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.


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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.


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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.


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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.


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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, but you can mount single weapons.
The turret has extra weight per weapon for the gearing so I think turrets were always less efficient anyway.

Ground based defence has a logistical advantage over orbital weapon platforms because you can drop them somewhere and never worry about maintenance facilities and supplying MSP.
The disadvantage IMO is setting the STO targeting (which I find finicky) and the length of time it takes to build each battalion.
Just remember that they need some help getting to max fortification from some construction units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 27, 2020, 03:40:41 PM
Ground based defence has a logistical advantage over orbital weapon platforms because you can drop them somewhere and never worry about maintenance facilities and supplying MSP.
The disadvantage IMO is setting the STO targeting (which I find finicky) and the length of time it takes to build each battalion.
Just remember that they need some help getting to max fortification from some construction units.

Thanks for the tip about fortification, is it required for them to work or just in general good practice? Also I found that it appears turrets are still allowed in STO units; they are also necessary for "Point Defense" STOs so that the weapon tracking speed will match the 4x racial tracking speed. Here are my STO designs:

Code: [Select]
Quad Oerlikon 50mm/300 GAA Emplacement
Transport Size (tons) 1,624     Cost 336.04     Armour 12     Hit Points 36
Annual Maintenance Cost 42     Resupply Cost 0

Quad Oerlikon Contraves 50mm/300 GAA Turret
Range 30,000 km      Tracking 20,000 km/s      Damage 1 / 1     Shots 20     Rate of Fire 5
Maximum Fire Control Range 120,000km      Chance to Hit at Max Range 75%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  30.7    Corbomite  15    Vendarite  240.24    Uridium  50.1   
Development Cost  3,360

Code: [Select]
OTO B2 'Sovraponte' 37.5cm C10 Emplacement
Transport Size (tons) 762     Cost 341.34     Armour 12     Hit Points 36
Annual Maintenance Cost 43     Resupply Cost 0

OTO Melara Block 2 'Sovraponte' 37.50cm C10 Ultraviolet Laser
Range 480,000 km      Tracking 5,000 km/s      Damage 37 / 3     Shots 1     Rate of Fire 20
Maximum Fire Control Range 480,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  48.7    Corbomite  15    Boronide  81.4    Vendarite  0.24    Uridium  50.1    Corundium  146   
Development Cost  3,413

Code: [Select]
OTO 'Strales' 20cm C10 Emplacement
Transport Size (tons) 462     Cost 224.54     Armour 12     Hit Points 36
Annual Maintenance Cost 28     Resupply Cost 0

OTO Melara 'Strales' 20cm C10 Ultraviolet Laser
Range 400,000 km      Tracking 5,000 km/s      Damage 10 / 1     Shots 1     Rate of Fire 5
Maximum Fire Control Range 480,000km      Chance to Hit at Max Range 17%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  25.3    Corbomite  15    Boronide  58    Vendarite  0.24    Uridium  50.1    Corundium  75.9   
Development Cost  2,245

And then my (current) first Orbital Defense Battallon is the following:

Code: [Select]
Orbital Defense Battalion
Transport Size: 9,992 tons
Build Cost: 2,942 BP
4x Quad Oerlikon 50mm/300 GAA Emplacement
2x OTO B2 'Sovraponte' 37.4cm C10 Emplacement
4x OTO 'Strales' 20cm C10 Emplacement
2x Motorized Battalion HQ

The idea is I could drop a defense battalion on colonies for basic anti-missile and anti-invasion defense; sounds like I should also drop a Construction Battalion, or does it make more sense to add the Construction vehicles right to the ODB Battalion?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 27, 2020, 04:09:58 PM
It should be noted that STOs still need maintenance - wealth
This is still better because it means that your mineral resources aren't being drained but still worth knowing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 27, 2020, 06:06:32 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.
Yeah, but a BFC range bonus translates to an accuracy bonus at whatever range you DO engage. Not hugely useful for antiship work, maybe, since you may be more limited by weapon range than anything. But an incremental improvement to accuracy is really nice for PD work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 27, 2020, 07:59:20 PM
STO work on their own but getting them fortified means they live longer once enemies start orbital bombardment of your colony. There is no need to add dedicated Construction vehicles to STO formations, just drop them to do their work and then move them to the next colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tobijon on December 28, 2020, 02:13:40 AM
Is there a way to see the details of the civilian shipping lines in C#?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 28, 2020, 02:29:48 AM
Is there a way to see the details of the civilian shipping lines in C#?

All I know is, that there is a list of the civilian shipping lines in the fleet organization tab. This contains their names, the ships each line possesses as well as their current wealth. When you open their fleets you can even see their designs and the freight they are currently carrying.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tobijon on December 28, 2020, 03:04:08 AM
Thanks, I didn't notice that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 28, 2020, 02:58:38 PM
Do Jump Points no longer need Jump Gates/Stabilization to be transited without a Jump Drive? In my current game I was exploring some new systems on the frontier of my empire, and discovered two NPRs in two separate systems off a remote third. I'm currently rushing to set up a military outpost on an asteroid  in the gateway systems to the two NPRs, and am pulling in cargo, colony, military, troop transport, and other fleets across the empire to rapidly establish a presence. However, since I never stabilized the jump point from my closest populated system to the frontier for security reasons, I also sent both military and commercial jump tenders to that jump point to serve as ferries into the frontier for the bulk of my non-jump-capable commercial fleet, as well as for future orbital defense bases to be towed.

In setting up all the move orders, I originally meant to have the commercial fleets meet the commercial jump tender at the non-stabilized jump point for ferrying. However, I discovered I erred with the commercial troop transport fleet and moved them one system past. However, rather than hitting the non-stabilized point and stopping for lack of jump capability, they happily "Standard Transited" the non-stabilized Jump Point and continued on their merry way. I thought maybe this had happened because the jump tender was on the point and Steve had added some fancy convenience logic to auto-transit if a jump tender fleet with a big enough jump drive is in the same location, but after moving the jump tender away from the point I was still able to move all my commercial ships, including cargo and colony ship fleets, through the point using "Standard Transit" without any jump drives. Is this normal?

Example ship:

Code: [Select]
FT Graemsay  (Sebo-C class Freighter)      79,969 tons       320 Crew       2,128.8 BP       TCS 1,599    TH 6,250    EM 0
3907 km/s      Armour 1-165       Shields 0-0       HTK 85      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 16    Max Repair 312.5 MSP
Cargo 50,000    Cargo Shuttle Multiplier 10   
Dictator    Control Rating 1   BRG   
Intended Deployment Time: 12 months   

Sulzer-Wartsilia Commercial Magnetic Fusion Drive  EP1250.0 (5)    Power 6250    Fuel Use 1.68%    Signature 1250    Explosion 5%
Fuel Capacity 600,000 Litres    Range 80.5 billion km (238 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 28, 2020, 04:01:48 PM
Do Jump Points no longer need Jump Gates/Stabilization to be transited without a Jump Drive? ... I discovered I erred with the commercial troop transport fleet and moved them one system past. However, rather than hitting the non-stabilized point and stopping for lack of jump capability, they happily "Standard Transited" the non-stabilized Jump Point and continued on their merry way. I thought maybe this had happened because the jump tender was on the point and Steve had added some fancy convenience logic to auto-transit if a jump tender fleet with a big enough jump drive is in the same location, but after moving the jump tender away from the point I was still able to move all my commercial ships, including cargo and colony ship fleets, through the point using "Standard Transit" without any jump drives. Is this normal?

The convenience logic you describe is present (if an appropriately sized jump drive is present, standard transits work).

However, in the absence of any such drive, the point does need to be stabilized. Note that stabilization is a one-way thing; maybe the side you transited through was stabilized even though the other side hadn't been yet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 28, 2020, 04:46:13 PM
The convenience logic you describe is present (if an appropriately sized jump drive is present, standard transits work).

However, in the absence of any such drive, the point does need to be stabilized. Note that stabilization is a one-way thing; maybe the side you transited through was stabilized even though the other side hadn't been yet?

Thank you! Once again, I was an idiot. I had moved the jump tenders away, but a Commercial Jump Tanker with a small squadron size but large tonnage jump engine was still sitting on the gate. Once I moved that away as well the commercial fleets failed to transit as expected.

Really awesome Steve added the automatic logic though! I was prepared to but dreading manually ferrying fleets into the frontier. This streamlines things so much better, and basically is a free jump gate while still requiring enemies to have jump engines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DavidFRS on December 28, 2020, 07:12:08 PM
As a noob at Aurora, I have a question to ask: I order to have ships jumping through a gate, is it enough to just have a tender sitting on the gate, it doesn't need to jump with them? (I understand though that if it doesn't jump with them, they have no way back).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 28, 2020, 07:13:15 PM
Yes, the jump tender does not need to jump.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 28, 2020, 08:08:03 PM
Do shipyard operation techs also lower the threshold for shipyards to build multiple ship types?

I noticed I initially couldn't build tankers out of my cargo/colony ship yards but now I can. Hopefully I'll eventually be able to build transports out of them as well.

Also, is there a point to adding thermals and EMs to large ships with large Active Sensors that you aren't designed to hide anyways?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DavidFRS on December 28, 2020, 11:30:13 PM
If a ship gets scraped will the crew take with them the grades the got while they were on the ship? Will this grade level be maintained until rehired from the crew pool?

