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Neither 'canon' lore or other universes where landing gear aren't applicable discards the validity of landing gear in RP where it is decided to be applicable and ships do land on planets regularly. You might be playing a scenario where its factional doctrine to land an invasion ship to disgorge its troops instead of dropship driven dispersal. Even in the ISD example, the Acclimator Assault ships of just decades prior engaged in planetary landings.

I mean fair enough. I was just presenting an example as to why i dont think its honestly necessary to include since normally thats the kind of thing that is implied or assumed over explicit.

Although yes, the Acclimator class Assault Ships were designed with the express purpose of landing large amounts of troops but thats not a purpose built warship like the ISD or Venator is. And thus has much more reason.

If you go back and watch Revenge of the Sith (Thanks for reminding me to do so btw.) you will see that Venators dont have landing gear. They are in drydocks.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by ChubbyPitbull on Today at 05:29:35 PM »
Game: TN Start
Stars: Random
Decimal Seperator: Period
Reproducibility: Everytime I save.
Campaign Length: 6.5 years
Mods or DB changes: None

I started a new game on 1.13.0, after replacing the .exe and .db file from my 1.12.0 install. Felt bold and started the game with 3 NPRs at game start. Been playing for a few years, mostly just teching up, when I started getting a lot of 5 second increments due to NPR actions. I opened the database using Valentina Studio 11 to read the event log since designer mode isn't available in C#, and saw it looked like an NPR race was slowly getting their homeworld glassed by beam weapons, so I returned to the game without modifying the DB. I set sub-pulse length to Auto and then did automated turns for awhile until the NPR finished their combat and I could successfully get 5 day turn lengths as I resumed teching up and expanding mining operations in my home system.

Since then, every time I save, saving game has taken a few minutes. During saving, on around 3 separate occasions I'll get about 5 repeating pop ups stating "1.13.0 Function #3239: Object reference not set to an instance of an object." Saving appears to eventually complete successfully, but I have to keep checking back in to get through the error boxes so the saving process can continue. I attached a screenshot of the error and my AuroraDB. Game name is "1.13."


Ended up having to abandon this game, game saving continued to take longer and longer with more of the Function #3239 errors; last attempt took ~15 minutes. Game is also stuck in permanent 2 hour time pulses, as best I can tell in the game log this is due to NPR fleets unable to complete their standing orders and/or NPR civilian shipping unable to load structures for requested shipments. Final DB attached.
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Ok so I finally went through all of this... And I have a bunch of stuff to say.

Firstly, you put a lot of heart into this and it shows. That's some quality of work right there and it's only 10 years of gameplay that you wrote 5 bloody pages (well maybe a bit less if you cut out the comments :D) about, something I'd never been able to do myself and do not understand how you did it but you did it.

Also loved the particle beam stuff, that was some top-tier technobabble and on top of that illustrated with cool pictures I can only dream of having the patience and talent to draw. Why there wasn't more of this? The second spotlight honestly felt underwhelming after this one. I defnitely care more about awesomeness of technological development than whether it was 6 or 8 missiles that impacted against the armor and how the commander of this ship was called, so personally wouldn't mind if less work would go to battle reports and more into things like this in the future.

Speaking of which... You made, rather boring after having done it several times, precursor outpost assault something interesting to read about which was a neat surprise. On the other hand, sometimes your reports felt overdetailed and I struggled to keep track of what was actually happening between all those exact numbers of hits, ranges, amount of ships and commanders listed. If you insist of keeping the detail level the same, at least you could make some of these up to save yourself time and stamina on keeping track of all these details to write about cooler stuff like particle beams or whatever tech comes next, it's not like I'm going to break into your computer and check whether those 6 missiles were indeed 6 and not 10 and then hate on you for lying  ;) (unless that's what you are already doing  8))

