
Aliens, man.

Just because you can't see them doesn't mean they can't see you.


...
More likely, two NPRs found each other and are conducting "aggressive negotiations."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on October 19, 2020, 09:19:34 AM
So that means I gotta find them and increase the tempo
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 19, 2020, 05:51:50 PM
I feel like the the answer to this question is yes, but i would like confirmation: If I equip my Collier with a maintenance module, can it re-load box launchers (albeit at the slower rate)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 19, 2020, 05:56:29 PM
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. http://aurora2.pentarch.org/index.php?topic=8495.msg104195#msg104195 (Ordnance transfer mechanics)
2. http://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: http://aurora2.pentarch.org/index.php?topic=10666.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 20, 2020, 02:29:31 AM
Quote from: TheTalkingMeowth link=topic=11545. msg141974#msg141974 date=1603148189
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

Ok, after re-reading those post i see where i got confused.
1) the game still says Maintenance facilities reload on box launchers.
2) i was confusing Ordnance Transfer system (ship component) with ordnance transfer station (ground instillation).
 
So to reload Box launchers without returning to a colony/base i would need a coiler with a Ordnance transfer hub (100,000 tons) or make a carrier large enough to dock my ship in.

Thank you
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Llamageddon on October 20, 2020, 08:56:31 AM
If you need large hangar space just to reload box launchers, I think this is supposed to be one of the benefits of commercial hangars. It might be more cost effective than a ordnance transfer module if this is all you need it for.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: replicant2699 on October 20, 2020, 09:23:14 AM
Question moved to spoilers sub-forum.  Thanks for the heads up, Garfunkel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 20, 2020, 12:24:34 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 20, 2020, 07:22:24 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Witty on October 20, 2020, 09:57:17 PM
Same experience as you jscott. Guess it was a feature that was planned, but didn't make the 1.0 cut. Or it's bugged. I know it also doesn't work for ground formations, which makes organizing that a lot longer too.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on October 20, 2020, 11:41:43 PM

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.


This should definitely work, if you established colony that needs infrastructure, civilians will pick what is available in civilian economy pool and transport it. This will most likely be overruled by any direct civilian contracts you set up. However, you need to deliver first shipment of infrastructure by your own freighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 21, 2020, 03:00:50 AM
Quote from: Witty link=topic=11545. msg142056#msg142056 date=1603249037

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.

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).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on October 21, 2020, 04:15:58 AM
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Witty on October 21, 2020, 03:52:28 PM

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).

Yep, they started going at it once I opened the game again. Not sure why they were hesitant before, but I'm glad the infrastructures flowing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ekaton on October 21, 2020, 04:28:43 PM
Is there a way to end a war with an NPR? If yes, how can I do it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on October 21, 2020, 07:19:18 PM
Is there a way to end a war with an NPR? If yes, how can I do it?

I would say SM mode otherwise, you have to rely on DB edit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 21, 2020, 08:32:24 PM
If no combat occurs for a while (and especially if you manage to get a diplomatic ship working on them), rating will improve over time and eventually they may set you back to neutral.

Steve mentioned in the original diplomacy posts that he wanted to make peace treaties a thing (much like the trade access and survey treaties, I guess), but then it was never mentioned again.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 22, 2020, 10:36:52 AM
Quote from: Elvin link=topic=11545.  msg142067#msg142067 date=1603271758
Quote from: jscott991 link=topic=11545.  msg142051#msg142051 date=1603239744
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. 

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. 

I'm having trouble getting them to drag back to the left pane.    I can highlight the ships in the fleet pane, but they don't really move back to the left pane where all the other fleets are. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 22, 2020, 10:55:28 AM
You can't drag from there. Once you have multiselected ships in the fleet pane, click Detach on the bottom of the window. That will make a new fleet containing just your selected ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Norm49 on October 22, 2020, 10:55:47 AM
I have problem supplying my ground unit. When they were fighting the was no problem but after the battle they are not resupplying. I have logistic vehicle at the HQ some in the formation at i just add infantry logistic module to the unit but they are still not resupplying. Any idea of what the problem is?

Thanks
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 22, 2020, 11:42:02 AM
There was an issue in 1.11 that ground units did not resupply outside of combat so they would forever stay at 0 supply and just consume supply units if combat started again. Seems it is still happening in 1.12

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on October 24, 2020, 11:50:52 AM
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).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 24, 2020, 11:59:42 AM
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).

Sadly there's no easy way to do this. You'll have to click on every leader and count how many are assigned to academies. It's a little easier if you just want to know if any academies don't have a leader, because you can click the "Available only" checkbox.

The other alternative is to write an SQL query…
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Romalar on October 25, 2020, 10:01:17 AM
Quote from: jscott991 link=topic=11545. msg142217#msg142217 date=1603558252
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).

Not exactly, but there is a way to more easily scan by eye for them:
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DFNewb on October 26, 2020, 08:45:19 AM
Will changing difficulty midway through game affect already spawned NPR's?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DFNewb on October 26, 2020, 10:41:27 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on October 26, 2020, 10:59:12 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Romalar on October 27, 2020, 02:42:32 AM
Quote from: DFNewb link=topic=11545. msg142293#msg142293 date=1603726887
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?

It appears that this only changes the fire control tracking and only does so if you've chosen a turret.  When I do choose a turret for the STO and click "Point Defense Weapon", I get 4X the fire control tracking and 1/4 the fire control range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on October 27, 2020, 09:28:05 AM
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. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 27, 2020, 11:43:33 AM
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.

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.

The threshold is around 4-5 Colony Cost; higher than that and it's cheaper to use orbital habitats. Orbital Habitats are nice because 100% of their population goes into the manufacturing sector, whereas on a high cost world only a small fraction of the population will be left available for the manufacturing sector. Perhaps terraforming small worlds works, but the atmosphere actually bleeds away? I don't recall how Steve said he was going to implement it.

The really odd thing is that Triton's gravity is below the threshold where terraforming is supposed to be impossible; that could be a bug. Also, the max service sector size should only be 2 or 3 million at Colony Cost 9. Still, I suppose if you've managed to terraform it then that would be higher.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 27, 2020, 01:16:14 PM
CC5 is the breakpoint for orbital habitats if I recall the math calculation correctly.

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.
Correct, it will not affect existing NPRs, only new ones.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on October 27, 2020, 01:44:09 PM
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.

Okay. little confused. Temp stopped rising once I hit over 3 Atmo of Greenhouse gas. After searching for info I stumbled across a bit that indicates that is working at intended. So addition of more Greenhouse Gas (over 3 atmo pressure) would not work, correct?

Did a search for 'Solar Insulation' and couldn't find any info as it relates to Aurora.



Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 27, 2020, 01:46:31 PM
GH pressure of 3 is indeed the maximum. I think db48x is mixing up VB6 and C# terraforming terms and mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 27, 2020, 05:54:42 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on October 28, 2020, 09:41:21 AM
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.


Is this some sort of Scientific hazing that experienced players try on new guys?    "I know of a game mechanic, but I won't tell you outright. Yeah, so you are an accountant - go get a science degree and maybe I'll talk" ??

With SM and backing up the DB - Is that 'blame me for ruining their game' hyperbole? I've started Aurora over at least a dozen times as I work my way thru learning what works min/max and what leads to the spiral of self destruction. I play this game to learn it.

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... 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 28, 2020, 10:26:34 AM
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...

You're the boss, so you know best. Go to the game settings (gear icon), and choose Solar Warming: 3%/Year from the Sol Disasters dropdown. This will gradually increase the insolation at your Sol colonies. Good luck!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 28, 2020, 12:28:14 PM
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.
LMAO okay yeah I didn't understand the joke you were going for  ;D that would indeed work
if only temporarily

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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: the obelisk on October 28, 2020, 11:53:11 PM
Is the auto-assign tech option when creating a race supposed to always ignore jump point theory?  I don't think I've ever had a race I've used that option on start with jump point tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ogamaga on October 29, 2020, 08:14:26 PM
For excavation of ruins, is there any difference between a formation with 10 construction points and a formation with 2 points?

edit: If not, is there a minimum? If so, how does it work?

edit2: a quick test with 20 1 pointers vs 20 10 pointers saw the 10 pointers win 22 excavations to 2

edit3: 50 1 pointer beat 5 10 pointers to 20 excavations, barely
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on October 29, 2020, 10:42:46 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ogamaga on October 29, 2020, 10:48:27 PM
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
That refers to identifying ruins with xenoarcheology units, I was speaking of excavating ruins with construction units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 30, 2020, 05:01:59 AM
Commander bonuses probably affect it more. AFAIK, there's nothing that Steve said that would affect it. There are no breakthroughs, the only thing affecting this sort of thing in ground combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on October 30, 2020, 11:55:11 AM
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.
LMAO okay yeah I didn't understand the joke you were going for  ;D that would indeed work
if only temporarily

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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 30, 2020, 12:10:50 PM
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.
LMAO okay yeah I didn't understand the joke you were going for  ;D that would indeed work
if only temporarily

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.

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.

Hey, he went for a joke in text format and it fell flat because tone in text is hard. I was a little upset at what db seemed to be doing too. But db didn't mean any harm.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Veneke on November 01, 2020, 09:53:57 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 01, 2020, 11:48:36 AM
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?

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Veneke on November 01, 2020, 12:25:31 PM
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.

Ah. Yes, that's it. There's 0.0006 atm of Sulphur Dioxide which makes the planet's atmosphere not breathable. Odd though that they didn't spawn in with anything else - it's literally just the infrastructure. There are no mines, construction factories, shipyards, not even DSTS.
 
Is there any way to tell if this is the NPR that was spawned at the beginning of the game? I have the default conditions on so the starting NPR should be 25 - 50 LY away and the system in question is only 16.3 LY so I presume that the starting NPR is still out there but I just thought I'd check as I'm here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 01, 2020, 05:10:59 PM
There is no way to tell. Usually the game start NPR is obvious because it's the only one that is truly interstellar in size but in your case, that might not have happened.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on November 01, 2020, 06:44:17 PM
So I have a small secondary spaceport in my home world system that I maintain a small amount of fighters to respond to threats from a particular jump point - it has a limited amount of fuel and maintenance capacity.  The giant spaceport at the home world is where I do overhauls and refueling and stuff.  The problem I have is my survey ships who have a conditional order to refuel, resupply, and overhaul want to go to this spaceport automatically (its closest to several JPs) rather than go to the spaceport I want them to go too.  Is there a setting that prevents ships from going there because I'm tired of 25K vessels putting themselves into overhaul at this small facility?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 02, 2020, 05:12:47 AM
No. You'll have to increase the maintenance capability of that colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on November 02, 2020, 10:33:25 AM
I have just had the weirdest thing happen over the course of a year or two in my current game.  I'm about 80 years in and my civilian ships must have exploded in quantity.