I know they can transfer the crew grades when refitting the ship.

Thank you!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 29, 2020, 01:23:19 AM
Do shipyard operation techs also lower the threshold for shipyards to build multiple ship types?

No. The ability to build multiple ship types depends solely on the refit cost. A shipyard tooled for Class A can build a ship of Class B if and only if the cost to refit a ship of Class A to Class B is less than 20% of the build cost of Class A. Usually the earliest example of this is the ability to build freighters in the same yard that is tooled for colony ships, because these share engines, fuel, etc. but the cryo modules cost so much more than a cargo hold that the refit cost from colony ship to freighter is basically the cost of the cargo hold, much less than the build cost of the colony ship.

As your tech advances, the standard modules like fuel tanks, cargo holds, etc. becomes smaller in proportion to the cost of engines and other high-tech components, so it becomes easier to build more similar ships out of the same yard as a game goes on.

Quote
Also, is there a point to adding thermals and EMs to large ships with large Active Sensors that you aren't designed to hide anyways?

Frankly there's no reason not to. A big ship can spare a HS or two for basic passive sensors with no problem usually, and even a big warship doesn't want or need to run its actives all the time, e.g. pinging neutral ships with actives could be construed badly if it is taken to indicate intent to fire. Putting a couple small passives on a ship ensures that it isn't blind in such a situation, and the tonnage requirement is so small that it costs you practically nothing to do it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 29, 2020, 03:04:51 PM
If a ship gets scraped will the crew take with them the grades the got while they were on the ship? Will this grade level be maintained until rehired from the crew pool?

I know they can transfer the crew grades when refitting the ship.

Thank you!

Sort of. The number of crew that gets added to the crew pool is increased if the scrapped ship has a higher grade than whatever the training level you currently have set would provide.

I believe the formula is the same as it was in VB6:
http://aurorawiki.pentarch.org/index.php?title=Ship_Crew#Effects_of_Repair.2C_Scrapping_and_Refit
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tobijon on December 30, 2020, 06:53:39 AM
When do Dormant Constructs activate? From what I understood it's a population thing but my 33 m colony still has a dormant one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on December 30, 2020, 06:57:44 AM
When do Dormant Constructs activate? From what I understood it's a population thing but my 33 m colony still has a dormant one.

You need to survey them first with a Xenoarchaeology team - see this post from Steve: http://aurora2.pentarch.org/index.php?topic=11306.msg131565#msg131565
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 30, 2020, 09:52:23 AM
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 30, 2020, 10:17:09 AM
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.
Yeah, you can do this.

One limit is that a "space station" (something that can be built by industry) can't have military components so you will only be able to use commercial hangars and commercial magazines.

You can build an engineless ship with military components in a shipyard, though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 30, 2020, 10:39:27 AM
Thats how i would make an Orbital Weapons Platform. I just didnt know if i could put fighters on it instead of missiles and CIWS.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 30, 2020, 10:46:27 AM
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.

You can either use the civilian hangers TheTalkingMeowth suggested, but these are not perfect if you want to station it somewhere. The problem is that the maintenance clock and the deployment clock will run for vessels inside one of those. This is especially problematic for fighters without a long deployment time. If you need a fighter force somewhere in deep space, you should consider building a station with maintenance facilities and a recreational module. This is a significantly larger investment, but allows fleet operations far away from a population.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 30, 2020, 11:27:05 AM
Why aren't civilians spawning? I've colonized Mars, Mercury and all the terrestrial moons yet no civilian colony ships or freighters have spawned.

There was a civilian company at the beginning of the game in my naval admin menu with no ships that I deleted. Is that the problem?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 30, 2020, 11:36:31 AM
Yeah. No shipping line, no civilian ships.

Not sure if an existing line is a requirement for another to spawn, however. New lines randomly pop up over time. May take a decade.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on December 30, 2020, 11:46:31 AM
Stupid question: But can you put fighters on an spacestation, park it somewhere, and then launch fighters from it? Reason i havent tried it is i dont want to spend forever designing, building, and deploying it, only for it to not work at all.

You can either use the civilian hangers TheTalkingMeowth suggested, but these are not perfect if you want to station it somewhere. The problem is that the maintenance clock and the deployment clock will run for vessels inside one of those. This is especially problematic for fighters without a long deployment time. If you need a fighter force somewhere in deep space, you should consider building a station with maintenance facilities and a recreational module. This is a significantly larger investment, but allows fleet operations far away from a population.

I mean i dont need it. I just want to see if i could do it. But yeah thats good advice. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 30, 2020, 11:48:36 AM
Here go a few questions of my own due to a minor pest problem.

Long story short: I found this beautiful and nearly habitable planet in a system not too far away. It is called Bespin B-III and could house 10 billion colonists. The EM and thermal sensors indicated that there was no civilian population on the planet and the C.O. of the science vessel was already dreaming of the promotion he would receive for finding this world. A few seconds later the crew identified active sensors on the surface of the planet and was hit by 20 shots of ground fire worth 13 damage each at the range of 150k km.

Now I am building a bombardment force to destroy the STO section and ground forces to land against what I believe are Precursor - They have the race picture the precursors had last time at least -.

This will give me the chance to do my first combat drop in C# and I would like to bring air support for my very likely outmatched ground forces. So how does it work? Which technologies affect the pod damage? Which pods should I bring? Can I use my old fighters from when my colonies asked for PPV? They bring 2 10cm railguns after all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 30, 2020, 11:53:49 AM
Yeah. No shipping line, no civilian ships.

Not sure if an existing line is a requirement for another to spawn, however. New lines randomly pop up over time. May take a decade.

Can you spawn one via the SM?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 30, 2020, 11:56:22 AM
Here go a few questions of my own due to a minor pest problem.

Long story short: I found this beautiful and nearly habitable planet in a system not too far away. It is called Bespin B-III and could house 10 billion colonists. The EM and thermal sensors indicated that there was no civilian population on the planet and the C.O. of the science vessel was already dreaming of the promotion he would receive for finding this world. A few seconds later the crew identified active sensors on the surface of the planet and was hit by 20 shots of ground fire worth 13 damage each at the range of 150k km.

Now I am building a bombardment force to destroy the STO section and ground forces to land against what I believe are Precursor - They have the race picture the precursors had last time at least -.

This will give me the chance to do my first combat drop in C# and I would like to bring air support for my very likely outmatched ground forces. So how does it work? Which technologies affect the pod damage? Which pods should I bring? Can I use my old fighters from when my colonies asked for PPV? They bring 2 10cm railguns after all.

Air support isn't terribly effective, but you can get a complete rules summary here:

Ground support fighter rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg109886#msg109886

Fighter pods:
http://aurora2.pentarch.org/index.php?topic=8495.msg109885#msg109885

Ground based AA:
http://aurora2.pentarch.org/index.php?topic=8495.msg109914#msg109914

Note that ground support fighters can be targeted by STO weapons and so will probably get slaughtered (this is a bug).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 30, 2020, 12:16:50 PM
Here go a few questions of my own due to a minor pest problem.

Long story short: I found this beautiful and nearly habitable planet in a system not too far away. It is called Bespin B-III and could house 10 billion colonists. The EM and thermal sensors indicated that there was no civilian population on the planet and the C.O. of the science vessel was already dreaming of the promotion he would receive for finding this world. A few seconds later the crew identified active sensors on the surface of the planet and was hit by 20 shots of ground fire worth 13 damage each at the range of 150k km.

Now I am building a bombardment force to destroy the STO section and ground forces to land against what I believe are Precursor - They have the race picture the precursors had last time at least -.

This will give me the chance to do my first combat drop in C# and I would like to bring air support for my very likely outmatched ground forces. So how does it work? Which technologies affect the pod damage? Which pods should I bring? Can I use my old fighters from when my colonies asked for PPV? They bring 2 10cm railguns after all.

Air support isn't terribly effective, but you can get a complete rules summary here:

Ground support fighter rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg109886#msg109886

Fighter pods:
http://aurora2.pentarch.org/index.php?topic=8495.msg109885#msg109885

Ground based AA:
http://aurora2.pentarch.org/index.php?topic=8495.msg109914#msg109914

Note that ground support fighters can be targeted by STO weapons and so will probably get slaughtered (this is a bug).

CAS is not worth your time purely on the time you have to spent to get it working through the UI. You need to assign each individual fighter to a ground unit with FFD and each FFD can take 6. Even with only 42 fighters it took me ages to get them set up. There is also the issue that if you have too many fighters you have to split them into wings and go wing-by-wing, otherwise you wont be able to reach the fighters on the bottom to drag them to their formation.

CAS damage isn't actually terrible but even without the STO bug AA is incredibly strong. Spoiler AA was taking out fighters with 4 layers of armor in a single attack.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 30, 2020, 06:00:38 PM
How do you heat up planets quicker? I've pumped Mars full of Aestusium to the point its .7 ATM, but somehow the temperature factor got worse and my colonists are dying. At this rate I'll have to exceed max pressure tolerances filling up the planet with enough Aestusium...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 30, 2020, 06:08:37 PM
Sure it's Aestusium, not Frigusium?

My Mars:
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on December 30, 2020, 07:32:29 PM
Yeah, turns out I was looking at base temperature instead of surface temperature, so Mars was hot as an oven.

