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General Discussion / Re: Aurora Comics and Memes
« Last post by Vandermeer on Today at 09:11:53 AM »
But, if this event turned the captain's view all 180 degrees...
Why is he insulting everyone? Shouldn't he be more like...
I have no idea how we did this, but it somehow worked. We destroyed them all.
Well, the human psyche offers a range of possibilities to every situation. Some may find it in themselves to be calm like a Buddha even when mosquitos bite while someone shakes their shoulder and demands attention every 2 minutes, interrupting every attempt to concentrate. On the other side I know a vile choleric women who starts cursing and hitting doors and chairs, her eyes searching the surrounding for someone to scapegoat when she herself was responsible for stubbing her toe on them.
You may not feel it too believable, and of course he could have just been relieved if he were the type. I think though it is well within reasonable personality ranges to be upset like this when your whole training let to such a disaster deployment, and it only being saved by the most irrational option.

6) Your zippy super fast frigate for system patrols launches, and the crew has to stare out the portholes to find anything, cause you forgot the sensors....
;D I remember back in my very first game, I refused to watch any tutorials or seek online help, because I wanted to experience this newfound gem-game raw. ...So I did. Upon finding there were both active and passive sensors, I was like "wait, so active sensors mean they can see me too? Hell no!, I am going all passive!"
Long story short, 60kt battlecruiser in first system Alpha Centauri encountered aliens, was useless, aliens flew over to Sol, and bombardment caused an endless stream of bug messages, ending in total defeat. (..or maybe it was a Starship Trooper bug invasion?)
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Density on Today at 09:06:39 AM »
I was halfway through replying to Scandinavian when I went to check something and saw that slurpee made my points more eloquently than I was attempting to.

But I will add this: the idea that stuff is piled out in the open just because there isn't an installation in the game that models storage implies that the populations of cc 0 colonies are just sleeping in fields or whatever naturally formed shelter they can find. After all, housing made of conventional materials isn't modelled either.
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Steve Walmsley on Today at 08:56:00 AM »
I have completely changed the way I distribute forces because of this threat. The forces involved may be small, but they can wreak havoc in an unprotected system. Therefore I am guarding fuel harvesters, terraformers, smaller colonies, etc.. In my current campaign, I have mobile forces and maintenance facilities setup in fifteen different systems.
Doesn't feel a bit overwhelming having to manage so many dispersed units? Or you design those ships to require minimal babysitting?

All I do is setup the maintenance facilities, leave some fuel and MSP and send the ships. Apart from an occasional check on the MSP level, no further management is required.
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C# Bug Reports / Mysterious unending shipyard task
« Last post by Zeebie on Today at 08:41:04 AM »
(1.13) I have a ship that is listed in the Naval Organization screen as having a shipyard task and cannot be given orders as usual for that. However, no shipyard has a task associated with that ship.  I even had a shipyard refit it (which it did fine) to try and reset it, but ship still has the mysterious task.  Is this a known bug? Any suggestions for a workaround?
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by nuclearslurpee on Today at 08:24:31 AM »
I think it is important to keep in mind that in Aurora, the cost of things is usually in terms of TNEs, which we can generally assume are not the entire actual building requirement for an entity. The cost of things in good old concrete, steel, etc. is not included and at the scale of the game we can assume these are generally a negligible economic cost compared to the rare TNEs. A manual mine for instance costs 120 corundium (240 shipping tons) yet takes 25,000 tons to ship as cargo, over 99% of that facility is presumably made out of traditional materials. Similar for ground units, a typical early-game medium tank requires just under 5 vendarite to construct but requires 62 tons of transport capacity, and you are not convincing me that a medium tank is 5 tons of tank and 57 tons of supplies.

In the same way I think we can abstract fuel, mineral, etc. storage as being cheaply-built warehouses, tanks, etc. and not the hardened high-tech TNE-enabled construction we use for spaceship or military hardware. As Garfunkel points out, physical storage area is decidedly not an issue, even a small 100 km diameter has some 30,000 km^2 of surface area to work with, if you assume fairly short 10m height storage facilities and that 1 ton = 14 m^3 as Steve has used unofficially elsewhere this comes out to some 22 trillion tons of storage on that small rock, which is far more than the starting facilities on Earth even in a 12b pop start.

I also want to reiterate that besides adding more logistics micro (and not the good kind IMO as there is not really much decision making involved in "this planet is full, we need to dump everything on the nearest moon"), this really would not add as much strategic depth as people are imagining because Aurora is (until v2.0 and the new spoiler race) dominated by jump point network topography and JP defense, and come v2.0 there will be more than enough strategic depth in rear-areas defense for those who want it without resorting to adding new micro-heavy mechanics.
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Scandinavian on Today at 06:28:33 AM »
There's also functionally unlimited surface area on Earth, but this does not mean that fuel can simply be dumped in any conveniently located ravine, nor munitions stacked in any old fenced-in field. At least not if you want it back in a functional state. Even mineral ores will degrade or wash away if you leave them exposed, though you can get away with a lot less care for many of those (especially if you don't have to deal with atmosphere or pilfering population). The point isn't that you run out of space to put the stuff; it is that we might want to model the facilities required to store and handle it in an orderly manner that makes it not degrade or go missing.
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Garfunkel on Today at 05:54:44 AM »
Limiting storage makes no sense. Even a small asteroid can hold basically infinite amount of fuel or MSP or missiles. This comes up every time someone suggests putting engines on an asteroid to move them and we do the math and people get surprised how massive and big even small asteroids are. Aurora doesn't model the tiny rocks, after all.

This isn't really a problem because of the new spoilers coming in the next version.
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Bluebreaker on Today at 04:22:51 AM »
The new spoiler race coming in v2.0 will go much further towards motivating the use of guard detachments than this proposal, simply because it will bypass the usual jump point network entirely.

I have completely changed the way I distribute forces because of this threat. The forces involved may be small, but they can wreak havoc in an unprotected system. Therefore I am guarding fuel harvesters, terraformers, smaller colonies, etc.. In my current campaign, I have mobile forces and maintenance facilities setup in fifteen different systems.
Doesn't feel a bit overwhelming having to manage so many dispersed units? Or you design those ships to require minimal babysitting?
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Steve Walmsley on Today at 04:10:18 AM »
The new spoiler race coming in v2.0 will go much further towards motivating the use of guard detachments than this proposal, simply because it will bypass the usual jump point network entirely.

I have completely changed the way I distribute forces because of this threat. The forces involved may be small, but they can wreak havoc in an unprotected system. Therefore I am guarding fuel harvesters, terraformers, smaller colonies, etc.. In my current campaign, I have mobile forces and maintenance facilities setup in fifteen different systems.
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Scandinavian on Today at 04:08:25 AM »
Fuel/maintenance/munitions/minerals storage could be a function of the buildings that produce or consume the stored product (mines, factories, maintenance facilities, etc.), the buildings that let you transship them (spaceports, transfer hubs), and amount of infra on the planet (with populated planets automatically converting trade goods infra to planetside infra if they run near their storage capacity). You should probably be allowed to remove non-infrastructure storage generating buildings, even if they would put you over storage capacity (just to avoid micro hell), but you should be required to either discard or lift out excess stores before you can remove infrastructure.

A fringe benefit would be that it would become feasible to make default and conditional orders like "move to nearest planet with less/more than % stockpile and transfer cargo," allowing you to automate the more tedious aspects of intra-empire logistics.
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