At some point in my current year, I must have clicked that Mars (450M people) and Luna (500M people) could be the source of colonists.  I didn't notice this happening, but Mars was completely depopulated.  When I checked, it had ZERO population.  All of its infrastructure was fine.  The population was completely gone.

I reloaded a backup game, turned source off for both Mars and Luna, and then within three months, I saw that Earth had lost about 100M people.  So then I had to turn Earth off as a source (for the first time all game).

Is this common?  Is the civilian AI really stripping my colonies of people at this rate?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 02, 2020, 12:36:09 PM
Yes, it does happen and it could happen in VB6 already. If your civilian lines are successful, their lifting capability becomes tremendous enough that Earth itself can be depopulated. Best to keep an eye on them and switch all to Stable whenever things look dicey.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 02, 2020, 06:14:53 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 02, 2020, 09:44:46 PM
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.

Well the boiling point of water is 100C so try to get it below that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 02, 2020, 09:49:01 PM
That's my suspicion, but it's gonna take about 20 years to do that so I thought I'd ask and see if anyone knew the answer. The lower temp limit is just barely in the human habitable range, so if the required temp is too low, it's impossible and I should just stop terraforming.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on November 03, 2020, 01:24:29 AM
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? ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on November 03, 2020, 02:58:13 AM
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? ???

Open the Race Information window after have activated the Space Master. You should be able to change the details there. Remember to push save species before closing though
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on November 03, 2020, 10:43:45 AM
Terra has the following lines in Economics window:

Police Strength/ Resistance   5182/4702

Annual Unrest modifier: 110%

All other have the line following line above:

Protection Required/ Actual

Does this mean you don't need protection on your capital?

How much does a large unemployment affect unrest, if any?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on November 03, 2020, 10:47:44 AM
You don't need PPV in your capital. Unemployment has zero impact on unrest.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 03, 2020, 11:09:28 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on November 03, 2020, 12:07:37 PM
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?

 - You don't, that feature is not yet implemented. I strongly suspect it will be... eventually :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: YABG on November 06, 2020, 06:15:15 AM
Very quick question: I'm playing a multi-PR game (classic NATO, Warsaw Pact, China and some others) and I'm wondering if there's a setting somewhere for me to group contacts properly. Right now, because every human empire knows the name of the others ships, the 'Group Contacts' button just shortens the contact name so, for example, I get "FT Da, FT Gren, FT Dre" rather than "3x Pacific S AK"

Or, to word it differently, can you get group contacts to work usefully while still naming ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on November 06, 2020, 05:11:13 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 06, 2020, 06:07:56 PM
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.

You do not need a fire control to do the "launch ready ordnance" command at a location. If you want to shoot probes at a waypoint, you DO need a firecontrol, but it doesn't have to have sufficient range so you can just use a min size one.

DSTs are much weaker in C# than in VB6; it is very hard to get enough of them to be able to see all the jump points. Sensor buoys dropped on a jump point are a mainstay of my games.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: jscott991 on November 06, 2020, 09:57:44 PM
How does "launch ready ordinance" work?

How do I get the probe into the launcher without a fire control (it doesn't seem I can assign a missile to the launcher without assigning the launcher to a fire control)?

I must be missing something basic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 06, 2020, 10:04:59 PM
Oh, good point. Yeah, you need a fire control in order to be able to even assign ordnance. So you need a fire control for the launch ready ordnance command too.

Launch ready ordnance is a move command; the ship goes to the destination then dumps 1 of every item assigned to a launcher. Good for dropping buoys on jump points.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 07, 2020, 07:02:21 AM
"Launch ready ordnance" literally means "throw it out the door".

Or, to word it differently, can you get group contacts to work usefully while still naming ships?
No, you can't.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Anamori on November 07, 2020, 07:51:59 PM
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. . . 

Quote
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.

 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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: acantoni on November 07, 2020, 08:26:26 PM
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!!!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on November 07, 2020, 08:44:07 PM
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!!!

Currently you cannot. Steve will release a fix in 1.12.1 as it is already in the changelog
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: acantoni on November 08, 2020, 01:05:33 AM
Thank you!
Amazing work from Steve as usual =)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 08, 2020, 05:15:11 AM
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. . . 

Quote
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.

 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Anamori on November 08, 2020, 06:31:59 AM
Quote from: db48x link=topic=11545. msg142741#msg142741 date=1604834111
Quote from: Anamori link=topic=11545. msg142733#msg142733 date=1604800319
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.  .  .   

Quote
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. 

 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.

Yeah, sorry.  I was writing and editing that post in middle of testing things out and it become messy in result.  I started it before figuring out that spaceport was needed, etc.
So TL:DR Lore implies that fighters (<500t vessels) can do what shuttles (Module) allow for bigger ships but it is not true for unloading/loading colonist that can't be done without spaceports.
 
I may test it a little bit more and post about it in suggestions instead, thanks for your time and feedback db48x.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on November 08, 2020, 02:25:28 PM
1.  Am I correct in thinking that a Grav Survey Location is an approximation of any actual Jump Point there? In other words, discovering a Jump Point at the SL could put the actual JP within a certain radius of the SL?

2.  Do Jump Points "orbit" the Sun/Primary? Specifically,  I put a stationary Sensor Buoy at the JP will it remain the same distance from the JP?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 08, 2020, 05:29:55 PM
The actual jump point location is influenced by the survey location it is "linked" to, but the location can be really far away (in fact, in can be closer to a different survey location entirely!)

Jump points don't orbit. dropping a buoy on the JP (or at any location relative to it) will work.

The downside of jump points not orbiting is that it's hard to put DSTs on a rock nearby to watch it, since said rocks DO orbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 09, 2020, 11:11:33 AM
Unless you turn asteroid orbital motion off but that still requires that there are asteroids near enough, to begin with.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on November 09, 2020, 12:09:19 PM
How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 09, 2020, 12:34:29 PM
How 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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on November 09, 2020, 07:23:19 PM
Quote from: Droll link=topic=11545. msg142792#msg142792 date=1604946869
Quote from: Ostar link=topic=11545. msg142789#msg142789 date=1604945359
How 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 09, 2020, 07:26:35 PM
Quote from: Droll link=topic=11545. msg142792#msg142792 date=1604946869
Quote from: Ostar link=topic=11545. msg142789#msg142789 date=1604945359
How 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.

Oh I see they are yours. You need to invoke the dark arts of DB editing im afraid. I have no idea what specific areas you would be looking at to find the entries for the buoys but you should be able to delete them.
Regardless before you attempt mucking about in the DB I would back up the save.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DIT_grue on November 10, 2020, 04:46:17 AM
How can one destroy friendly already fired missiles (buoys, no engine actually)? I have a number cluttering my map. . .

If I recall correctly, that function hasn't yet been coded in C#. I'd suggest SM-ing a 'pirate' to run around and blow them up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 10, 2020, 06:03:43 AM
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

(https://imagizer.imageshack.com/img924/9599/0RhLwW.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 10, 2020, 06:35:41 AM
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


No fuel tanks? It shows fuel as 0m /0m litres. But I suppose fuel would not show as 100% in that case, never tried to put engines on something without fuel tanks to see how it is shown.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 10, 2020, 07:26:10 AM
I almost had a heart attack, but no they have a fuel tank. It is listed as being 100% full what's more.

(https://imagizer.imageshack.com/img923/5633/w7KEMf.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on November 10, 2020, 07:31:10 AM
Do you have fuel to put in them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 10, 2020, 07:37:04 AM
I think I remember something similar with my survey ship in earlier versions. Try longer increments.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 10, 2020, 09:25:39 AM
I think I remember something similar with my survey ship in earlier versions. Try longer increments.

Yes, standing orders are only evaluated if the order list is empty during a construction cycle. This has been brought up a number of times, even reported as a bug. For the moment it's just working as designed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on November 10, 2020, 12:01:39 PM
Is the Genome Sequence Research Tech Tree fully active/partially active/inactive in C#?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 10, 2020, 12:32:34 PM
Aside from ground combat effects from super-soldiers, it is inactive at the moment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 11, 2020, 04:03:43 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 11, 2020, 04:32:33 AM
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?

Yes spaceport makes the cargo, ordnance and fuel station all redundant

Yes, the ordnance transfer system is mandatory for a ship to act as a collier for the fleet. The ships receiving the ammo need not have one - only the supplier needs it
The ordnance transfer station mandatory in order for a colony to act as a rearmament point

The cargo shuttle bay speeds up transfer for freighters with cargo space. This module also allows a freighter to trade with colonies that do not have a shuttle facility of their own.
At least one shuttle bay is mandatory on ships meant to carry and transfer maintenance supplies to other ships.

A fighter still needs a refueling system in order to transfer fuel to other ships. However, unlike other ships a fighter does not need for a colony to have a cargo transfer system in order to take or give cargo to the colony as it is assumed to be capable of landing on the surface itself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 11, 2020, 08:55:18 AM
As for the CSS, it doubles the load/unload speed, right?

Not quite. Both the Spaceport and the Cargo Shuttle Station count as one extra cargo shuttle for the purposes of determining the cargo load/unload times. A cargo ship with three cargo shuttle bays loading cargo at a planet with either facility (or both, since they don't stack) loads as if it had four shuttles, which is a 25% speedup.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on November 11, 2020, 09:22:25 AM
Cargo Shuttle Stations still contribute even if you have Spaceport as they speed up loading/unloading times; however, the Refuelling and Ordinance ones become redundant, yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 11, 2020, 02:33:26 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on November 11, 2020, 03:24:54 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 11, 2020, 03:47:09 PM
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 11, 2020, 03:49:38 PM
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?

I don't think Steve has promised any particular level of intelligence from the AI. However, the stories he's told about it (and the stories others have told) have all been pretty interesting. It seems that the AI is capable of making pretty decent tactical decisions in many circumstances, while also still being able to surprise people.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 11, 2020, 05:18:36 PM
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.

Makes sense, but this is rather annoying not only as you say in the early game, but also for specialized ships like survey ships. Not to mention that even post-early game, there's plenty of cases when immediate officer upwards mobility is not so immediate. Say the game promotes a Commander and then a Captain, expecting the Commander to take over the Captain's posting, but the Captain is a combat commander with high tactical ratings and the new Commander is a terraforming specialist.

Seems that if I've turned off auto-assign, auto-unassign ought to be a package deal. But now I'm just ranting, so off to the suggestions thread I go...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 12, 2020, 05:07:07 AM
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?


----------
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 :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Harold65 on November 12, 2020, 09:08:42 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 12, 2020, 09:55:03 AM
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?


----------
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on November 12, 2020, 10:17:34 AM
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?
It still increases your damage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 12, 2020, 10:27:57 AM
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?
It still increases your damage.