A related question; do Greenhouse Gases dissipate over time? I think I remember in past games where planets I thought were terraformed lost their greenhouse gasses resulting in insufficient atmosphere pressure.

Also, does accuracy apply to every shot a weapon makes or just every volley? For instance, will a Gauss cannon shooting 3 rounds with 25% accuracy have a sperate 25% chance to hit with each one of those rounds?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 30, 2020, 07:40:05 PM
Yeah, turns out I was looking at base temperature instead of surface temperature, so Mars was hot as an oven.

A related question; do Greenhouse Gases dissipate over time? I think I remember in past games where planets I thought were terraformed lost their greenhouse gasses resulting in insufficient atmosphere pressure.

Too low gravity causes that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 30, 2020, 09:31:56 PM
A related question; do Greenhouse Gases dissipate over time? I think I remember in past games where planets I thought were terraformed lost their greenhouse gasses resulting in insufficient atmosphere pressure.

There is a "retains atmosphere" stat for each body, but I haven't seen any atmosphere dissipate away yet from my bodies that don't have it.

Also, does accuracy apply to every shot a weapon makes or just every volley? For instance, will a Gauss cannon shooting 3 rounds with 25% accuracy have a sperate 25% chance to hit with each one of those rounds?

Every shot seperately.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 30, 2020, 09:40:23 PM
They do not, the only limitation is that System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed.

You can check the terraforming update section for further information on the topic.

http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115

On the wiki the full terraforming details instead.

http://aurorawiki.pentarch.org/index.php?title=Terraforming#Atmospheric_Gases
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 30, 2020, 10:01:22 PM
Quote
3)   System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed

Hm, yeah, it says that, but I also have a 0.063 gravity asteroid colonized and terraformed in my game right now, and I believe Steve had terraformed an asteroid to serve as a forward fleet base in his WH40k game. I haven't looked at the atmosphere levels over the long term yet, I guess.

You can even terraform tiny specks of duts like Phobos or Deimos, but even a single terraforming module produces multiple atmospheres of pressure in one production cycle.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 31, 2020, 01:49:53 AM
Is there any point, however minor, in researching Gauss Cannon Launch Velocity if you are using Gauss exclusively for point defense?

Seems like since Final Fire PD takes place at point-blank range there's no need for any more than the minimum range but I'm wondering if there's some kind of accuracy tradeoff involved (separate from the effect of BFC range of course).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: QuakeIV on December 31, 2020, 04:10:53 AM
You are correct there is no need, that is one reason why gauss is a fairly economical tech line to research for point defense (assuming you are accepting towards a PD weapon that is only really useful for shooting down missiles and nothing else).

It also doesn't require capacitor charge rate or BFC range research (just speed rating i think) so its in general its a nice option if you don't really intend on making any other use of beam weapons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on December 31, 2020, 04:27:35 AM
I haven't done too much PD fire in C# yet and the logs aren't as verbose as they used to be: Is PD final defensive fire calculated at 10k km or at 0? If at 0, the fire control's range modifier should always be 100%, if it's at 10k some early tech or miniaturized fire controls could trade a significant portion of their hitchance away.

Something else I've been not entirely sure about regarding PD: Do multiple gauss turrets require multiple fire controls to engage multiple salvos? One fire control can engage as many salvos as it wants with it's weapons, right? It's just the turret itself that suffers from wasted shots?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 31, 2020, 06:49:44 AM
Quote
3)   System Bodies with gravity of less than 0.1G cannot retain atmosphere and therefore cannot be terraformed
I believe Steve had terraformed an asteroid to serve as a forward fleet base in his WH40k game.

Yes, it is always nice to see the developer exploit his own bugs

 ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on December 31, 2020, 07:54:47 AM
I haven't done too much PD fire in C# yet and the logs aren't as verbose as they used to be: Is PD final defensive fire calculated at 10k km or at 0? If at 0, the fire control's range modifier should always be 100%, if it's at 10k some early tech or miniaturized fire controls could trade a significant portion of their hitchance away.

Something else I've been not entirely sure about regarding PD: Do multiple gauss turrets require multiple fire controls to engage multiple salvos? One fire control can engage as many salvos as it wants with it's weapons, right? It's just the turret itself that suffers from wasted shots?

I had some anti missile beam action with railguns today and I observed the following:
1. final fire happens at 10k km.
2. A beam FC can shoot at multiple salvos
3. A weapon fires all it's shots into the same salvo for some minor overkill
4. And not asked: HPM shoots down missiles
5. Still not asked: Missile tracking bonus works and can be quite valuable
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Twilight Sentinel on January 01, 2021, 03:27:05 PM
Is it possible to get fuel off of a colony without a refueling station?  I found a lot from abandoned installations.

Is there any way to pickup non-specific ground units?  Say for cycling orders or to pickup several ground survey units in one order.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 01, 2021, 03:53:40 PM
Is it possible to get fuel off of a colony without a refueling station?  I found a lot from abandoned installations.

Is there any way to pickup non-specific ground units?  Say for cycling orders or to pickup several ground survey units in one order.

A tanker with its own refueling system might be able to take fuel from such a colony.

The best way to achieve this is to create a general ground survey hierarchy that has construction/xeno/geo and place the components under a superior formation. You can use the "load SUB" checkbox and just click on the superior formation and the transports should load all formations at once.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 01, 2021, 03:59:32 PM
Is there a way for me to 'save' a save so that it doesn't get overwritten?

I require a lot of setup re-naming ranks, importing medals, and changing name-lists before ending my first turn, and would rather just load up a save with all the done instead of starting from scratch whenever I want to start a new game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 01, 2021, 04:10:41 PM
Is there a way for me to 'save' a save so that it doesn't get overwritten?

I require a lot of setup re-naming ranks, importing medals, and changing name-lists before ending my first turn, and would rather just load up a save with all the done instead of starting from scratch whenever I want to start a new game.
Make a copy of the database with the setup and use a copy for each game you play.

Effectively treats each database as a separate save file.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Twilight Sentinel on January 01, 2021, 04:22:19 PM
Quote from: Droll link=topic=11545. msg145616#msg145616 date=1609538020
Quote from: Twilight Sentinel link=topic=11545. msg145610#msg145610 date=1609536425
Is it possible to get fuel off of a colony without a refueling station?  I found a lot from abandoned installations. 

A tanker with its own refueling system might be able to take fuel from such a colony.
I tried this already and it didn't work, the option to refuel isn't on the orders list.    I can't unload fuel either to create a fuel drop site.   So I came by to ask the question.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 01, 2021, 04:36:54 PM
Quote from: Droll link=topic=11545. msg145616#msg145616 date=1609538020
Quote from: Twilight Sentinel link=topic=11545. msg145610#msg145610 date=1609536425
Is it possible to get fuel off of a colony without a refueling station?  I found a lot from abandoned installations. 

A tanker with its own refueling system might be able to take fuel from such a colony.
I tried this already and it didn't work, the option to refuel isn't on the orders list.    I can't unload fuel either to create a fuel drop site.   So I came by to ask the question.

http://aurora2.pentarch.org/index.php?topic=8495.msg98036#msg98036

Main topics below, but you are free to read the whole post above if you wish.

The existing 'Refuel from Colony' will remain but can only be used at colonies that have either a Spaceport or a Refuelling Station.

The 'Unload 90% Fuel to Colony' order now becomes 'Transfer Fuel to Colony'. Any class designated as a tanker can transfer fuel to any colony with either a spaceport or a refuelling station.

It will no longer be possible to dump fuel on the nearest available rock. Colonies will require a spaceport or a refuelling station before they can support fleets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on January 01, 2021, 10:03:54 PM
When reading the tech description for Underway replenishment rate "The speed at which a ship can be refuelled while moving", I am wondering which of the following?
Is it the max speed of the fleet that allows refueling? (as a percentage of unburdened max speed of the fleet), or
Is it the rate of refueling (as a percentage of maximum refueling rate) while travelling under max speed?

Or something else entirely?

Also, how can I select multiple ships in Naval Organization (fleet) view, if possible?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 01, 2021, 10:15:26 PM
When reading the tech description for Underway replenishment rate "The speed at which a ship can be refuelled while moving", I am wondering which of the following?
Is it the max speed of the fleet that allows refueling? (as a percentage of unburdened max speed of the fleet), or
Is it the rate of refueling (as a percentage of maximum refueling rate) while travelling under max speed?

Or something else entirely?

A Refuelling System is 500 tons and has a cost ranging from 10 BP to 100 BP, depending on the tech level. A ship with a Refuelling System can refuel a single ship at once, so will take some time to refuel a whole fleet, although this will improve with higher technology. At the early tech levels, the Refuelling System can only be used if both ships (tanker and target ship) are both stationary. Another new tech line, Underway Replenishment, allow the refuelling to take place while both ships are in the same fleet and underway. Priorities can be set for the refuelling order when multiple ships are involved. The first Underway Replenishment tech allows refuelling at 20% of the normal rate (2500 RP), rising to 100% with the highest tech (40,000 RP).

Full rules here http://aurora2.pentarch.org/index.php?topic=8495.msg97525#msg97525

Also, how can I select multiple ships in Naval Organization (fleet) view, if possible?