The one thing I am missing from this AAR, though (and I'm sure it won't come as a surprise for you, you already know my approach well  ;)) is more roleplay in terms of how the society of the Legion is shaped and how it evolves and is shaped by the interstellar era, what the aliens it fights actually are and what they want, why are we suffering, from where we came, where are we going, what is the meaning of life (ok maybe it doesn't have to be that extensive... maybe  8)). The conference (as well as some previous debates mentioned for example the never ending drama with particle beams) was a very pleasant surprise and definitely a step in the right direction IMO, loved that part, but it's all about the military forces again, meanwhile I can't help but wonder how the society is shaped, how does the life of an average citizen looks like, what are popular opinions and beliefs, is the population happy with Legion's xenocidal approach or are there rebels opposing it, how Belaire even look like and how their civilisation and morals are shaped, what are Mongolians and what purpose did their ruins serve... (I'm sure xenoarcheologists came up with some conclusions, right?)

If navy is your main focus and point of interest then of course it is fine, we all like different things, but a few spotlights about the topics I listed here and there would be awesome. To close on this, certain aspects of your AAR remind me of "Remembrances of Earth's past" trilogy (from which I've stolen borrowed a lot some concepts ::)), in the sense that it also had its conferences, politics, famous commanders, naval business (I swear Legion's conference strongly resembles that part from the Dark Forest book when humanity organises space forces and tries to come up with doctrines that'd shape its future for decades to come), but at the same time it had its sociological and philosophical issues and cosmic mysteries to solve, something I am missing here.

All in all, keep up the good work, if you follow my suggestions that's awesome, if not I'm still going to read and enjoy it anyways, currently awaiting the conference to actually happen and I'm kinda hyped I guess.

Side note: found it interesting that the Legion also kinda looks like the one from New Vegas which everyone hates, except this time seems like it went with gender equality so the Caesar's Legion's vibes were weakened a bit, one less reason to hate it but come on, everyone knows NCR is superior and in aurora terms it looks like Invaders might resemble them in this campaign metaphorically - able to throw endless waves of soldiers everywhere and have long-ranged guns compared to Legion's railgun CQB.

So, that's all from me, awaiting new updates. :)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Today at 04:59:27 PM »
I'm putting together a xenoarchaeology expedition and I want to make sure I get the commander bonus.

I have two formations:
1) XENO -- Contains 872 tons of xeno units, with 4.0 total Xeno points.
2) SHQ1 -- Contains a single 22-ton static unit with 1000 HQ capacity.

I create a hierarchy with the XENO unit beneath the SHQ1 unit.
I have a commander with a Xenoarchaeologly bonus.
Where do I assign him? The SHQ1, because it has the HQ unit, or directly to the XENO?

The best approach is to put all of the elements into a single formation. Without any HQ element the XEN formation will not gain any benefit from a commander.

Whale crap.

Suppose I design a new formation that contains the same xeno units plus the HQ unit.
Is there a way to combine my existing XENO and HQ formations into a formation of the new type?
Or am I going to need to build the new formation from scratch?

Once you fix this formation by drag–and–drop, go back and design another HQ unit with a larger HQ capacity, say 50,000t. Assign your XENO formations to your HQ formation’s hierarchy, and then assign commanders to all of them. The commander of the upper–level HQ will give 25% of his bonus to all the formations he commands, and more bonuses is more better.

Also, I think you will find that you will want a lot more than 4.0 Xeno points on a planet at once. 4.0 Xeno points gives you a nominal 4% chance to decipher some ruins every year. That’s pretty low. I think you’ll find that after about 17 or 18 years, you’ll still have a 50% chance of not yet having finished the project. With 100 Xeno points, you’ll hit the 50% mark after about 8 months.

The good news with small formations is that you can make a lot of them :)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Today at 04:42:48 PM »
Your intuition is correct. The brigade will suffer slight penalties with this command structure while the regiments are suffering over 50% penalties I believe. This design is not good, and if this is what the NPRs are being given maybe Steve needs to revisit the auto-designer at some point as the NPR does not need such a handicap.