Specifically its got to do with damage falloff, weapons will do less damage based on the % of their max range their target is at. So in your case your 5M range laser will be doing more damage per shot than a 50cm laser with only 1.4m range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 12, 2020, 11:13:02 AM
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?


----------
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?

-----
My fighters on Earth still accrue clock time, even if there is quite enough maintenance facility. Plus they don't want to rewind clock! What is weird is that the tonnage supported by the facilities clearly take them into account. Me confused.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 12, 2020, 11:25:14 AM
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?

As far as I recall a suggestion was made to reduce the tonnage of such components to allow fighter sized tankers and freighters (a new smaller cargo bay maybe?).
However if you cannot wait such changes could be made on the DB level to both reduce the tonnage of the components and to add a new smaller cargo bay that could fit into a fighter. I cannot say of the consequences this might have on existing ships that have those components before that though so beware.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bremen on November 12, 2020, 11:38:10 AM
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?

Think about it this way. Weapon damage (usually) decreases with range, and the "max range" of a weapon is the range at which it drops below 1 damage. So if your fire control has a max range of 1.4m km, and your weapons have a max range of 1.4m km, then all your weapons will deal 1 damage at that range. On the other hand, if your weapons have a max range of 2.8m km, then they'll do more than 1 damage at 1.4m km, even if they can't fire further than that because of fire control issues.

Also it's usually much cheaper to refit a ship's fire controls than tear out all the guns and replace them, so having longer range guns adds a bit of "future proofing" to designs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 12, 2020, 12:31:26 PM
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?

Steve's lore says that crafts larger than fighters never land on planets, but the game doesn't really take that into account. Even a fighter still needs something that provides cargo shuttle capability (such as a cargo shuttle module, or a spaceport on the colony) in order to load or unload cargo or MSP. Same with fuel, the fighter needs to either have a refuelling system or the colony it's at needs to provide refuelling capability.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 12, 2020, 12:39:34 PM
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.

Given that mass drivers exist it could literally just be a container with an engine strapped to it that is remote controlled.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 12, 2020, 12:43:11 PM
Thanks guys. Any clue why my fighters accrue clock even on Earth?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 12, 2020, 01:08:50 PM
Are they actually at Earth? It's fairly easy to accidentally issue an order that stops them from moving with the planet (like a move to and absorb order, I think).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 12, 2020, 04:48:16 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 12, 2020, 10:41:26 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 13, 2020, 06:36:48 AM
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.

Yes, that particular message is not very helpful.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on November 16, 2020, 01:07:19 AM
Hi,

The Union finds itself outnumbered 20:1 by a hostile alien race that also has a tech lead.
During an early skirmish an enemy destroyer escort was successfully boarded, captured and subsequently towed back to earth for refit.
It is the fastest and best armored ship in the fleet, so the brass in charge of operations is loath to have it being picked apart by the tech teams to help with research.

I am really torn whether to get the ship scrapped for components, to subsequently scrap them for potential tech gain.
In your experience, is it worth it? And what is the precise process? A tech boost to propulsion tech would be really welcome.  (Playing on 25% research speed).

Thanks.

Regards
Thomas
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 16, 2020, 02:39:50 AM
Well, it is only one ship and your opponent have more of them most likely and can build new ones as well. As such if they decide to go on offensive, one ship will most likely not change the outcome. So I would go for scraping, so you can get better tech for all your ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 16, 2020, 05:48:31 AM
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. ??
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 16, 2020, 05:55:20 AM
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. ??

Refueling is not instantaneous, when you gave it the command what it did was that it joined the target fleet. Now what SHOULD happen is that since its set to refuel its own fleet, it will automatically, over time refuel its parent fleet. If the fleet is not moving you should notice ships getting refueled one by one, draining from the tanker.

In the case of movement, if you have not researched underway replenishment, nothing will happen. If you have done this the tanker will refuel at a %rate dependent on what level of underway replenishment you have research.
The problem is that when moving, your tanker may be refueling at a rate that is slower than the fuel consumption rate of the fleet, making it look like no refueling is happening.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 16, 2020, 06:32:42 AM
Right it works, sorry for the false alarm!  ;D

How can you tell to only give some fuel to a given ship?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 16, 2020, 08:55:47 AM
How can you tell to only give some fuel to a given ship?

You have to micromanage it by juggling ships in and out of the same fleet as the tanker.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: chrislocke2000 on November 16, 2020, 10:44:44 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 16, 2020, 12:16:09 PM
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?

HQ yes, commanding officer will provide bonus to the formation. Supplies are not necessary, if you only use the troops for boarding, as the boarding combat is much shorter than planetary combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on November 16, 2020, 01:31:58 PM
Quote from: chrislocke2000 link=topic=11545. msg143061#msg143061 date=1605545084
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?

Boarding craft capacity is the limiting factor obviously.  Grunts with best armor and boarding capabilities.  And I add a couple of HQ units for redundancy.
I shoot the enemy craft until the velocity drops to 0 and then send in the fast attack shuttle. 
I learned to have a supply ship, a tanker and a combat tug nearby to get the captured vessel out of harms way as fast as possible.

Thomas
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on November 16, 2020, 06:09:54 PM
The biggest problem I have had in capturing ships is that if there are multiple enemy ships any you have not captured will open fire on the one you capture often destroying it. So ideally you need to disable their weapons or capture them all at the same time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 17, 2020, 03:02:18 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: chrislocke2000 on November 17, 2020, 06:10:36 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 17, 2020, 10:40:19 AM
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.

The maintenance column on the mining tab shows the resources going into manufacturing MSP, which in C# is done by maintenance facilities. It's a 2:1:2 ratio of duranium, uridium, and gallicite IIRC.

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?

I'm pretty sure hangars can't transfer MSP. If you need to restock the fighters, you need a ship flagged as a supply ship with a shuttle bay and have to do the transfer like you would for a normal ship.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on November 17, 2020, 02:17:29 PM
How do I stop getting notified of new posts to threads I've responded to? I haven't set the thread to notify but every thread I post in still pops up in 'Show new replied to your posts' whenever someone leaves a new comment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 18, 2020, 06:44:13 AM
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 ...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on November 18, 2020, 07:02:36 AM

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 ...

You can change the field of scientist to sensors and make the scientist academy commandant. I think that how big their research bonus is does not affect this in any way. So if the scientist has something like 3% bonus should not matter.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 18, 2020, 09:39:13 AM
Commandants need at least a 20% bonus in the field you want them to improve.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 18, 2020, 10:02:51 AM
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.

If you turn on SM mode there is the option to move any fleet to any location.

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 ...

Not quite. Having a scientist as the Academy Commandant increases the number of scientists that you will get from that academy, and decreases the number of other commander types. This doubles the number of scientists you'll get. It also increases the likelyhood that each new scientist will be of the same speciality as the Commandant, but only 25% of new scientists will be changed to that speciality.

If you were getting 10 scientists per year, you'll now get 20. 5 of those will be of the same speciality as the Commandant (which won't be Sensors), but 1/9th of the remaining 15 will be. It might still take a couple of years, but that's 50% better than 1/9th of the 10 scientists you would have gotten.

See http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 18, 2020, 01:21:36 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 18, 2020, 01:25:44 PM
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 fairly certain that shipyards require a target fleet to build ships into
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 18, 2020, 02:27:48 PM
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

And also ... why not check ECCM for STO, it does not change the cost?
They should always have the 'avoid combat' check on, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 18, 2020, 03:04:47 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 18, 2020, 03:25:18 PM
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

Officers retire in C# but not as quickly, the minimum years of service is I think 10 years plus five for each rank above the lowest. Once an officer exceeds this minimum they have a 20% chance to retire every year, double that if they do not have a posting. This means you can hold onto junior officers for longer without a command, but officers with a command will still retire ensuring persistent officer turnover.

Note that for naval officers you can add modules to your ships like the auxiliary bridge or science department which give junior officers staff roles without being in command of a ship, thus you can make use of junior officers even if you don't have commands for them right away. This is particularly useful since LCDRs cannot command a ship with weapons or more than minimal sensors, so without the staff officer slots they would be relegated to commanding fighters and freighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 18, 2020, 03:35:59 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 18, 2020, 03:51:36 PM
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.

There's an SM-mode command to move the fleet to any location you want. In fact, I just double-checked and found that you can use the fleet move tool on the misc tab of the Fleet Organization window to move empty fleets even without SM-mode. You only need SM-mode to move fleets with ships in them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 19, 2020, 01:10:56 AM
If I have an HQ at level n and the n-1 unit does not have, is the level n commander providing full bonus or half bonus? Half I would say, right?

And the bonuses are halved for each level, same for Naval Commands? But that's bugged or is it fixed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on November 19, 2020, 02:18:03 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 19, 2020, 02:33:50 PM
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.

Given that there is already a small chance for ruins to appear in both mars and mercury no it would not
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 19, 2020, 02:35:48 PM
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.

It's your game, so if it sounds fun go for it. It shouldn't make the game massively unbalanced by itself, if you want to compensate you can reduce starting RP or BP by some amount that seems fair.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 19, 2020, 04:53:07 PM
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.

This is quite a popular scenario to play; have fun!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 20, 2020, 01:20:26 AM
By the way, are ruins now protected (at time) by something like in VB6, or it is 100% safe?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on November 20, 2020, 01:55:55 AM
By the way, are ruins now protected (at time) by something like in VB6, or it is 100% safe?

Why spoil the fun?

yes

http://aurora2.pentarch.org/index.php?topic=11945.msg141863#msg141863
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 20, 2020, 06:57:58 AM
Is it an expected delay to need 2 days and 17hours for the load of 250 minerals (one type, so almost one month for all 10 of them) from Earth? The planet has a spaceport and the freighter one shuttle bay?  :o

Edit: and the same ship managed to balance the levels of all 10 minerals on Mars in one day (spaceport there). It makes no sense.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 20, 2020, 08:03:33 AM
Are you sure 2 days 17 hours is not for all 11 minerals?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 21, 2020, 06:28:54 AM
I tested again in a new install of 1.12, vanilla. I confirm that each order takes more than 2 days. I'll post that in the other forum.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 22, 2020, 11:42:51 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 22, 2020, 11:55:31 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 22, 2020, 01:28:04 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 22, 2020, 01:57:01 PM
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?

No, there's no cost for that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 22, 2020, 02:24:35 PM
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)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 22, 2020, 03:01:07 PM
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)

1. I'm not certain, but I think they would receive the same bonuses as any other ground unit from their commander and simply not benefit from most of them, but a bonus like Ground Combat Defence would make them harder to hit for enemy ground units (and ships? I don't know). Maybe the training bonus would help as well.

2. Actually they do not, since the logistics bonus gives a unit a chance to not consume GSP in a combat round. LOG units do not consume GSP thus do not benefit.