No that I know of, but there are ways to select Multiple Ships on other screens, the utility of which will depend of what is that you are trying to achieve.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Twilight Sentinel on January 01, 2021, 10:20:29 PM
Quote from: froggiest1982 link=topic=11545. msg145625#msg145625 date=1609540614
Quote from: Twilight Sentinel link=topic=11545. msg145623#msg145623 date=1609539739
Quote from: Droll link=topic=11545.  msg145616#msg145616 date=1609538020
Quote from: Twilight Sentinel link=topic=11545.  msg145610#msg145610 date=1609536425
Is it possible to get fuel off of a colony without a refueling station?  I found a lot from abandoned installations.   

A tanker with its own refueling system might be able to take fuel from such a colony. 
I tried this already and it didn't work, the option to refuel isn't on the orders list.     I can't unload fuel either to create a fuel drop site.    So I came by to ask the question.

hxxp: aurora2. pentarch. org/index. php?topic=8495. msg98036#msg98036

Main topics below, but you are free to read the whole post above if you wish.

The existing 'Refuel from Colony' will remain but can only be used at colonies that have either a Spaceport or a Refuelling Station.

The 'Unload 90% Fuel to Colony' order now becomes 'Transfer Fuel to Colony'.  Any class designated as a tanker can transfer fuel to any colony with either a spaceport or a refuelling station.

It will no longer be possible to dump fuel on the nearest available rock.  Colonies will require a spaceport or a refuelling station before they can support fleets.

Thank you for your answer.   I ended up finding a solution to my problem further up the page you linked.   I did not know that refueling stations do not require population to run, so I can use that to get the fuel off these ruins.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 02, 2021, 12:03:34 AM
What does the 'refuel from tankers' order even do? I order my tanker to go and refuel a TF that's stranded somewhere but it doesn't fuel them at all. And yes I did make sure the TG had no other orders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Twilight Sentinel on January 02, 2021, 12:39:48 AM
Quote from: Borealis4x link=topic=11545. msg145644#msg145644 date=1609567414
What does the 'refuel from tankers' order even do? I order my tanker to go and refuel a TF that's stranded somewhere but it doesn't fuel them at all.  And yes I did make sure the TG had no other orders.
I believe that order is to refuel from tankers, not to refuel to other ships.   I don't think you can order a ship to refuel another one at all.   You can only order a ship to refuel from a tanker.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 02, 2021, 01:38:01 AM
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?

Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 02, 2021, 02:13:48 AM
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?

Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?

I think how it works is that when civs deliver infrastructure as a trade good it becomes an installation; and then you can interact with it normally.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 02, 2021, 02:34:23 AM
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?

Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?

I think how it works is that when civs deliver infrastructure as a trade good it becomes an installation; and then you can interact with it normally.

Do you know if civilians haul it at complete random or will they use civilian infra to fulfill player-set demands on planets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 02, 2021, 03:18:30 AM
Can I just take civilian-made infrastructure or do I need it to be shipped by other civilians?

Will civilian infrastructure count towards a planets 'supply' when setting up civilian hauling contracts?

I think how it works is that when civs deliver infrastructure as a trade good it becomes an installation; and then you can interact with it normally.

Do you know if civilians haul it at complete random or will they use civilian infra to fulfill player-set demands on planets?

Infrastructures are also trade goods to allow a Pop to produce its own and keep up with the growth rate otherwise it will be hard to handle (and it already is sometimes with unrest and such).

Looking at the database you will see that they will be produced on-site once a population reaches 100 or 300k, I don't remember exactly now. This is why you should deliver infrastructure for at least that amount as the first intake.

Infrastructure is always an infrastructure and can be moved either by the player and or civilian freights by regular civilian contracts. On their own civilians will never pick up infrastructures from a colony and deliver it to another one.

from the wiki http://aurorawiki.pentarch.org/index.php?title=Trade_System#Civilian_Infrastructure
The infrastructure produced by civilians is a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure.

A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 02, 2021, 03:35:55 AM
Also, how can I select multiple ships in Naval Organization (fleet) view, if possible?

No that I know of, but there are ways to select Multiple Ships on other screens, the utility of which will depend of what is that you are trying to achieve.

It is possible, but it's a little unintuitive. You cannot select multiple items in the left-hand tree view, but if you select a fleet then you get a flat list of all ships in the command on the right. You can select multiple ships from that list, and a number of the buttons at the bottom of the window apply to that selection (such as Create Subfleet). You can also drag and drop them to move them to another co-located fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 02, 2021, 12:57:54 PM
Hi there,

I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 02, 2021, 04:34:34 PM
Hi there,

I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?

In C#, any ship with hangar capacity gets a little extra crew space autoadded as "flight crew berths." The autoadded berths are assumed to be sufficient (the crew of the parasites doesn't actually get added to the crew of the main ship; it just gets paused).

Basically, don't worry about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 02, 2021, 04:56:18 PM
Hi there,

I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?

In C#, any ship with hangar capacity gets a little extra crew space autoadded as "flight crew berths." The autoadded berths are assumed to be sufficient (the crew of the parasites doesn't actually get added to the crew of the main ship; it just gets paused).

Basically, don't worry about it.

This might be true, but my cruiser's deployment time is going up at three times the rate.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 02, 2021, 05:12:50 PM
Hi there,

I have build a small cruiser force and gave them 500t of hangar space to give them some utility. Meaning, they can bring boarding troops, airborne early warning or like in this case cryo crew capacity on a small craft. On paper this looks all fine, but right now, the additional crew is not stored in the cryo units aboard the fighter craft, but transferred to the cruiser, which cannot hold additional people. Is there a way to keep them in cryostasis on the rescue shuttle?

In C#, any ship with hangar capacity gets a little extra crew space autoadded as "flight crew berths." The autoadded berths are assumed to be sufficient (the crew of the parasites doesn't actually get added to the crew of the main ship; it just gets paused).

Basically, don't worry about it.

No he should - he isnt talking about the crew of the fighter, he is talking about the cryo passengers being put out of cryo and being transferred to the cruiser.
Flight berths do not account for potential passengers on board the shuttle and there is no longer a way to add extra crew bays so this is probably a bug report.

Parasites shouldn't unload their transported items, I know that they don't unload to mothership if they have troops onboard and this should also apply to cryo.

As for solving the problem - make sure that you are launching the shuttle and giving it the orders to rescue survivors and do not give the mothership such orders expecting them to end up in the fighter.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 04, 2021, 12:39:31 PM
2 stupid questions again from ME:

1. How do you reinforce ground units after combat?

2. Carriers restock ammunition and fuel of fighters in their hangar bay. How do you transfer MSP?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 04, 2021, 03:50:41 PM
For 1: Refer to link http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)

It is a bit confusing at first unless you work through the system in-game as well. Basically, the process is that you assign each ground element to a "series" if you want them to be automatically replaced. Then, you build formations containing units to be used as replacements and designate them as "Use For Replacements". Any non-replacement formations on the same body will draw replacements from that formation by taking elements from the same unit series as the missing elements. So for example, if your "Rifleman" series has a Mark 1 and a Mark 2 variant, a formation needing replacement Riflemen will take any element in the Rifleman series from a replacement formation, preferring the most recent (i.e. top-most in the series list). This does mean a formation originally built with Mark 1s can be replenished and/or upgraded with Mark 2s in this way, or in reverse a formation built with Mark 2s can be filled in with Mark 1s if circumstances call for it.

The tricky part is that you must use the unit series feature to accomplish this - the replacement mechanic is not designed to simply replace units 1:1 with exact elemental equivalents, even though this would seem simple to do it is simply not coded that way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 04, 2021, 06:12:16 PM
For 1: Refer to link http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)

It is a bit confusing at first unless you work through the system in-game as well. Basically, the process is that you assign each ground element to a "series" if you want them to be automatically replaced. Then, you build formations containing units to be used as replacements and designate them as "Use For Replacements". Any non-replacement formations on the same body will draw replacements from that formation by taking elements from the same unit series as the missing elements. So for example, if your "Rifleman" series has a Mark 1 and a Mark 2 variant, a formation needing replacement Riflemen will take any element in the Rifleman series from a replacement formation, preferring the most recent (i.e. top-most in the series list). This does mean a formation originally built with Mark 1s can be replenished and/or upgraded with Mark 2s in this way, or in reverse a formation built with Mark 2s can be filled in with Mark 1s if circumstances call for it.

The tricky part is that you must use the unit series feature to accomplish this - the replacement mechanic is not designed to simply replace units 1:1 with exact elemental equivalents, even though this would seem simple to do it is simply not coded that way.

We've learned this the hard way, don't we Nuclear?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 04, 2021, 06:27:02 PM
We've learned this the hard way, don't we Nuclear?

Speak for yourself, I learn things the fun way.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 05, 2021, 06:22:04 AM
Is there a definitive list of what type of vessels should be placed in the different types of Admin Commands.

This is because I am unsure of what type of Command to create for Tugs , Terraformers , Jump Stabilizers , etc ( even Colony Ships )

DavidR 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 05, 2021, 06:43:14 AM
colony ships load and unload, so logistics, terraformers and stabilizers are affected by industry afaik. Tugs don't care, unless they're military and may suffer from maintenance failures, in which case something with engineering could have an effect.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 05, 2021, 08:44:24 AM
colony ships load and unload, so logistics, terraformers and stabilizers are affected by industry afaik. Tugs don't care, unless they're military and may suffer from maintenance failures, in which case something with engineering could have an effect.