That’s not quite correct. These units will “suffer” only from slightly reduced bonuses.

if the largest HQ in a formation has a rating less than the formation size, the effectiveness of the formation commander's bonuses will be reduced by (HQ rating / formation size).

The screenshot shows a hierarchy with a total size of 58,794t and an HQ capacity of 50,000t. A commander with a 20% bonus would still be providing a 17% bonus to all of the troops in his brigade. Not a huge concern. The regiments meanwhile get 7/15ths of their commander’s bonus; that’s about half the bonus applied to about twice as many troops. They also get 25% of the 17% bonus given by the brigade commander (so another 4.25%) for a total bonus of 13.2%.

All of these troops are going to perform better than a formation that lacks an HQ or lacks an assigned commander. It’s better to have an extra regiment underneath the brigade and go over the HQ capacity a bit than to leave that regiment out of the hierarchy where it cannot get as many bonuses.

Also note that there is another wrinkle; the numbers like HQ7 and HQ50 can be ambiguous. Some values for the HQ capacities can be abbreviated to the same short form; always double–check by selecting the formation HQ element and looking at the long form in the description.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by froggiest1982 on Today at 03:19:40 PM »
1.13
Reassign a new governor or any official to the same position will generate infinite logs of the same content

Just to clarify, you mean the bug happens when assigning a commander to the role they already occupy?

Correct
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Ancalagon on Today at 02:55:44 PM »
Are normal NPRs supposed to know the secrets of "Swarm Extraction Module"? I got this upon capturing an NPR's homeworld. This is the NPR that originally spawned at game start.

I mean, it's kinda neat from an RP perspective. Maybe their backstory is they were performing experiments on the Swarm.... or maybe they are, in fact, the progenitors of the Swarm as a genetic project gone wrong?

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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Demetrious on Today at 02:05:40 PM »
Being fired upon by STO units only doesn't seem to flag a race as hostile. This isn't a problem for the player, as they can do it manually, but it does make NPR's unable to fight back.

The cheeky boys colonized the moon of my colony in Alpha Centauri. Set the "Cronulla Star Empire" hostile and watch the fireworks fly; the STOs are already set to shoot. Oddly enough when I sent that fleeing lifeboat back to drop my scuttled diplo station's survivors off, the planet's STOs lit THAT up, but were not flagged as hostile and are not responding to my own bombardment.

Save file: https://www.mediafire.com/file/e3cr7jlttospgnv/AuroraDB_-_aliens_won%2527t_fire.db/file
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by ChubbyPitbull on Today at 02:01:44 PM »
Game: TN Start
Stars: Random
Decimal Seperator: Period
Reproducibility: Everytime I save.
Campaign Length: 6.5 years
Mods or DB changes: None

I started a new game on 1.13.0, after replacing the .exe and .db file from my 1.12.0 install. Felt bold and started the game with 3 NPRs at game start. Been playing for a few years, mostly just teching up, when I started getting a lot of 5 second increments due to NPR actions. I opened the database using Valentina Studio 11 to read the event log since designer mode isn't available in C#, and saw it looked like an NPR race was slowly getting their homeworld glassed by beam weapons, so I returned to the game without modifying the DB. I set sub-pulse length to Auto and then did automated turns for awhile until the NPR finished their combat and I could successfully get 5 day turn lengths as I resumed teching up and expanding mining operations in my home system.

Since then, every time I save, saving game has taken a few minutes. During saving, on around 3 separate occasions I'll get about 5 repeating pop ups stating "1.13.0 Function #3239: Object reference not set to an instance of an object." Saving appears to eventually complete successfully, but I have to keep checking back in to get through the error boxes so the saving process can continue. I attached a screenshot of the error and my AuroraDB. Game name is "1.13."
10
Yeah... 35 is not a factor of 240. 30 and 40 are the closest factors to your desired 35 ;)
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