4. The main reason is that a shorter production cycle makes the turns take longer. You can set it lower if you want to but the benefit is really minimal most of the time since construction projects are usually on the order of one or more years in time to complete.

5. Each ship loads or unloads at the skill determined by their commander as well as any admin Logistics HQ copmmanders above them in the hierarchy. The commander of one ship does not affect the load/unload speed of another ship in the same fleet.

6. I believe ELINT is planned to do this but not yet added. If you neutralize the STOs from orbit, you can maybe scout with ground fighters as they can perform some missions without planetside FFD and use that intel to determine which of your own forces to commit.

7. You may need to check that you have communications established with the other race. Otherwise I'm not sure, I've always just parked a DIP ship next to the AI DIP ship and let the two of them swap stories for a few decades.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on November 22, 2020, 06:16:54 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 23, 2020, 01:24:26 AM
Thanks guys. So for Diplomacy ships, nothing much to do but wait? Communication is already established but no progress in relationships are made
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 23, 2020, 01:56:28 AM
Thanks guys. So for Diplomacy ships, nothing much to do but wait? Communication is already established but no progress in relationships are made

It doesn't tell you whether you've improved their impression of you or not. The only number you can know is your impression of them, and if they are improving that number then you'll get messages to that effect.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 23, 2020, 11:10:43 AM
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.
Yeah, you've ticked the box in Alien Race Window that says "Use Real Names/Classes" which requires SM mode.

STO units do not really benefit from any bonuses. The avoidance bonus they get from "avoid combat" box which you should always tick for HQ, supply and STO units, is much, much, much more powerful than any commander bonus. You should use your ground commanders for your combat units where a +10% to defence is much more important.

You can switch the production cycle to whatever you want. In VB6 there were few reports that 24 hours or lesser cycles caused issues so I always went with 3-day cycles. In C# I've been using 1-day production cycle for my campaign as it's ultra-low tech so every day counts, and there haven't been any issues. Obviously, it slows you down a little bit because processing turns takes longer - or rather there are more turns to process per in-game year.

Different logistics bonuses for the fleet are not averaged but that's not a problem because the ships are also not loaded all at the same time. Instead, Ship A loads first, then once it's full, Ship B starts loading, then when it's full, Ship C starts loading, and so on and so forth. So each captain with logistics bonus gets full use out of it and they do shorten the overall loading time of the fleet. I have suggested that ships in the same fleet would load parallel instead of sequential before but to my knowledge, this process hasn't changed and affects cargo ships, troop transports, tankers and ammunition transports.

I don't think anything gives you information about enemy ground OOB.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Iestwyn on November 23, 2020, 11:30:32 AM
How is the repair cost for components determined? Trying to reduce the supply requirements on my ships and not quite sure how to go about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 23, 2020, 11:32:36 AM
When a component suffers a maintenance failure, it can be repaired using MSP equal to the component's cost.

If a component is destroyed, either through battle damage or because a maintenance failure happened without sufficient supplies to fix it, you can repair it via the damage control queue at a cost of twice the component cost in MSP.

Not sure about repair in shipyards.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Iestwyn on November 23, 2020, 11:39:19 AM
Oh, it's just the cost (or double the item's cost in extreme circumstances). Good to know! So minimizing the maintenance burden would just involve smaller, less advanced components?

Although... that doesn't take failure rates into account, and I don't know how they're determined either.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 24, 2020, 01:13:42 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 24, 2020, 05:20:29 AM
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?

1 - you might have an HQ unit that has some sort of significant armament where you might like it to participate in combat (I haven't done this so idk if good idea)
2 - Yes, the HQ capacity not only includes the size of the subordinate formations but also the HQ formation itself. In your case 60k capacity means x2 25k regiments and a 10k brigade formation
     with the HQ.
3 - I'm pretty sure that breakthroughs happen element-wise so although your HQ itself wont breakthrough, infantry in the same formation should still be able to I think (i might be wrong here)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 24, 2020, 11:27:11 AM
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?

No, that's not true. When computing the Breakthrough Value of the formation, static units count as zero value, and infantry counts as half the value of vehicles. By making your HQ unit an infantry unit instead of static, you can give your formation a few extra points here. Your HQ is not a very large percentage of the formation (especially with 25kt formations), however, so it won't be a very large boost.

If the formation does break through, then the whole formation gets a second attack, including the static elements. Of course, your HQ probably has no weapons either.

These details are found here: http://aurora2.pentarch.org/index.php?topic=8495.msg109786#msg109786
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 24, 2020, 12:34:28 PM
There is absolutely no reason to NOT tick "Avoid Combat" box for HQ. Even if your HS is a vehicle with multiple modules and those modules are weapons, you're still putting the far more valuable command module at risk for negligible improvement in your firepower.

Breakthroughs are calculated by formation basis, not element nor unit as db48x said.

What you might want to do with your HQs, is to use two layers. You should have both a Brigade HQ and a Regiment HQ. The Regiment HQ is inside the same formation with your infantry or tanks or whatever so it's INF-HQ or VEH-HQ. It's also just big enough to command the formation so it'll have 25k ton capacity.

Then you make your Brigade HQ formation to include your Static Headquarters that is big enough to have as many regiments as you want as well as your artillery. It can be alone in that formation, there is no need for other elements, or you can put in static HAA if you want to roleplay a little.

Your regiments are in Frontline and your Brigade is safely in Rear.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 24, 2020, 12:40:26 PM
ok ... so to clarify, even if my HQ is static (so buffier than infantry), given the brigade size of 60k it hampers in a negligible way the breakthrough possibility? Seems like a good deal to me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 24, 2020, 12:46:59 PM
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).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 24, 2020, 01:51:04 PM
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).
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).

Except for special cases (e.g. boarding marines) there's no reason for an HQ to be INF unless you're trying to save tonnage or RPing. STA on defense, vehicles on offense are usually optimal.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 24, 2020, 01:57:06 PM
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).

But that's for HQ, I'm not saying I'll create static units for attack. What is more durable, for a HQ, to be squishy as an infantry with some invasion, or to be a static and have more HP? If by being static you don't prevent your whole formation to breakthrough, I would tend to say you better design all your HQ as static (or vehicles if you can, I can't), but I don't know, not having fought any significant battle.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 24, 2020, 02:31:40 PM
My point was that if enemy weapons have high enough AP and damage, statics higher armor and HP doesn't make up for not having evasion. In that scenario, infantry are actually less squishy.

This only applies to front line attack, since formations NOT set to front line attack don't get to benefit from evasion.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 26, 2020, 05:38:48 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 26, 2020, 11:15:35 AM
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?

Nah, you just got unlucky. Minimum period of service for a military commander is ten years plus five for each rank above the lowest, so for a LCDR it would just be ten years. After that, a commander has a 20% chance to retire each year, which is doubled if they don't have a command.

Civilian leaders (admins and scientists) I believe have a fixed 40-year minimum service life and then similar should apply.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 26, 2020, 12:58:21 PM
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 26, 2020, 01:46:55 PM
Answered already before - technically they can if they are under attack by other ground forces but it is a waste of commanders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 26, 2020, 11:22:43 PM
Answered already before - technically they can if they are under attack by other ground forces but it is a waste of commanders.

Sorry right, I forgot. There was an artillery modifier that could have been used though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on November 26, 2020, 11:49:48 PM
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.

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.
Relevant bonus for STO commanders is Tactical.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 28, 2020, 10:29:43 AM
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)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 28, 2020, 10:40:17 AM
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)

You are correct that this is related to your very first CMC. Civilians will garrison their own CMCs with a ground force so the game will auto generate them unit designs so that they can form formations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 29, 2020, 08:16:10 AM
Thanks.
How do you detach several ships at once from a fleet? The only method I know is to detach one, and then drag&drop each, one  at a time. Multiselect does not work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 29, 2020, 09:58:30 AM
Multiselect works in the fleet window. Shift or control click ships in the table, not the tree!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on November 29, 2020, 10:55:36 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 29, 2020, 11:24:09 AM
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.

No you need to use freighters in order to move minerals through jump points
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on November 29, 2020, 02:05:15 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 29, 2020, 02:27:38 PM
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.

NPRs get these too. They are intended to let you build your starting navy and ground forces as well as any other key techs you might want, since the essence of the game is designing and building your own forces it wouldn't make sense to just give you a fixed starting force every time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 29, 2020, 10:20:59 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 29, 2020, 11:18:09 PM
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.

Quote
My 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on November 30, 2020, 12:48:09 AM
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.

Quote
My 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.

Thanks for the answer on commercial ships.

Actually what you cite is for a start at 500 M. If you go to the minimum, it goes down where you can start as a player with 4K in research points and ships, no more. But if you look at the DB, you see the NPRs are in the hole between -20k and -30k.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 30, 2020, 03:09:55 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 30, 2020, 03:33:15 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on November 30, 2020, 07:50:35 AM
From what I remember conventional NPR's stay conventional
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on November 30, 2020, 10:16:21 AM
Where was the button to prevent a pop from advancing it's political status after conquest? I can't seem to find it right now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 30, 2020, 10:58:58 AM
Can't you just set NPRs to start conventionally as well though?
From what I remember conventional NPR's stay conventional
Yes, 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on November 30, 2020, 04:26:42 PM
With respect to the quantity of minerals mined that is displayed on the far right side of the colony summary window, is this the total quantity mined overall, or is it a total for some other set period (i.e. quantity mined annually, etc.)?

Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 30, 2020, 04:55:02 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on November 30, 2020, 05:16:45 PM
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.

I mean in the Economics Summary window when you click on the first button on the tool bar, the home. I follow what you're saying, though. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 01, 2020, 03:15:35 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Chris Foster on December 01, 2020, 05:49:47 AM
Does creating a new rank mean commanders will spawn as that rank, if not is there a way i can make that happen

i.e. making lieutenants a rank because a major commanding like a platoon is a bit eh.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 01, 2020, 05:53:29 AM
Yes, they'll spawn at the lowest rank.

However, I'm afraid that you regret your decision to have individual platoons. Go with something bigger for your smallest ground units; in my current game they are 10k each and I'm calling them brigades.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on December 01, 2020, 06:19:09 AM
Is there a way to see the latest installed version of the game?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 01, 2020, 07:07:30 AM
Is there a way to see the latest installed version of the game?

There is no install, only files on disk.

What are you trying to do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 01, 2020, 07:40:58 AM
Is there a way to see the latest installed version of the game?

You can check the version number in the misc tab, see attachment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 01, 2020, 11:29:19 AM
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.