Industry is a bit weird, in that there are mutiple commander bonuses that count as industry. Mining is an industry bonus but will only benefit miners and fuel harvesters, terraforming only benefits terraformers, production affects jump stabilizers. So you really want separate industry commands for each type of industry module.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 05, 2021, 09:23:55 AM
Can parasites be resupplied with MSP, while being in a hangar? My beam fighters would like to load a dozen of MSPs each before they have their next engagement in 2 hours. Otherwise they will have a hard time fixing their guns after the next malfunction.

Slightly related: Do supply ships in space need a cargo shuttle bay to transfer MSP or how is it done? There is no transfer module for this type of military good after all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 05, 2021, 11:25:30 AM
Can parasites be resupplied with MSP, while in being hangar? My beam fighters would like to load a dozen of MSPs each before they have their next engagement in 2 hours. Otherwise they will have a hard time fixing their guns after the next malfunction.

Slightly related: Do supply ships in space need a cargo shuttle bay to transfer MSP or how is it done? There is no transfer module for this type of military good after all.

Not sure about the hangars resupplying MSP.

In space transfer of MSP is done via cargo shuttle bays.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 05, 2021, 11:43:17 AM
Good to know. This means I will have to redesign my beam fighters so that they can carry more MSPs. Not a big deal, but I bet quite a few enemy freighters will make it through now. This design flaw will limit the tonnage my first sub can destroy to about 145000 tons. This is still a good return for an investment of 550 BP in shipping, <50 tons of sorium and <100 MSP consumed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 05, 2021, 01:58:28 PM
This means I will have to redesign my beam fighters so that they can carry more MSPs.

No you don't. Just flag your Carrier as Supply Ship and add a Cargo Shuttle Bay and you'll be able to resupply your fighters without problem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 05, 2021, 02:17:08 PM
Good to know. This means I will have to redesign my beam fighters so that they can carry more MSPs. Not a big deal, but I bet quite a few enemy freighters will make it through now. This design flaw will limit the tonnage my first sub can destroy to about 145000 tons. This is still a good return for an investment of 550 BP in shipping, <50 tons of sorium and <100 MSP consumed.

The good news is that in 1.13 military hangars will automatically resupply MSP to fighters, just not in this version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Potat999 on January 05, 2021, 04:45:10 PM
When using SM to create a system, is there any way to control it's distance (LY) to other systems?  What determines the new system's position - is it at a random position, or added on to the end of the list at the edge of the map, or what? 

I'm imagining a two or three PR playthrough where the PRs start at 25-50 LY spacing so they will not bump into each other for some time, without me knowing in advance exactly how many jumps apart they are.

Would the best way to create two PRs at some spacing be to just SM explore out along a random chain until I am 'far enough', create the new race, and then SM 'unexplore' (?delete the exploring race), and just wait a bit until I forget the chain?  I suppose this method still has some suspense, because my random path between them may not have been the only one, or the shortest one. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 05, 2021, 06:03:44 PM
When using SM to create a system, is there any way to control it's distance (LY) to other systems?  What determines the new system's position - is it at a random position, or added on to the end of the list at the edge of the map, or what? 

I'm imagining a two or three PR playthrough where the PRs start at 25-50 LY spacing so they will not bump into each other for some time, without me knowing in advance exactly how many jumps apart they are.

Would the best way to create two PRs at some spacing be to just SM explore out along a random chain until I am 'far enough', create the new race, and then SM 'unexplore' (?delete the exploring race), and just wait a bit until I forget the chain?  I suppose this method still has some suspense, because my random path between them may not have been the only one, or the shortest one.

Aurora has no concept of physical distances between stars, so this isn't exactly possible. If you are using real stars, I believe when you create a new system it lets you choose from a list of stars, so you can choose two stars that are, say, 40 and 80 LY from Sol and this is the closest you would get to having them be 40 LY apart. If you are not using real stars then you will have to generate a couple systems and hope they don't link up too quickly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 05, 2021, 06:25:33 PM
When using SM to create a system, is there any way to control it's distance (LY) to other systems?  What determines the new system's position - is it at a random position, or added on to the end of the list at the edge of the map, or what? 

I'm imagining a two or three PR playthrough where the PRs start at 25-50 LY spacing so they will not bump into each other for some time, without me knowing in advance exactly how many jumps apart they are.

Would the best way to create two PRs at some spacing be to just SM explore out along a random chain until I am 'far enough', create the new race, and then SM 'unexplore' (?delete the exploring race), and just wait a bit until I forget the chain?  I suppose this method still has some suspense, because my random path between them may not have been the only one, or the shortest one.

For real stars games, each star's position in physical (real) space is tracked using celestial coordinates converted into XYZ coordinates. When you explore a new jump point without an existing connection, a list of stars is created ordered by distance in physical 3D space. The program cycles through each one with a 20% chance until one is selected for the link. For 10% of jump point explorations, the chance is reduced to 5% to allow the occasional long connection.

If you want to know the star positions, their 3D coordinates are in the DIM_KnownSystems table. X, Y and Z are in light years with Sol being 0,0,0.

When you create a system to generate in real stars games (using SM Mode), you can choose which real star system to create, so you can place races a long way apart if desired. You can't do this in a random stars game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 05, 2021, 08:10:55 PM
Does Water Vapor evaporate over time? And how does atmosphere density effect temperature? Everyone is dying on Mars cuz Oxygen is more than 30% due to water vapor disappearing and its hot as a furnace on Luna cuz there is too much atmosphere.

So as a rule of thumb, should you blanket the planet with 1 atm of nitrogen first to make temperature alterations more effective and keep oxygen from making up too much of the atmosphere?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on January 05, 2021, 08:57:40 PM
Does Water Vapor evaporate over time? And how does atmosphere density effect temperature? Everyone is dying on Mars cuz Oxygen is more than 30% due to water vapor disappearing and its hot as a furnace on Luna cuz there is too much atmosphere.

So as a rule of thumb, should you blanket the planet with 1 atm of nitrogen first to make temperature alterations more effective and keep oxygen from making up too much of the atmosphere?
For worlds below freezing like Mars, I add water vapor until the hydrosphere is above 20%; the requirement for 0 col cost.  Then I add 0.11atm of oxygen, the minimum for breathability plus a little extra just for safety.  Then I add aestium until the temperature is right.  If I still need pressure, I then add nitrogen, stopping once oxygen is below 30% concentration.  This works on most frozen worlds.  Some are too cold for complete terraforming to be possible; they take more than 4atm of aestium to warm up to habitable levels.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 05, 2021, 11:53:09 PM
Probably a dumb question but can i put an orbital mining module on a ship and still have engines? Wanting to basically recreate the ship from Deadspace...w/out the cult.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 05, 2021, 11:58:29 PM
Yeah, you can totally have mobile mining ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 06, 2021, 12:03:08 AM
Cool. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DavidFRS on January 07, 2021, 12:58:22 AM
Is there any way to scrap "space stations"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2021, 01:14:49 AM
You need a shipyard of that size (and type, i.e. commercial vs military). If you have a station that is too massive for a shipyard, e.g. a million-ton fleet maintenance platform then you're out of luck as far as scrapping goes, but you can set it to self-destruct, recover the crew, and salvage the wreck to get something back.

It may be worth considering if you really need to get rid of a station. If it's a military one that's obsolete, then you should have a yard for it (how else did you build it?). Otherwise, the big commercial stations don't really go obsolete, and they cost nothing to keep around aside from possibly poaching commanders - once you have a FHP or OMP, it doesn't go obsolete as the major modules aboard benefit from technology increases without needing replacement (and a slow refueling or cargo loading module isn't a big deal, though ideally you're using hub modules for this instead which benefit from tech automatically). Worst case would be you set the class commander priority to zero and leave them idle around a worthless rock somewhere if you really, truly can't find a use for them, since they should be useful somewhere later on.

But if you really need the minerals from your million-ton station for something...self-destruct and salvage is the best you've got without a shipyard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DavidFRS on January 07, 2021, 01:43:59 AM
The issue I've run into is when I need to remove the mining/terraforming SS. I want to build bigger ones so I won't have to move around so many.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 07, 2021, 02:17:56 AM
What is the difference in resources and equipment recovered between scrapping and salvaging and intact abandoned ship or station? Should it not be very much the same?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2021, 03:41:32 AM
What is the difference in resources and equipment recovered between scrapping and salvaging and intact abandoned ship or station? Should it not be very much the same?

I'm not sure on numbers, but scrapping a ship preserves as many TNEs as possible, whereas salvage is basically scraping a hulk for what's left after it went kaboom. Logically, the latter procedure would be rather less productive.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on January 07, 2021, 06:03:23 AM
What exactly do Naval Headquarters do? I could not find when they were added.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 07, 2021, 06:35:15 AM
They're central to the naval organization (http://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849) in C#, you can only create headquarters at a location with a naval HQ facility. If you stack them, they have more range, if ships are out of their range, they won't get the effects from commanders of their admin commands.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on January 07, 2021, 07:18:15 AM
Thanks man :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 07, 2021, 11:32:48 AM
Is total population size or population of a planet with an academy a factor in officer spawn rates?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 07, 2021, 12:14:24 PM
Number of academies only, amount of population has no influence on it afaik.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 07, 2021, 08:58:03 PM
What is the viability/usefulness of of a dedicated ordnance fleet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 07, 2021, 09:06:01 PM
What is the viability/usefulness of of a dedicated ordnance fleet?

