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Posted by: Garfunkel
« on: Yesterday at 09:10:44 AM »

Oh, he started a new one! I thought you were reposting the old one. Cheers, will read for sure.
Posted by: randakar
« on: Yesterday at 08:51:24 AM »

Just popping in to post a link to a long writeup of a game over on the Paradox forums, made by Blue Emu - https://forum.paradoxplaza.com/forum/threads/sirius-business-a-c-aurora-forum-game-v2-5.1621469

Perhaps some of you might find this interesting to read.   


Fixed the link
Posted by: Steve Walmsley
« on: Yesterday at 04:15:54 AM »

If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.

Hmm...this is intriguing. Now I'm going to have to do some correlation testing.

Then again, my primary use for asteroids is orbital mining, and that requires small asteroids.

Still, it would be interesting to find an optimizable survey pattern.

Higher mass means the RNG is weighted towards larger deposits, but lower accessibility. Lower mass means the opposite. This is why super-terrestrial worlds tends to have huge deposits but often minimal accessibility, whereas asteroids usually have very high accessibility, but small deposits. Higher mass asteroids will still tend to still have higher accessibilities, but a better chance of a larger deposit.

Systems with younger stars are weighted toward a higher chance of deposits being present.
Posted by: Andrew
« on: May 02, 2024, 09:43:19 AM »

My Terraformer teams are learning the difference between ammonia and aetesium, you should not be pumping one into the atmosphere of a nearly habitable planet
Posted by: KriegsMeister
« on: May 02, 2024, 09:26:53 AM »

For systems like these I like to build Asteroid miner ships with a geo-survey module, and cargo space for a mass driver. It does take a bit of micro as I haven't found a good way to set up orders to survey next body->unload mass driver->mine till depleted->load mass driver->survey next body. However I like it so that my dedicated Scout ships can focus on more fruitful and easier to scout systems without having to forgo all the extra minerals in these "proto-planetary disk" systems
Posted by: skoormit
« on: May 02, 2024, 08:15:37 AM »

If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.

Hmm...this is intriguing. Now I'm going to have to do some correlation testing.

Then again, my primary use for asteroids is orbital mining, and that requires small asteroids.

Still, it would be interesting to find an optimizable survey pattern.
Posted by: AlStar
« on: May 02, 2024, 07:18:21 AM »

I've got some systems like that.  :P

If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.
Posted by: skoormit
« on: May 02, 2024, 07:09:24 AM »

It is the start of year 2046.
After 21 years of exploration, we have discovered 16 new systems.
Those systems contain a total of 2375 bodies.
Of those, 2010 are asteroids.
Of those, 1315 are found in just two systems: Abbey and Coamo.

Abbey is two hops from home (only 6.7bkm from the home star to Abbey-A) and contains 563 asteroids.
Unfortunately, those asteroids have very, very large orbits.
The smallest orbit is 2.6bkm.
The median orbit is 35.65bkm.
The largest orbit is 297.9bkm.

To date we have surveyed 320 of these asteroids.
243 asteroids remain, with orbits starting at 22.8bkm.

If travel time between asteroids were instant, we could survey the remaining asteroids, with a single geo sensor, in about 14 months.

However, travel time is not instant.
In the past year, our three dedicated survey ships in Abbey scanned a total of 21 asteroids.

We are calling off the surveying effort, as the potential discoveries do not justify the resource investment.

Posted by: vorpal+5
« on: May 02, 2024, 05:15:20 AM »



Attention all personnel! Attention all personnel!
The exo is again advising the use of the VR booths for all adults' entertainment. Only movies and 3D scenes without extreme motions are allowed in this area.


(sorry poor humor, I'm tired!)
Posted by: AlStar
« on: April 29, 2024, 12:10:17 PM »

We just participated in the largest battle in our empire's history to date - roughly 300,000 tons of Precursor ships, plus STOs on the planet below against a roughly equal tonnage of my own ships.

Something I don't think I ever appreciated before was just how devastatingly quick beam combats can be. The design philosophy I've been following in this game is massed laser weapons - 10cm turrets for primarily anti-missile operations, then 12cm or 15cm for higher damage and more range. Everything with the capacitor technology needed to fire every 5 seconds.

Once our fleet got within beam range of the planet - close enough that everything I had could fire, but far enough away that the (50!) STOs were only hitting for 1 point of damage; missing often - the entire combat took less than three minutes. I know this, because about halfway through the fight, some of the damaged Precursors came after us - either because they had run out of missiles and were going to ram, or because they wanted to get within range of their mass drivers; I'm not sure. In any case, I knocked the engines out on one of them, and deployed assault troops mid-fight. That combat - which ticks every minute - only got a single round off before the shooting stopped.

Roughly 400,000 tons of combat ships (100% of their force, ~30% of mine) vaporized in minutes.
Posted by: skoormit
« on: April 20, 2024, 11:54:03 AM »

In other news, Lieutenant Commander Thomas Landsberg found 1 Vendarite on Moon AC B-XXVIII. Accessibility is 1 though, so that's something!

Quick, send a guy with a shovel.
Posted by: vorpal+5
« on: April 20, 2024, 08:34:52 AM »

In other news, Lieutenant Commander Thomas Landsberg found 1 Vendarite on Moon AC B-XXVIII. Accessibility is 1 though, so that's something!
Posted by: AlStar
« on: April 17, 2024, 10:08:28 PM »

It's the 84th year of the Imperium, and I just thought I'd celebrate the Exploration Ship EX-01 Great White.  Constructed in August of 2033, the Great White has somehow managed to survive over 50 years.

In that time, it has travelled 1,515 billion km, discovered 132 bodies with minerals, 23 jump points, 1 ruin, and 15 star systems.

That crew must have the luck of the Irish going on, because my explorer hull numbers go EX-1, EX-5, EX-8, EX-10, EX-11, EX-15, then EX-17 through EX-19.
Posted by: Andrew
« on: April 10, 2024, 04:21:56 AM »

The staff officers of the Roman Navy have been sent for re-education after a missile salvo flew through the defenses of the fleet and destroyed a Bireme without being engaged and without the Bireme raising its shields.
It turns out when you refit ships to a new design they obvously lose their pre-existing weapon set ups and the new shields default to off, every ship in that fleet had just finished the e2 or e2 g1 refits and so not one of them had their weapons set up to fire or their shields on.Of course pre refit that fleet had been set up properly and I did not think to revisit that
Posted by: ISN
« on: April 07, 2024, 09:40:06 PM »

After watching Star Trek for the first time recently I was inspired to play a Star Trek-based game of Aurora. This has been something of a challenge as Aurora sadly isn't really set up for a Star Trek universe, so I've had to push the game quite a bit.

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

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

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

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