Yes and yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on December 01, 2020, 01:22:43 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on December 01, 2020, 01:33:14 PM
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

"A" means that that ship's Active Sensors are online.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 03, 2020, 06:46:35 AM
What are the solutions to repair a fighter which has innately 0 MSP (or would not have enough MSP for damage control? Luckily for me, the fighter was in orbit of Mars, with a 40.000 tons shipyard, so it was promptly repaired, but it feels weird to have a large SY used for a tiny fighter.

Would enough maintenance facilities plus enough MSP on the ground repair automatically the fighter? If not, what can I do? Devise a "fake carrier" with hangars, insert damaged fighters there and wait for the mothership to auto-repair?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 03, 2020, 11:10:03 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 03, 2020, 11:17:44 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2020, 11:44:20 AM
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?

Yes. The flip side is that if you time a fighter deployment so that they fly out of the hangar, do their mission, and fly back in before the construction cycle happens, you can avoid any maintenance failures aside from weapons breaking when you try to fire them.

One of several small ways one can exploit the construction cycle if one chooses to. In practice if you are not trying to exploit anything then the average maintenance clock on your fighters will be roughly equal to the time they've been deployed after a largeish number of deployments.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on December 03, 2020, 03:21:04 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on December 03, 2020, 04:48:43 PM
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

Hey Thomas, orbital habitats do not count 100% towards manufacturing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 03, 2020, 08:10:05 PM
Has anyone ever done a game where they purposely classify all their ships as military for RP purposes? Is it Hell?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 03, 2020, 08:40:53 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 03, 2020, 08:54:32 PM
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.

Meanwhile I play with maintenance turned off cuz I can't be arsed. Though my warships do have 2-4 years of maintenance life as I still put on engineering bays as if maintenance is on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 04, 2020, 07:17:41 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 04, 2020, 07:22:42 AM
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?

When you're under the cap all the ships in orbit will get enough maintenance to keep their clocks from going up. When you're over the cap, the same amount of maintenance is shared by all the ships, so they all receive less than they need. Their clocks will be going up, but not as fast as if they were getting no maintenance at all. The formula is documented somewhere in one of Steve's posts; consult the index (http://aurora2.pentarch.org/index.php?topic=10666.0) to find it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 04, 2020, 08:33:05 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 04, 2020, 08:35:03 PM
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?

You can't, really. Different components would have different density, after all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 05, 2020, 12:43:57 AM
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".

The actual density would vary quite a lot depending on numerous factors (not the least of which is the number of large, spacious atriums festooned with precious jewels and placed throughout the ship to raise morale and display the wealth of your empire), but since the density of steel is about 8 tons/m^3 a reasonable estimate would be a density of 1 (metric) ton/m^3 (likely a gross overestimate, but it serves our purpose) to account for alternating areas of dense structures and circuitry as well as open areas for crew walkways and such. This implies that a "ton" of spaceship in Aurora equates to ~10,000 metric tons of physical mass, which means that your 1,000-ton "small" FAC actually contains 10,000,000 metric tons of matter, give or take a zero. Again, for a certain definition of "small"...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 05, 2020, 01:05:15 AM
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".

I think it was 1t of liquid hydrogen, which only has a volume of 14m³. A 1000t FAC would thus have a volume of 1411m³, which is a cube 11.2m on a side. Except that most of that volume is pushed into an extra-dimensional space, because of the trans-newtonian elements used in the construction. In normal space the ship might be a rather small object, perhaps no larger than the airlock doors and the engine exhausts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silvarelion on December 05, 2020, 01:25:39 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 05, 2020, 01:30:06 AM
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.

The best is minimum size 2, which requires jump efficiency 18. Both cost 250krp.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 05, 2020, 01:58:22 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 05, 2020, 02:04:24 AM
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.

Hi,

1. http://aurora2.pentarch.org/index.php?topic=8495.msg107701#msg107701

2. http://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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 05, 2020, 05:19:54 AM
Quote from: froggiest1982 link=topic=11545. msg144048#msg144048 date=1607155464
Quote from: kilo link=topic=11545. msg144047#msg144047 date=1607155102
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.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 05, 2020, 05:29:53 AM
Quote from: froggiest1982 link=topic=11545. msg144048#msg144048 date=1607155464
Quote from: kilo link=topic=11545. msg144047#msg144047 date=1607155102
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.

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.

 - It's the weapon cost. So a 34 BP weapon will cost 34 MSP to repair from a weapon failure, so for 10 failures you would need 340 MSP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 05, 2020, 08:56:36 AM
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.

Even if you are below that, I'm fairly certain you can still do a standard transit with multiple ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 05, 2020, 11:20:23 AM
1 - 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

3 - Are ships eating MSP for maintenance? I have some cases where I believe they are not ...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 05, 2020, 11:24:23 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 05, 2020, 11:29:35 AM
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

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 05, 2020, 12:08:50 PM
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.

I meant just by clicking on another scientist and click the missing 'replace scientist' button  ;D
That's because when you cancel a project, it is written in the history of the scientist also.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 05, 2020, 03:37:53 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 05, 2020, 04:10:51 PM
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.

That's not a glitch; if anything it's working as Steve designed it. I don't think that the design was completely thought through, because the way future prototypes work is rather annoying. However, they do work exactly as originally described.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: shock on December 05, 2020, 06:35:39 PM
Is there a way to have new ship class names selected in a random order instead of alphabetical?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 05, 2020, 06:44:09 PM
Is there a way to have new ship class names selected in a random order instead of alphabetical?

No. I remember it was asked to have random names and I am not sure if Steve fixed that for 1.13 as he did fix it for NPRs which were suffering the same issue.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 05, 2020, 10:09:24 PM
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!).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 06, 2020, 03:40:57 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 06, 2020, 03:47:30 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 06, 2020, 09:39:45 AM
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?

No
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 06, 2020, 01:14:00 PM
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.

No ... I eat my vegetables before my game, I set the race names for all my NPR in accordance to their theme, scrambled all their lists, and injected them back. Now, I can play without retouching any class name to any of the Earth NPR :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 06, 2020, 01:15:14 PM
Question, do I need a refueling system to refuel fighters within a carrier? Or the hangar provides everything needed (including transferring MSP and ordnance)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 06, 2020, 01:32:14 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 06, 2020, 09:17:36 PM
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.
I didn't think they transferred MSP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 06, 2020, 09:42:13 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 06, 2020, 09:50:31 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ostar on December 06, 2020, 10:08:02 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 06, 2020, 10:10:07 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 06, 2020, 10:11:01 PM
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?

Cargo Shuttles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 06, 2020, 11:48:29 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 07, 2020, 01:15:41 AM
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.

Okay, getting somewhere.

You MUST create a series for every single unit or it won't work.

Thanks Nuclear, your tips made me willing to copy all units just to be sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 07, 2020, 02:07:22 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 07, 2020, 02:13:47 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 07, 2020, 02:38:03 AM
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.

I actually have units replaced with same unit with this setup! You just create the serie with tge only unit you have available for that setup.

So I had my occupation forces all mixed in numbers. I have assigned all brigades but 4 to replacement at voila, next cycle all 4 brigades and relative companies were refilled at best of their ability (some engineering units were away drinking in Valhalla) while the units used for refill were left with just few units which I have cpombined into a big reserve brigade.

Now that I know how it works I must say 2 things.

1. I am very satisfied with the mechanic
2. It doesn't work as it was advertised, however, having understood the mechanic behind I know why it is the way it is. It actually allows for even a better management than I originally thought which is a plus.

Probably Steve got just lost into explaining it as it is obvious how it works once you set it up. Maybe the concept of series should go before so that the player understands that it is mandatory otherwise the way it is now you are left to believe that as long as one unit is set as replacement and the other has a template it will magically work.

Then while explaining the series you can introduce the concept of upgrading.

Currently, reading the post they look like 2 different mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on December 07, 2020, 08:10:06 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 07, 2020, 08:31:34 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on December 07, 2020, 08:42:38 AM
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.

Thanks. Didn't think of the orbital habitat route. I'll give that a shot and I'll probably go with the benevolent option.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on December 07, 2020, 09:22:27 PM
What exactly does Fighter Operations Bonus do on naval commanders?
The only thing I can find about this is from Steve in 2007.
Quote
Fighter 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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 07, 2020, 09:51:46 PM
What exactly does Fighter Operations Bonus do on naval commanders?
The only thing I can find about this is from Steve in 2007.
Quote
Fighter 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?

Box Launchers can be reloaded in a hangar, so presumably that reload time is what is being reduced, not the reload time of the launcher itself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 08, 2020, 01:21:21 AM
Would I spot them?

If I have a picket made of one ship with an active scanner (18 M kms res 100) at a wormhole (intent: watch trafic) and I run my 'turns' with 5 days increment, is it possible that I fail to notice some incoming ship trafic from my fellows Earthlings, if they manage to pass through and move away beyond scanner range during a sub pulse? They are probably all at NTE tech though.

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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 08, 2020, 04:39:46 AM
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!

I seem to recall that ships about to move through jump points shorten the current subpulse so that the next one starts right when they show up on the other side, or something along those lines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on December 08, 2020, 06:37:14 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 08, 2020, 07:02:08 AM
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.

Its usually a good idea to focus less on engine power and more on the relative size of your tug. If your tug is larger or similar to the target you want to be tugged even if it is slow the overall speed wont be affected as much.
I have 2 types of tugs - one tugs ships and another tugs stations. The one for stations is 300k tons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 08, 2020, 07:38:58 AM
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.

It's purely in ratio to the mass and speed of each, so no threshold or specific value.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 08, 2020, 11:25:37 AM
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.

Pretty straightforward, the formula for tugging speed is total tug EP divided by total mass of the tug and station, times 1000 km/s. Since you're the one building stations, you get to choose the mass. So you decide how fast or slow you want it to move when tugged and then design a tug to reach that speed.

A bit trickier is making sure you have the right fuel range on your tug, since the engines will always burn X amount of fuel per hour but when tugging a heavy station the speed will be much less for the same EP, thus range will be less than displayed in the class window by a factor of (mass_of_tug) / (mass_of_tug + mass_of_station). So if you are planning to tug stations up to 250,000 tons and build a tug of 50,000 tons, you need to design a tug with about 6x as much range as you actually want to be able to tug the station for (technically you can probably get away with 3x or 4x, since the tug will only tug the station one way and can travel back to base with much less fuel usage).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on December 08, 2020, 01:10:33 PM
Unless you have the weird situation where tugging speed is actually important (say, you have military stations that you want to be tugged around fast in order to defend against incursions) you almost always want fuel efficiency for tugs.

So, build large tugs with the largest, lowest fuel consumption engines you can. You fuel reserves will really thank you for that. Speed is generally not very important because you tend to move tugged stations very rarely.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on December 08, 2020, 02:15:47 PM
This may be a no-brainer for most, but I needed to see someone else mention it before I slapped my forehead Duh....