Do you mean a missile combat fleet, or a group of colliers?

For the former you have massive long and short range alpha-strike capability. In the long range context you can pretty much ignore enemy beam weapons. A beam fleet that is slower than a missile fleet is at best an annoying obstacle and at worst completely defenseless.
They are also the best at committing NPR genocide with the usage of radioactive missiles, rendering a planets industry inert for decades.

The latter is an important part of maintaining the logistics of the former, you might not always have missile production at the frontier colonies going, so having a bunch of colliers allows you to get the missiles from the ordnance factory to the ships that will be firing them. Without colliers your missile fleet can run its magazines dry and pretty much be disarmed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 07, 2021, 09:10:51 PM
What is the viability/usefulness of of a dedicated ordnance fleet?

Do you mean a missile combat fleet, or a group of colliers?

For the former you have massive long and short range alpha-strike capability. In the long range context you can pretty much ignore enemy beam weapons. A beam fleet that is slower than a missile fleet is at best an annoying obstacle and at worst completely defenseless.
They are also the best at committing NPR genocide with the usage of radioactive missiles, rendering a planets industry inert for decades.

The latter is an important part of maintaining the logistics of the former, you might not always have missile production at the frontier colonies going, so having a bunch of colliers allows you to get the missiles from the ordnance factory to the ships that will be firing them. Without colliers your missile fleet can run its magazines dry and pretty much be disarmed.

I mean the latter. And i mean about specifically having all of them in one fleet so i dont loose them and can manually assign them to sectors i want them to service. Good idea?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 07, 2021, 09:14:48 PM
What is the viability/usefulness of of a dedicated ordnance fleet?

Do you mean a missile combat fleet, or a group of colliers?

For the former you have massive long and short range alpha-strike capability. In the long range context you can pretty much ignore enemy beam weapons. A beam fleet that is slower than a missile fleet is at best an annoying obstacle and at worst completely defenseless.
They are also the best at committing NPR genocide with the usage of radioactive missiles, rendering a planets industry inert for decades.

The latter is an important part of maintaining the logistics of the former, you might not always have missile production at the frontier colonies going, so having a bunch of colliers allows you to get the missiles from the ordnance factory to the ships that will be firing them. Without colliers your missile fleet can run its magazines dry and pretty much be disarmed.

I mean the latter. And i mean about specifically having all of them in one fleet so i dont loose them and can manually assign them to sectors i want them to service. Good idea?

Yeah I don't see anything wrong with that. Each administrative sector having its own military logistics is how I do it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 07, 2021, 09:16:04 PM
Ok thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 07, 2021, 09:27:43 PM
I've just posted my AAR under C# fictions, but noticed several people have their own board for their AARs. What does one have to do in order to be considered worthy receiving one?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 07, 2021, 10:04:25 PM
I've just posted my AAR under C# fictions, but noticed several people have their own board for their AARs. What does one have to do in order to be considered worthy receiving one?

I guess ask to the right person.

 ;D

You need to ask Erik, but I don't know the criteria. I currently use only my main thread as I don't have many posts there despite the high number of views, so I am fine with currentvstate of things. However I am planning something big for 1.13 so I may need a bigger "platform".

Having your own board is useful if:

You have many people commenting on it and it breaks the posts of the story too often leading people that are interested in reading only to be frustrated with constants updates for just a few questions.
You have multiple stories.
You want to separate story, designs, comments, races, and more.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 08, 2021, 12:45:07 AM
I've just posted my AAR under C# fictions, but noticed several people have their own board for their AARs. What does one have to do in order to be considered worthy receiving one?

I just asked Erik and he said "k, done", and that was that. Reason was to have a place where the updates thread and the comments thread can be together, as well as having a place for any other threads or eventual future AARs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 08, 2021, 02:22:25 AM
What is the difference in resources and equipment recovered between scrapping and salvaging and intact abandoned ship or station? Should it not be very much the same?

I'm not sure on numbers, but scrapping a ship preserves as many TNEs as possible, whereas salvage is basically scraping a hulk for what's left after it went kaboom. Logically, the latter procedure would be rather less productive.

I tried salvaging vs scrapping on a  few ships. The differences are minor. You get all the intact components in both cases. These make up the bulk of a ships value. On top of that I could not see a significant difference in resources recovered. The two major differences that I encountered were:
 
Scrapping requires a shipyard of sufficient size. Navy yards can scrap all, while civilian yards can only scrap civilian ships, but shipyard size can be pretty limiting and binds quite some workforce when you consider scrapping stations.

Salvaging requires abandoning the ship, which destroys the fuel, MSP and ammunition aboard, but you will retain all the materials as long as you have sufficient cargo space on the salvager. A fleet of salvagers should therefore be able to recycle any ship. I did not destroy any ship that does not fit in one 125kt cargo module.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 08, 2021, 05:47:04 AM
My Ground Force Commander Ranks are from Major to Field Marshall . If required how could I install a new rank of Captain into the rank hierarchy or even Lieutenant below that.

I have tried entering a new rank of Captain on the Commanders screen but the rank is added above the Field Marshall rank and I cannot see how to move the rank down to be below Major. I assume that I would have to SM any commanders into the Rank of Captain as Aurora  would not automatically start new commanders with the rank of Captain if this rank is introduced.

Is adding a new rank feasible or even possible and is so would any characters in the added rank even get promoted by the programme?

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 08, 2021, 05:49:19 AM
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on January 08, 2021, 05:58:39 AM
This is embarrassing but my question is how do I launch fighters?

I`m sure its something obvious but I can`t find it.
I have the fighters docked inside the carrier just don`t know how to launch them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 08, 2021, 08:15:10 AM
This is embarrassing but my question is how do I launch fighters?

I`m sure its something obvious but I can`t find it.
I have the fighters docked inside the carrier just don`t know how to launch them.

1. You have to open the fleet menu either by clicking on the star destroyer or by right clicking on your fleet in the system view.
2. Pick the fleet with your fighters.
3. hold the left mouse button down and mark the ships you want to launch and click the detach button.

EDIT: You can assign fighters to your carriers as a sub-fleet. This allows you to launch a standard flight.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 08, 2021, 10:51:21 AM
Ground STO unit

Does a ground unit STO require any other item other than the actual weapon to be able to fire?

For example I have a carronade that requires a Beam Fire Control , Reactor Power and an AS sensor to be able to fire when on a vessel.

What about when on land as a Ground Unit STO weapon ?

DavidR

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 08, 2021, 10:57:38 AM
I mean if you cant put those on the surface of the planet...probably not?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 08, 2021, 11:10:55 AM
Ground STO unit

Does a ground unit STO require any other item other than the actual weapon to be able to fire?

For example I have a carronade that requires a Beam Fire Control , Reactor Power and an AS sensor to be able to fire when on a vessel.

What about when on land as a Ground Unit STO weapon ?

DavidR

Every STO comes packed with an active sensor and BFC and is assumed that it can power itself. The only additional (and optional) things you can add is PD capability (gauss only) and ECCM
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 08, 2021, 12:55:00 PM
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.

This is incorrect. You can add or delete as many ranks as you like. However, adding a rank always places it at the top of the ranks hierarchy, so if you wish to add a bottom or middle rank you need to add ranks to the top until you have as many ranks as you need, then rename all of the ranks to have the order you want. It's a bit tedious, but you only have to do it once anyways.

This is embarrassing but my question is how do I launch fighters?

I`m sure its something obvious but I can`t find it.
I have the fighters docked inside the carrier just don`t know how to launch them.

1. You have to open the fleet menu either by clicking on the star destroyer or by right clicking on your fleet in the system view.
2. Pick the fleet with your fighters.
3. hold the left mouse button down and mark the ships you want to launch and click the detach button.

EDIT: You can assign fighters to your carriers as a sub-fleet. This allows you to launch a standard flight.

An alternative is that you can select the fighters or subfleet from the fleet tree on the left and click "Detach". This is one use of subfleets to make managing your fleets less tedious.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dersavage on January 08, 2021, 04:00:19 PM
I don't get it.  Icarus (LG) asteroid colony have LG infra 127, enough for 0. 64M colonist.  Population is only 0. 1M and still I get unrest due to overcrowding.  Why is that?

Here is screenshot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 08, 2021, 04:06:01 PM
I don't get it.  Icarus (LG) asteroid colony have LG infra 127, enough for 0. 64M colonist.  Population is only 0. 1M and still I get unrest due to overcrowding.  Why is that?

Here is screenshot.

Look at the carrying capacity of the body, it can only accommodate 0.05m people but you have double that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on January 08, 2021, 04:07:47 PM
Hi,

Diplomacy or Communications commander for a diplomacy ship to get the first contact in?
I am getting "unintelligible communication" from my neutral neighbours since years.

Thanks
Thomas
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 08, 2021, 04:20:26 PM
Communications skill will affect deciphering the language, Diplomacy skill will affect relations once communications are established. I believe both skills require the ship to have a diplomacy module to be effective.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DavidFRS on January 08, 2021, 05:05:19 PM
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.

You can also add ranks. But it will only add to the top.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabrote42 on January 09, 2021, 07:52:23 AM
There are always 7 fixed ranks. Only thing you can do is rename them and promote/demote people between them.

You can also add ranks. But it will only add to the top.
You COULD add one to the top, then rename the one which is above the place you need the rank, then perpetuate the renaming upwards so that you end up with the ranks you had previously, but with a new one in the middle. It will make the highest rank difficult to populate though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 09, 2021, 12:22:56 PM
Do any officer skills effect cloaking or detection?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2021, 12:52:45 PM
Do any officer skills effect cloaking or detection?

No
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 09, 2021, 02:25:12 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 09, 2021, 02:26:49 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.

All options related to species including but not limited to: handle them, create, and research are currently not implemeted.

EDIT: Apparently there is a workaround to make this work, read below.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 09, 2021, 02:34:55 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.

All options related to species including but not limited to: handle them, create, and research are currently not implemeted.

So I cannot create a colony with the species or I have to drop them on a planet and add infrastructure later?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2021, 02:35:10 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.

All options related to species including but not limited to: handle them, create, and research are currently not implemeted.

If you read carefully he isn't actually talking about gene modding a new species. Aurora does actually currently support multi-species empires (I know this because my empire has 2-species thanks to a formerly NPR homeworld population) and I can actually select which species I want to create a colony for in the system view.

As for kilo here, pick whatever planet you want to colonize with these aliens and just order the transport to unload them onto the surface. I think the game should automatically create a new colony on the same body with the new species (if it doesn't you should make a bug report), after which point you can use the system view to designate colonies for that species.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2021, 02:37:16 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.

All options related to species including but not limited to: handle them, create, and research are currently not implemeted.

So I cannot create a colony with the species or I have to drop them on a planet and add infrastructure later?

He's wrong, read my reply above this - for the infrastructure I recommend you use SM. Unload your infrastructure on the "human" version of the colony and use SM to simulate a transfer of that infrastructure. On the "civilian economy" tab you can delete and add new installations using SM mode, including infrastructure.

Again this inconvenience should only happen once, after which you can just use the system view to select them (though it doesn't immediately update when you do this so flip between another system and back).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 09, 2021, 02:40:43 PM
How do you create a colony for a different species? I captured colony ships and have several hundred k people and know their preferred climate conditions. The problem is I cannot create a colony for this species. In VB6 you could choose a species and create a colony for them. It will always create a human colony and I cannot switch to 'Yentis' species in the system view. Maybe this requires owning a planet with such a species before.

All options related to species including but not limited to: handle them, create, and research are currently not implemeted.

So I cannot create a colony with the species or I have to drop them on a planet and add infrastructure later?

He's wrong, read my reply above this - for the infrastructure I recommend you use SM. Unload your infrastructure on the "human" version of the colony and use SM to simulate a transfer of that infrastructure. On the "civilian economy" tab you can delete and add new installations using SM mode, including infrastructure.

Again this inconvenience should only happen once, after which you can just use the system view to select them (though it doesn't immediately update when you do this so flip between another system and back).

Oh I did not know that, so you need to kind of force the first time for the option to appear?

I remember having the same issue and gave up as it was too hard all the time to check the actual requirements on the system view "by hand".

So you can confirm the system view gets updated as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2021, 02:48:02 PM
So you can confirm the system view gets updated as well?

Yes the system view also updates but you need to either close and re-open the system view or just change the view to another system and back.
But overall, once you get a colony with a population that has that alien species your empire is officially multi-species.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 09, 2021, 06:22:48 PM
Is there a way to prevent survey ships with the "Move to system requiring Geosurvey" standing order to not go into NPR/alien controlled territory?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 09, 2021, 06:23:44 PM
Mark the system as alien-controlled in the Galactic Map window, then in the fleet movement orders click the checkbox to avoid alien-controlled systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2021, 06:32:47 PM
Mark the system as alien-controlled in the Galactic Map window, then in the fleet movement orders click the checkbox to avoid alien-controlled systems.

Note that with this method ships that are already on transit to that system wont be rerouted
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 10, 2021, 07:40:11 AM
How do I reset the background and text color for an event to default?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 10, 2021, 07:57:03 AM
How do I reset the background and text color for an event to default?

There's no single button for this, but you can select the default colors in the respective dialogs, they are the first and second of the custom colors displayed there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 10, 2021, 08:20:19 AM
Damn it, switched color scheme from *the mod* only to realise that for those events I changed text color, background color stayed the same as the previous background I was using.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 10, 2021, 08:31:14 AM
How do I permanently hide civilians from fleet window? It's cluttered enough and the option to hide them resets every time I reopen the window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabrote42 on January 10, 2021, 08:36:02 AM
How do I permanently hide civilians from fleet window? It's cluttered enough and the option to hide them resets every time I reopen the window.
This is the type of change that requires an executable change. Check the 1.13 change logs and if it isn't there, go suggest it in the suggestion thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 10, 2021, 02:05:14 PM
Do people find it useful to put passives, CIWS and Commercial Damage Control on regular commercial ships that likely won't operate close to the front? I RP it as a Civic Defense initiative but it'd be nice to hear if its actually practical in some situations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 10, 2021, 02:13:51 PM
Passives? Yes.

CIWS? Maybe if you're facing an opponent that tries to raid you with small amounts of missiles exclusively, which seems an oddly specific scenario. Enough CIWS to defend against an actual missile strike from a missile cruiser or a small flotilla is probably too expensive to justify.

Damage Control? No. You need additional MSP storage to actually make use of self-repair, and with most freighters I can't imagine that it matters if they take 30 minutes or 5 hours to repair a module.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 10, 2021, 02:24:47 PM
Do people find it useful to put passives, CIWS and Commercial Damage Control on regular commercial ships that likely won't operate close to the front? I RP it as a Civic Defense initiative but it'd be nice to hear if its actually practical in some situations.

Passives - yes. I always put at least size 1 EM and thermal sensors on every ship except fighters/FACs that need the tonnage to live. If nothing else it lets you know what just blew up your convoy or harvester station so you have the intel to react accordingly.

CIWS - limited. One or two CIWS modules are not much benefit in terms of keeping a ship alive if it comes under attack in deep space. However CIWS is generally the most tonnage-efficient single-ship point defense you can get if you pursue Gauss tech, so if you have a ship that will operate alone (e.g. survey ship) or a large commercial ship that is highly valuable and you can afford to stick a dozen or two turrets on (e.g. a large fleet maintenance base at a jump point) it can be useful. That said, the tonnage of CIWS needed to actually defend against missile attack long enough to escape is quite heavy, so even on a survey ship it may be less economical than just suffering the occasional losses.

Damage Control - no. Commercial ships don't carry enough MSP to get use from this. It could be useful on a large deep-space station if you stock it with MSPs to repair after a jump point battle, but that's about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 10, 2021, 03:14:58 PM
Is there any skill for Scientists or Civilian Administrators that makes them better at running Academy's than their peers or is their research specialization and rank all that matter?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 11, 2021, 03:42:19 PM
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 11, 2021, 03:49:51 PM
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.

It looks like you are being crippled by the lack of population growth. If colonies grow exponentially at the beginning, they tend to stabilize to a few % later. Also one day you may hit the planetary cap, which means there isn't much more you can do.

My advice? It's time to find a "new" Earth and expand there. It will take time but, if you are still playing Aurora, that should be a commodity you sure aren't lacking.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 11, 2021, 04:08:42 PM
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.

It looks like you are being crippled by the lack of population growth. If colonies grow exponentially at the beginning, they tend to stabilize to a few % later. Also one day you may hit the planetary cap, which means there isn't much more you can do.

My advice? It's time to find a "new" Earth and expand there. It will take time but, if you are still playing Aurora, that should be a commodity you sure aren't lacking.  ;)

Maybe putting 25% of my ground construction capabilities into construction factories is not sustainable anymore. I switched away from making mines to automated mines so that the colonies can supply resources and wealth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 11, 2021, 04:09:09 PM
What do you do when the industrial production outgrowth the population? I started outsourcing research to Luna and Mars, while the fuel refineries and ammo factories are on Venus. I might send the fighter factories there as well. The banks are placed on the Jovian moons while mines are wherever they are useful. The problem is that I am still lacking wage slaves.
There are no idle shipyard either that could free more people.

It looks like you are being crippled by the lack of population growth. If colonies grow exponentially at the beginning, they tend to stabilize to a few % later. Also one day you may hit the planetary cap, which means there isn't much more you can do.

My advice? It's time to find a "new" Earth and expand there. It will take time but, if you are still playing Aurora, that should be a commodity you sure aren't lacking.  ;)

Maybe putting 25% of my ground construction capabilities into construction factories is not sustainable anymore. I switched away from making mines to automated mines so that the colonies can supply resources and wealth.
Yup - With a standard start, pop seems to always be one of the 2-3 tight resources for me in early game. You can easily overbuild Const Factories and start the domino effect. It can be a problem with overbuilding (per your pop level) any Installations that requires workers, but for me Const Factories are usually the trigger. More Factories = more workers needed and your other installations are getting built faster, unless you keep a close eye. Which will need even more workers. Moving Installations as you are is a big help.