When designing the Tug, check your 'loaded' speed and range by temporarily adding the equivalent weight in Maintenance (or whatever) Modules that you plan on sizing your bases too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 09, 2020, 01:24:29 AM
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.

It's pretty simple. The game treats the tug and the ship under tow as a single ship. The mass is the sum of the two, and only the tug is using its engines. While designing a tug, you can give the tug enough extra mass (using hangars or cargo bays, for example) to represent the thing you're going to tug. Then the displayed speed and range will be correct for the towing condition, and all you need to do is remove the extra mass before refitting your shipyard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 09, 2020, 05:09:24 AM
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 ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 09, 2020, 05:35:31 AM
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 ?

Shields.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 09, 2020, 06:12:37 AM
Every ship (even ones without engines) will generate some form of thermal signature, no matter how small. So having thermal detection prevents ghosts from attacking you.

However, when a ship has an EM signature it is usually very large compared to their thermal signature - a ship with an active sensor pinging away or with active shields could easily generate up to and above 20k of EM emissions.
This means that detecting things at long range is much easier using EM passives as opposed to thermal, especially since there is no way to mask/reduce EM signatures that I know of.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 09, 2020, 03:27:40 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 09, 2020, 03:44:01 PM
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 14 to 16 jumps from Sol. But that is relevant only if you set some NPR at the start.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 09, 2020, 03:48:53 PM
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.

Note that for when you do actually meet an NPR you might want to set the chance for NPRs to generate NPRs to 0. This will ensure you have more control over what spawns and doesnt.
(In case you didn't know the NPR generation chances can be changed at any point during the game).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 10, 2020, 05:24:39 AM
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.

(https://imagizer.imageshack.com/img922/4904/y5L6hJ.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 10, 2020, 05:49:13 AM
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.

It depends on what type of prototype it is. There's no button that allows you to research a Future Prototype, and the Research Prototype button doesn't do anything at all for a Research Prototype (because that means the research project has already been created).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 10, 2020, 06:13:41 AM
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."

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 10, 2020, 06:17:36 AM
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."

Exactly my point. You have a Future Prototype, so there is no button. The Futureness of a Prototype is stored in the database, and it never changes. Future Prototypes never get the button. It's been reported as a bug several times, but it is working exactly how he's designed it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 10, 2020, 06:23:45 AM
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!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 10, 2020, 06:33:06 AM
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.

Correct. You can turn a Prototype into a Research Prototype, but there's no way to turn a Future Prototype into a Prototype or a Research Prototype. That's it. That's all Steve ever described an implemented, and anything else is people reading between the lines to see something that was never there.

PS: Sorry for the bad English, it is near certain that my convoluted sentences are not written in proper English!

Close enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 10, 2020, 09:52:15 AM
With the removal of PDCs in C# Aurora, is there anything equivalent to VB6 where you could plant a few missile launchers with long range missiles on an outpost to provide some basic defense? Or is the only option now to build a space station and the requisite maintenance considerations?

Tracking troops can now have some orbital defense capabilities but wasn't tracking any missile launch potential.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 10, 2020, 09:55:59 AM
Missiles are now orbital only. Ground troops can have beam weapons, but not missiles (handling magazines and targeting and what not is too messy).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 10, 2020, 10:21:38 AM
Maybe a way to do STO missile combat is to treat formations with missile weapons like MFCs in combat as opposed to individual missile STO units. This would allow a player to target their STO weapons like they would with a ship while also creating useful grouping for STO missiles to prevent UI clutter/micro. (literally organizing missiles into batteries via the existing ground OOB system)

Its not without problems though - multiple types of missile launchers in the formation can complicate things (so a formation has an MFC for each missile type it has? Idk if that's a good solution)
                                               - this does nothing for the magazine issues.

The only idea I have for the magazine problem is to just assign and use missiles in the planetary stockpile and maybe create missile STO as a separate component under static type units whose tonnage/reload speed can vary based on magazine feed efficiency technologies - kinda like how the BFC quality of beam STOs is determined through normal BFC tech.

Edit: Crossposting to suggestions
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on December 10, 2020, 11:38:38 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 10, 2020, 11:41:57 AM
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?

I believe that's correct. A non-turreted beam weapon is essentially a fixed weapon, like a machine gun on a fighter. The tracking speed is only as fast as the ship mounting it can turn and aim it, so a stationary base can basically only shoot another ship that pulls in front of the gun and stays stationary so the base can shoot it!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 10, 2020, 11:42:26 AM
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


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 10, 2020, 01:57:14 PM
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

Probably better to write it like this:

Code: [Select]
max(racial tracking speed,
    min(fire control tracking speed,
        or(turret tracking speed,
           ship speed)))
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 10, 2020, 02:00:23 PM
Yeah, I realized that I wrote it wrong.

Turret tracking speed OR ship velocity

are compared against

fire control tracking speed

and the smaller value is used

though only as long as the value is higher than racial tracking speed as otherwise that is used instead.

Example:

Defence Station A has a velocity of 1 km/sec and a rail gun, plus 4x fire control with 5000 km/sec tracking speed. The actual tracking speed of the RG is the controlling race's racial tracking speed which is 1250 km/sec and the BFC is mostly wasted.

Defence Station B has a velocity of 1 km/sec and a laser turret with 4000 km/sec tracking, plus 4x fire control with 5000 km/sec tracking speed. The actual tracking speed of the laser is the turret#s tracking speed and the BFC is just slightly wasted.

Defence Ship C has a velocity of 1500 km/sec and a plasma carronade, plus 2x fire control with 2500 km/sec tracking speed. The actual tracking speed of the plasma is the ships' velocity and the BFC is mostly wasted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 10, 2020, 02:02:04 PM
Yeah, I realized that I wrote it wrong.

It's surprisingly easy to get it wrong :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 11, 2020, 01:39:49 AM
I'm noticing that my ships can't get past 22% grade for their crew, whatever the capability of the commander?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 11, 2020, 08:57:21 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 11, 2020, 09:47:32 AM
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/
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 11, 2020, 09:51:53 AM
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/

This is perfect to get me started, thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on December 11, 2020, 11:33:40 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 11, 2020, 01:00:52 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on December 11, 2020, 01:21:41 PM
ahhh, I misunderstood or confused the buttons then. I thought that was for copying a ships setup to others in the fleet. Thank you very much!!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 11, 2020, 02:06:53 PM
There's a different set of buttons to do that..
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 11, 2020, 02:08:09 PM
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 @ 4000
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 11, 2020, 02:26:48 PM
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 @ 4000
There 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 11, 2020, 02:35:35 PM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 11, 2020, 03:16:50 PM
Ok for this 22%, but is it from training or you can get past that in combat? And what 22% means in fact?  ;D

It is from training, and will accumulate slowly over time even if your ship is not actively under a training admin command. The 22% means that your crew will perform certain tasks better - specifically it affects beam weapon to-hit chance, missile reload rate, and rate of maintenance failures. The crew training bonus of your commander (at 50% effectiveness) and executive officer, if any (100% effective) help you gain this faster.

(Incidentally, the reason it maxes out at 22% is because the formula is SQRT(crew_grade) - 10, and crew grade can vary from 0 to 1000 points.)

There is a separate Fleet Training modifier which is maximum at 100%. This affects how quickly a ship will respond to orders, most importantly orders to open fire or change targets. This is the training modifier that fleet training (for ships under a TRN admin command) improves, although I believe it will slowly improve on its own regardless (not sure though).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on December 11, 2020, 06:36:42 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on December 12, 2020, 07:40:19 AM
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?

I think the issue is that civilians put colonists on the surface of the planet and had not supplied enough infrastructure. I don't think the overcrowding was from the habs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 12, 2020, 10:03:12 AM
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.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 12, 2020, 11:04:08 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 12, 2020, 11:09:22 AM
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.

The ELINT module has it's own built-in passive EM sensors, and counts as a size-1 EM sensor. Putting multiple modules on the same ship gives you a sensor with a longer range. Gathering the intel takes a fairly long time, so I think you're better off making multiple small stealthy ships that can shadow targets rather than a single large station. If you're monitoring ships you gain information about their active sensors, if any. If you're monitoring populations then you can gain information about the installations at that population.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 12, 2020, 12:17:18 PM
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:
  • Species present
  • Population size
  • Total number of installations
  • Present types of installations
  • Technology (might even steal some)
     And possibly more

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 12, 2020, 01:34:27 PM
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:
  • Species present
  • Population size
  • Total number of installations
  • Present types of installations
  • Technology (might even steal some)
     And possibly more

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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on December 12, 2020, 01:38:08 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 12, 2020, 01:54:28 PM
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?

As I said, active and passive sensor components do not aid your your ELINT modules at all. Adding more ELINT modules is the only way to increase the range at which you can gather intel. Naturally you want a small ship that is quiet enough not to attract attention, while having enough ELINT modules that it can stay further from the target it is shadowing. All while not knowing for sure how many tracking stations the NPR has, where they are, or how much space they have dedicated to passive sensors.

There was a post recently where someone figured out that at equal tech levels, a size 5.1 passive EM sensor will detect any active sensor from further away than the active sensor can detect the ship with the passive sensor. Thus, I suppose you need 6 ELINT modules of the same tech level to achieve the same thing. That will let you get close enough to scope out their active sensors without being noticed, but probably not close enough to spy on their populations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 12, 2020, 06:03:06 PM
Major populations are really, really, loud. Small populations are hard to spot, sure (couple thousand EM strength), but a homeworld will be radiating in the tens to hundreds of thousands. And because planets move really slowly, you can have your spy ship coasting along at 100km/s or so, and have basically zilch for thermal signature.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 13, 2020, 04:01:14 PM
With C# Aurora, is there an easy way to move an entire Army group (HQ and all sub-formations) with a simple order from the fleet screen? Right now, I have a troop transport capable of carrying 50k tons, and I have an HQ formation with four subformations, all totaling 50k tons. Even though I organized the subformations under the HQ in the Ground Units screen, if I order the fleet to only pick up the HQ, it breaks the link and leaves the subformation behind. I can't even shift-click to select the HQ plus sub formations in the fleet orders screen, it appears to only queue an order to load the HQ unit. I have to queue a separate load order for each sub unit.

I worry that when I move up to moving whole Divisions and larger, it will rapidly become tedious to queue 20, 30, 40 orders, unless I'm missing something simple!

Thanks!


EDIT: DISREGARD, "Load all Sub units" checkbox on fleet orders screen.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on December 15, 2020, 11:34:06 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 15, 2020, 02:09:39 PM
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?

Besides the obvious just try: what can possibly go wrong. If you can see the content of the troop transport in the ground unit hierarchy (the AT-AT icon on the top) then it means the troops are under your control so you can unload them safely and also use them or even see their composition.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 15, 2020, 02:52:22 PM
How many MSP a ship consumes in maintenance per year? 25% of its BP in MSP? Seems low (not that I complain!).


Edit, a remark ... I just discovered you can refit fighters! You have to dedicate a shipyard to that, but still, that's excellent news to modernize engines etc. I hope that's not a loophole, but if this is one, Steve don't read this message!  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 15, 2020, 03:59:25 PM
It is Working As Intended, no fear!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 15, 2020, 10:58:03 PM
The game now only willing to run in 6 hours interval even I clicked on 30 days. Reason? Any way to fix?  :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on December 15, 2020, 11:05:59 PM
Probably NPR's fighting.  Nothing to do but wait it out.  Or you could turn on Space Master and turn off sensors in systems you're not in.  No sensors means no fighting.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 15, 2020, 11:12:45 PM
Yes NPR fighting is what I suspect. My last game it lasted for several months.........

How do you "turn off sensors in system you're not in"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on December 15, 2020, 11:23:42 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 16, 2020, 03:15:31 AM
With the new addition of Ordnance Transfer Systems and instant-moving of missiles removed, what is the best way to handle generalized transfers of various missiles between colonies using Commercial Ammunition Transports?

I have an AMT with 9600 MSP of Commercial Magazines and 6 Ordnance Transfer Systems I want to use to resupply colonies. The idea is it is a generalized missile frigate that say may load up with a mixed cargo of AMMs, ASMs, and long range drones, and then stop at various colonies in a single trip to unload varying numbers of missiles depending on supply need.

However, I can't seem to find a way to order to only Load or Unload X number of missile Y, like you can normally do with cargo. As best I can tell I have to keep changing the ship template for what missiles the class carries, and then do general Load/Unload at colony orders. I assume there's a better way to do that as different ships of the class will be transporting different missiles at different times. I couldn't find an easy Load/Unload Ordnance to Colony Menu like VB6 has.

How do I go about specifically directing which missiles should be loaded or unloaded at a specific colony for a commercial missile transport?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 16, 2020, 03:30:37 AM
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)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 16, 2020, 03:49:31 AM
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)

That is to identify who is getting the medal on multiple assignments.

So let's say you have admin command with 3 fleets each with a flag bridge and several ships.

You can assign the medal to all, just the fleet captains or the ships captains and so on.

In my campaign I have used it to award a medal to all the officers when we defeated the separatists.

Beware it's not perfect and sometimes it skippes officers (I may have just used it wrongly) but it's a nice tool.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 16, 2020, 04:26:21 AM
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  :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 16, 2020, 11:02:03 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 16, 2020, 12:39:34 PM
Me would like to get my tentacles on this list of medals  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 16, 2020, 04:15:18 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 16, 2020, 04:27:18 PM
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.

I thought there was a way to export/import medals directly from the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 16, 2020, 04:49:14 PM
Import yes, export Soon™.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 17, 2020, 08:55:30 AM
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  :(
(crosspost in the v1.12 bug thread)
Fed up with this, I decided to try investigate myself ;)

Looks like some NPR fleets (which is construction fleet) keep jumping back and forth at a jump point, keep triggering hostile contacts for another NPR. The other NPR, not outdoing hostilities, also have another fleet jumping back and forth at the same jump point.
 
I edited the DB to take control, SM delete the offending ships, and put control back (edit DB again). This appears to fix the issue.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 18, 2020, 05:22:55 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 18, 2020, 05:57:52 AM
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?

If you flee leaving the missiles out of MFC range they will not be able to be guided and reach the target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 18, 2020, 07:27:42 AM
Targets disappear, missiles vanish if they do not have sensors built into them. There are 4 reasons for this:

1. Target gets destroyed.
2. Target jumps through a JP.
3. Target goes beyond the range of the MFC guiding the missiles.
4. Target goes beyond the range of the AS seeing it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on December 18, 2020, 08:01:53 AM
Looks like MFC range is likely. I was firing the missiles at the edge of MFC range and immediately leaves the vicinity...
Actually after reload Aurora I moved well into range and fired the missiles, only to got shot down by enemy PD...  :( Try better next time I guess
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on December 18, 2020, 11:42:04 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 18, 2020, 12:12:39 PM
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

Projected use time frame is 1 year. And the maintenance column shows usage for manufacturing MSP, so if it's showing something you ARE making MSP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on December 18, 2020, 12:53:04 PM
TheTalkingMeowth,

Thank you for your reply. You are quite right - I had not stopped the maintenance facilities production which was 13,200 MSP per year , equating to 1320 of Gallicite , 1320 Duranium and 660 Uridium.

I have now stopped production and my Projected Usage now only shows 2222 Sorium for the Fuel Refineries.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 18, 2020, 02:02:58 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 18, 2020, 02:29:53 PM
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.
However, population needs to be on a body in order to do anything, so the population couldn't do things like building, wealth generation, maintenance or mining.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: QuakeIV on December 18, 2020, 02:52:01 PM
The short answer is 'no not really'

Though my general understanding is steve is in favor of this idea he is just kindof slowly working his way towards it
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 18, 2020, 04:00:38 PM
It's possible to at least do something fairly close to this, by spawning in a sufficiently-large fleet with a lot of commercial infrastructure ships to carry planetside installations, colonists, etc. as well as many tugs for shipyards, orbital platforms, etc.

What you'd have to do though is basically move from system to system, mine up all the minerals from whatever decent planet you found with the hope of making enough to not only run your factories, labs, etc. for however long you're planetside but build up a surplus of fuel, MSPs, and other things to keep the fleet going from one system to the next.

The other bit of a tricky spot is that since habitable planets with minerals are fairly rare in Aurora, and the survey mechanic takes time, the model of a single massive fleet flying from system to system isn't very practical, so while your main fleet is anchored at a planet  you'd have to send out survey ships to find the next system (otherwise you'd end up flying through, like, a dozen systems between stops, including long pauses to survey planets and JPs, which wouldn't be exciting gameplay).

In short, I'm not sure this is a quite perfect fit for the BSG flavor, but a more generalized nomadic race is not impossible.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 18, 2020, 04:12:18 PM
Fair enough. I kinda figured that would be the idea with the limitations and game mechanics involved.

Obviously it would be significantly worse if you had a race similar to the Cylons actually chasing you so each system effectively has a limited lifespan before they show up with their fighter and missile spam.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 18, 2020, 04:46:39 PM
Definitely.

I think the main thing is that in most sci-fi, even something like BSG or ST:Voyager, the resource demands are really quite minimal and exist only to drive the plot forward. The crew needs food every so often, drop down on a class-M planet and harvest some berries (until the writers get bored and invent aeroponics bays). Fuel shortage? Find a convenient asteroid or nebula and suck up some hydrogen for an hour or two. Battle damage? The theoretically-infinite cargo bays have you covered unless the plot demands otherwise!

In Aurora the mineral demands are much higher - you need four different minerals in large quantities just to keep a fleet operational (admittedly, three of those only apply for military ships), plus occasional wealth generation to pay for any "ground" troops you keep around. More pressingly, you have to actually manufacture things if nothing else, MSPs and litres of fuel, plus missiles if you use them. Battle damage can be mostly handled with MSP if you can anchor at a planet for a while, but if you lose a fighter - or worse, a real ship - you've got to actually build a new one which costs God only knows what. Same for troops too.

Add to that the need to keep up in tech and generate new crewmen / commanders periodically to replace losses, and of course you need to generate enough wealth to pay for all of these things. We all love the complexity, of course - and again, playing an Aurora nomad race would be a lot of fun once you worked out how to do it (read: died due to mass maintenance failures a few dozen times) - but it doesn't fit well into the RP ideas of most sci-fi shows we're familiar with purely because of that complexity.

TL;DR: Logistics baby  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 18, 2020, 05:47:21 PM
I think it would be fun but never something i will attempt with any level of competency. It was just a question on the viability of playing that way. Which is why its in this thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 21, 2020, 02:34:08 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 21, 2020, 02:56:24 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 21, 2020, 06:09:05 AM
Kind of stupid question I guess...

When you build ground forces, there is a row saying something like this:  Annual Maintenance Cost 0.03     Resupply Cost 6
On top of that, in the economics tab, there is a row for ground unit maintenance cost and not one for ships.

Does that mean ground forces do use wealth as maintenance while ships require MSPs? What happens when I field or even fire STOs? Do STOs consume GSP or how do they resupply?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 21, 2020, 07:18:19 AM
Yes, ground force maintenance is exclusively wealth. It's 1/8 of the unit's build cost per year. The ship wealth maintenance cost is paid when you build MSP, which takes as much wealth as it does minerals, same as with almost all other mineral uses.

I can't find anything that confirms STO using logistics capacity when firing, at least not in the rules post.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 21, 2020, 09:57:06 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 21, 2020, 10:06:18 AM
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?

It probably just needs more time, 2 months is probably not long enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 21, 2020, 10:10:36 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 21, 2020, 10:21:04 AM
So its not possible to add new mineral deposits to planets via the SM, right? You can only add them to the stockpile.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 21, 2020, 10:31:04 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on December 21, 2020, 10:31:42 AM
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.

Yup - This is one of the confusing parts for us new players. This is what I've gathered. Putting this down also so I can get corrected if my assumptions prove wrong.

1) Xeno And Geo Ground forces simply require being on the ground to work. No orders needed. Unfortunately there is no indicator to 'know' they are working....but they are. 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)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 21, 2020, 10:40:46 AM
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.

You're not the first to be confused by that; the lack of feedback trips a lot of players up. Basically, 40 xenoarcheaology modules gives you 20 xenoarchaeology points, and therefore a 20% chance per year to decypher the writings found in the ruins.

Of course, since this 20% chance is distributed out to the individual construction cycles, it's really a .27% chance to happen in any given construction cycle (assuming you left the construction cycle length at the default). This means that the chance to still not have completed the task after n construction cycles is .99726^n. To have only a 50% chance of still not completing the task you will need to wait 253 construction cycles, or three and a half years. Reaching just a 10% chance would require 11.5 years.

Always bring more xenoarchaeology units than you expect. Or, bring exactly 7300 xenoarchaeology points, since that gives you 100% chance per construction cycle…
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 21, 2020, 10:49:16 AM
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.

This is incorrect. Every planet has a fixed number of points that you need in order to survey it, either from ground or from space. I think this is just based on size, but I'd have to look that up. When you survey from space, the survey fleet generates a certain number of survey points per hour, based on how many geosurvey modules are present. The time the task takes is then the total divided by the rate; easy to figure out.

Ground surveys work exactly the same way, except that they are slower. Still, because this is a linear equation, doubling the number of geosurvey units will double the speed of the survey and halve the time it will take. But you don't get any ongoing feedback like you do with ships, which is confusing and should be changed.

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)

Yes, construction units recovering facilities are also probability-based like xenoarchaeology units decyphering the ruins. However, the probabilities are much higher, so a single 10kt construction unit will usually recover a facility once every construction cycle. I forget what the exact formula is, and I couldn't find it when I looked just now. Does anyone else know?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 22, 2020, 12:57:04 AM
So what is the ruin called when you need XEN and when you need CON?

Careful about unit GEO, if you compare them to how GEO survey points from fleets work that would mean that 2 fleets are not adding their points and would work in parallel (and in redundancy). That would imply that you need to group ALL your GEO in a single formation so they work together.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 22, 2020, 01:27:08 AM
So what is the ruin called when you need XEN and when you need CON?

The ruin needs Xen when the following is on the given population under the colony management screen



(https://i.imgur.com/e47zFGQ.png)



Once Xen completed or in case the owning race was known before, the amount of installation and their owner will be displayed. Obviously, if the race was known you will not need to send the XEN units to translate the language.



(https://i.imgur.com/iMHii8z.png)



Usually, you get also a text.



(https://i.imgur.com/ZXzzJWt.png)



So when you can see the number of installation available you can send Construction units to uncover what that actual installation is. Could even be a warehouse with some minerals in it or fuel not necessarily you looking at ground equipment. There is no difference in names, you will always see the below until ruins are exploited and the ruin text will disappear.



(https://i.imgur.com/suKqQek.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 22, 2020, 02:00:08 AM
Thanks a bunch for the comprehensive information, should be part of the manual  ;D


EDIT & unrelated. What is the use of the picket order?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 22, 2020, 07:31:17 AM
 - Yeah, what is the picket order for? ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on December 22, 2020, 07:32:25 AM
I too would like to know what the picket order is for.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 22, 2020, 08:42:41 AM
The machinations of the picket order are indeed an enigma
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on December 22, 2020, 08:44:51 AM
a left over of VB6? Does it reduces your speed and thus heat signature? I never tried in fact!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 22, 2020, 12:51:19 PM
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.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 22, 2020, 01:21:17 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 22, 2020, 03:00:00 PM
It was changed. Ships with no current order have signature as if they were at 1km/s

Thus, the picket order is now redundant.

Yes agreed. I'll remove it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 22, 2020, 03:46:51 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 22, 2020, 05:29:40 PM
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.

 - Yes and no. Spinal weapons allow you to make lasers of a calibre that is higher than the maximum calibre you can design. This allows Spinal lasers to have better range, and thus you may find a use for them even on bigger ships, especially when you've researched the larger ones... They're a great candidate for Reduced Size Modification as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on December 22, 2020, 05:49:04 PM
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.

I would say that you really want large heavy lasers on larger ships too as they are really effective. I made some tests a while ago on how effective they can be. Even if a larger weapon do less damage per time until the fact that they do more burst damage is quite significant, especially in combination with higher DPS weapons.

I made some tests such as a ship with 6 15cm lasers one with 3 30cm lasers and then one with 4 15cm and one 30cm laser. The 15cm laser had much better DPS but the result clearly showed that the ships with a mixed weapon battery was better and the one with only 30cm lasers was the worst in this test.

DPS is good but if all it does is sand papering enemy armour you have a problem versus more powerful weapons. High DPS is very effective against shields though... but on armour then high burst damage weapons have an advantage in both shock and penetration damage to score internal hits.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 22, 2020, 09:09:30 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 22, 2020, 09:28:08 PM
For larger ships don't you want to invest in Particle Lances that you can attach multiple of?

You'd like to, but that requires you to invest in Particle Beams which are expensive. If you've already decided to go for lasers or railguns or something else, that's a lot of RP to invest in yet another weapon type just to get bigger guns.

I support this, because bigger guns, but it is expensive.

Quote
Unrelated, but how do you add Ancient Structures via the SM? Do you have to colonize a planet first?

Via SM you can only add a random ruin to a planet as far as I know. An ancient structure is not guaranteed. You might be able to modify in the DB but that sounds like a good way to break the game to me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zincat on December 23, 2020, 04:47:25 AM
If you have heavily invested into lasers, you want to stick the biggest spinal laser you can on any sufficiently large warship that is expected to engage in beam combat.

As Jorgen said, it's not a matter of raw DPS. Spinal lasers have a much larger chance of simply bypassing the armor and doing some good damage every time they shoot, also due to shock damage. So yes, they shoot rarely. But when they do, it can really matter.
Aurora armor model make it so a high damage is important, because low damage, high dps weapons can unofortunately just strip armor little by little. It can be totally ok... but why not add one spinal anyway if you can?

As of particles, as nuclearslurpee said it takes a lot of research points. So yes, in an ideal world.... but more likely than not, you cannot simply research anything you want  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 23, 2020, 02:19:56 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 23, 2020, 02:27:51 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 23, 2020, 05:13:14 PM
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.

Thanks! What about two-stage normal missiles, are those working or just stationary mines? Half my ordnance right now is yet-untested long-range drones used to deliver a short range ASM.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 23, 2020, 06:06:23 PM
Is it worth making tugs use Military-class engines to get the most power out of them?

And will we ever be able to tug with multiple tugs or is that beyond the game engine? I remember there were some serious bugs associated with multi-tugging that I think are inherent to the engine.

I'd love it if we could have multi-tugging someday so I could use small fighter-sized tugs instead of these ridiculously massive ships which are just a giant engine and a cable hook.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 23, 2020, 07:38:32 PM
Is it worth making tugs use Military-class engines to get the most power out of them?

I personally don't, but I imagine if you have a surplus of fuel you could do that no problem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 23, 2020, 09:00:00 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 23, 2020, 09:10:21 PM
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.

You might consider using a military tug if you want to set up a deep space anchorage as a checkpoint between yourself and a new alien NPR that you just discovered. Getting those up can be much more time sensitive.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 23, 2020, 10:31:26 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 23, 2020, 11:14:40 PM
I find it strange that you can set 'Deployment Exceeded' as a condition but there is no 'return to colony until refreshed' conditional order. I have ships return to base and then overhaul when the exceed deployment but that doesn't seem very efficient. Am I missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 23, 2020, 11:24:39 PM
Normally the overhaul takes longer than it takes for shore leave to complete. If you're just sending them out manually again anyway, just watch for the "shore leave complete" messages in the event log.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 23, 2020, 11:33:21 PM
So will Commercial Hangars be sufficient for my early-game geo surveyors who can't reach the further-off planets in Sol on their own? I want to make an auxiliary carrier to take them their and want to use the carriers throughout my empire later in the game to carry fighters that fill niche rolls I don't want to dedicate a whole shipyard to like Rescue ships and such.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 24, 2020, 12:28:35 AM
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.

I'm afraid I'm blind, I can't seem to find the option on the screen where the atmospheric information is with SM on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 24, 2020, 02:12:44 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 24, 2020, 02:25:29 AM
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 :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 24, 2020, 02:44:55 AM
- 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 24, 2020, 03:11:40 AM
- 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.

 - Ah, that's true I forgot that by setting strike groups up the fighters will be auto assigned.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 24, 2020, 04:22:06 AM
Ah balls, I completely forgot about the 1.13 thing. I even thanked the post in question lol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 24, 2020, 02:52:01 PM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 24, 2020, 03:04:05 PM
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?

While I'd be inclined to think "aero == air", according to a quick Google/Wiki walk the term "aerospace" applies to both air and space engineering.

So, yes.

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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GodEmperor on December 24, 2020, 04:51:07 PM
How do i make that the populations i grant independence are AI controlled NPR's??
Or eventually how do i trade populations/planets with AI ? Not even trade, just give them one planet population away.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 24, 2020, 05:32:09 PM
How do i make that the populations i grant independence are AI controlled NPR's??
Or eventually how do i trade populations/planets with AI ? Not even trade, just give them one planet population away.
You can't. The AI implementation can't handle them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 24, 2020, 07:11:47 PM
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.

Yeah, I guess if you use naval terms for space stuff you can use air stuff as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 24, 2020, 08:50:55 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 24, 2020, 09:48:33 PM
It probably reduces the size in HS and then rounds up again.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 24, 2020, 09:56:07 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 24, 2020, 10:11:09 PM
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.

Cpuld be sorted by a roundown exception just for this tech rather then roundup.

However, I wonder if then the next step of 0.5 will end up being same as 0.75.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 25, 2020, 01:16:13 AM
It probably reduces the size in HS and then rounds up again.

This appears to be correct. I tested 10cm / 0.5 size and the resulting weapon has size 2 HS (100 tons). Additionally you can see this effect at larger focal sizes with the 75% size.

Interestingly, the rounding is not consistent: 15 cm lasers (base 5 HS / 250 ton size) with the 50% size are only 2 HS (100 tons) so it rounds down instead of up. Frankly this seems like an outdated bit of rounding in the game code and I wouldn't be surprised if Steve were to clean this up if someone posted this in the bugs or suggestions thread (which one? I don't know...).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GodEmperor on December 25, 2020, 06:52:52 AM
How do i make that the populations i grant independence are AI controlled NPR's??
Or eventually how do i trade populations/planets with AI ? Not even trade, just give them one planet population away.
You can't. The AI implementation can't handle them.
That is some bullsmeg :(
Is the "enough unrest makes the population split and make its own empire" feature still planned?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 25, 2020, 09:00:59 PM
Hey, if no one can tell, REALLY enjoying this "Questions Not Worth Their Own Thread" thread :D.

For some reason I thought Advanced Spinal Mount Lasers were limited to one per ship. However, I am not getting any warnings along those lines with the following ship design:

Code: [Select]
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

And here is the spinal weapon design:

Code: [Select]
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

EDIT: Unrelated, before anyone points it out, after making this post I lowered the power recharge of the spinal laser to C10 since the C12 was being wasted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 25, 2020, 10:41:02 PM
Spinal lasers are supposed to be limited to one per ship but are not, this is a bug and I believe fixed for 1.13.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 26, 2020, 01:14:53 AM
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.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 26, 2020, 02:53:48 AM
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.

Simple rough answer: How fast is your game going, and how fast would you prefer it to go?

For example, say you're refitting your ships every 5 years, and you'd rather be doing it every 10 years. Easy rough estimate, cut research to 50%. You can choose any other technology-related metric you want, of course.

I also recommend decreasing survey and terraforming speeds by the same amount to keep your pace of expansion matched to your research speed, unless of course you want to expand faster than your relative research pace.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 27, 2020, 10:25:21 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 27, 2020, 11:17:34 AM
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
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 27, 2020, 11:24:01 AM
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

That is good to know. This means I can cut back on construction vehicles quite a bit as I am building STO units and I have time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 27, 2020, 02:27:10 PM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 27, 2020, 02:41:21 PM
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 do cost wealth to maintain, so not free.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 27, 2020, 03:11:20 PM
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