What I do:
1) Colony creation for eventual pop growth. It's a 'first steps' priority for me to get the three, 2CC colonies up asap. I sacrifice some early Installation builds to make sure I have spare pop for colonies.
2) Watch your spare pop levels. If I ever drop below 10M spare workers on Earth, I assume trouble is coming and start taking steps. If I get to -workers, I waited too long.
3) Mostly I juggle the Industry Orders to keep installation construction throttled when it becomes an issue.
4) Research and Financial are the easiest to move off Earth. I try to move anything that doesn't require micro first. Shipyards, Refineries etc use minerals and will require an additional supply chain if not on Earth.
5) Avoid overbuilding shipyards early. Having a 25k ton military shipyard with 5 slipways is awesome, until you don't need any ships for a year. Those workers are used up but idle. IceRangers Bridging Function has saved me millions of workers by helping me learn and utilize 'sister' classes of ships. Being able to pump out all 6-8 of my DD designs from a single yard saves a few pop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 11, 2021, 04:26:59 PM
I park all the stuff I do not need on or around Venus to free up workers and ship them back whenever they are required. Fuel supply is for instance secured by harvesting bases. Munitions factories are not needed due to a beam only playthrough. Ground forces training centers are transferred between Earth and Venus whenever they are required or not. This allows me to focus my manpower on useful stuff. But in the end these are stopgaps, not solutions.
The current sink of industrial capacity is orbital miners, automated mines and terraforming bases. They have in common that non of them require any workers. The next big thing would be to deactivate my naval arms program after building up 400000 tons of cruisers of acceptable quality. This would give me 31 million workers, which is not that much.
Somewhere along the way I must have frakked up. Maybe it is because I did not grow my colonies to 10 million, deactivated transfer of colonists while feeding sufficient amounts of infrastructure at all times. Right now I equip new colonies with infrastructure for 30 million people and let them grow naturally after they reached 20M. This might be the key for a future game.
 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 11, 2021, 05:19:06 PM
Is there any skill for Scientists or Civilian Administrators that makes them better at running Academy's than their peers or is their research specialization and rank all that matter?

The only things that matter for an academy commandant are what academy tier they can handle (determined by officer rank, administrator level, and scientist research lab limit) and what fields (which research areas, officer bonuses, administrator bonuses) they have bonuses in. Fields with a high enough bonus get rolled twice for every officer of the appropriate type that particular academy generates.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 11, 2021, 09:59:49 PM
Are MIRV missiles the best for long-range saturation bombardments to soak up AMMs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 11, 2021, 10:40:48 PM
Are MIRV missiles the best for long-range saturation bombardments to soak up AMMs?

They can certainly do that. It's probably a good idea to makes sure the MIRV has both stages the same speed/ separation as the other two-stage ASMs
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 12, 2021, 10:04:51 AM
Last night I finally put in place a Maintenance Base Complex at a critical crossroads JP for my upcoming offensive.  With no body to put a colony on there, there is no summary screen  to quickly see the Military Tonnage currently being supported.
Is there a place to see this? Kind of a pita to juggle patrols  and overhauls by hand all the time to ensure I am not exceeding it's capabilities.

I mean besides using SM to create an Asteroid there. Never messed with SM for stuff like that before and would prefer that I'm just a noob and the data is already available. If SM is the best/only way to handle this currently, I'm curious how the experienced players handle this. Is 'tractoring a tiny asteroid' (SM Mode) so I can make use of the Colony summary screen cheaty? If I refrain from using the moved Asteroid to house ground units for additional defense (or DSTS or anything else), are there any other benefits that I shouldn't technically have by using this method?

Using the JP is saving me 2-4 days response time to 3 diff systems but I feel like I'm a logistics secretary far too much.  I'd really rather not have to move it all out to the colony there just so I can see the data.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 12, 2021, 10:20:57 AM
Last night I finally put in place a Maintenance Base Complex at a critical crossroads JP for my upcoming offensive.  With no body to put a colony on there, there is no summary screen  to quickly see the Military Tonnage currently being supported.
Is there a place to see this? Kind of a pita to juggle patrols  and overhauls by hand all the time to ensure I am not exceeding it's capabilities.

I mean besides using SM to create an Asteroid there. Never messed with SM for stuff like that before and would prefer that I'm just a noob and the data is already available. If SM is the best/only way to handle this currently, I'm curious how the experienced players handle this. Is 'tractoring a tiny asteroid' (SM Mode) so I can make use of the Colony summary screen cheaty? If I refrain from using the moved Asteroid to house ground units for additional defense (or DSTS or anything else), are there any other benefits that I shouldn't technically have by using this method?

Using the JP is saving me 2-4 days response time to 3 diff systems but I feel like I'm a logistics secretary far too much.  I'd really rather not have to move it all out to the colony there just so I can see the data.

If you merge all the ships at the base into a single fleet (perhaps using join as subfleet to keep track of organization), the naval org window will show the total tonnage in your new "on-base" fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 12, 2021, 06:45:18 PM
How long does it take for ground combat to process? I have invaders fighting with npr in some system I haven't discovered (I set the detection to automatic) and according to db logs it's a hell of a mess with ground combat included, stuck at 5s turns for 1,5h IRL by now. Is my save doomed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on January 12, 2021, 06:48:22 PM
5s increments means space combat.  Ground combat happens every 8 hours.

You could disable sensors in systems without player presence via Space Master.  This would end any NPR vs NPR combat inconclusively; they wouldn't be able to shoot anymore.  Alternatively you could make detection automatic, which tends to cause a single long burst of 5s until one side is completely wiped out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 12, 2021, 07:15:30 PM
After paying more attention to what's going on in the logs it seems that it's ships trying to hit ground units from orbit here(and energy impacts of 1 dmg from time to time, looks kinda like missile defence), ground combat also takes place as well. However, the ships can't hit anything, I get messages like 40 shots, 0,6% chance to hit, sometimes it'll include 1 shot hit or something.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 12, 2021, 07:53:59 PM
After paying more attention to what's going on in the logs it seems that it's ships trying to hit ground units from orbit here(and energy impacts of 1 dmg from time to time, looks kinda like missile defence), ground combat also takes place as well. However, the ships can't hit anything, I get messages like 40 shots, 0,6% chance to hit, sometimes it'll include 1 shot hit or something.

It sounds like the problem is orbital bombardment. There probably isn't any ground combat and its just invaders bombing a planet. Which explains why your stuck in 5s increments.

That really sucks because there is no easy way to make them stop short of giving the invaders the win and wiping out NPR ground forces
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 12, 2021, 08:12:56 PM
It's been 3 hours IRL by now. Well, almost 3. I wonder whether It'll process till morning. If not, I guess I'll just have to indeed delete ground forces. Hope it's relatively simple db edit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 12, 2021, 08:14:15 PM
It's been 3 hours IRL by now. Well, almost 3. I wonder whether It'll process till morning. If not, I guess I'll just have to indeed delete ground forces. Hope it's relatively simple db edit.

I would leave it, however a log cleanse and vacuum may be needed at the end. There is a good chance your save may be hundreds megabytes at the end.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 12, 2021, 08:30:36 PM
5s increments means space combat.  Ground combat happens every 8 hours.

It's important to note that there is one other circumstance that can cause 5s increments, which is an NPR ship jumping back and forth through the same JP. While it's not the problem here according to the following posts this is a common situation to need fixing as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 12, 2021, 08:35:57 PM
5s increments means space combat.  Ground combat happens every 8 hours.
It's important to note that there is one other circumstance that can cause 5s increments, which is an NPR ship jumping back and forth through the same JP. While it's not the problem here according to the following posts this is a common situation to need fixing as well.

Nuclear, I am reading so much lately that I don't even remember what I had yesterday for breakfast, so take the below with a grain of salt.

I remember reading from Steve that he has not really addressed this, but at least limited it for 1.13.

He is aware of the issue, that's a 100% instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 12, 2021, 10:48:22 PM
Question: Is there a way to transfer troops from a carrier to its parasites without the parasites having to leave the hanger? (Both have troop bays and the troops fit in both)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 12, 2021, 11:49:03 PM
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 12:04:19 AM
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...

I am not sure what you are experiencing, but you may be doing something wrong.

(https://i.imgur.com/KrqSfSw.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 13, 2021, 12:16:54 AM
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...

I am not sure what you are experiencing, but you may be doing something wrong.

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

Oh wow. Ok. Its just, im dabbling in ground units for the first time and i uh...dont really understand how they work at all. Trying to glean from screenshots and what Steve and by extension, the wiki says isnt really working for me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 12:23:00 AM
Is it possible to go below the regiment level in the OOB? From what im seeing, it doesnt go below three levels...

I am not sure what you are experiencing, but you may be doing something wrong.

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

Basically each HQ works like a Matrioska (Russian Doll). You have 1 big HQ that can command  1,000,000 That is the total. The composition underneath will be anything that does not hit that cap and so on.
Oh wow. Ok. Its just, im dabbling in ground units for the first time and i uh...dont really understand how they work at all. Trying to glean from screenshots and what Steve and by extension, the wiki says isnt really working for me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 13, 2021, 12:27:20 AM
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 01:07:03 AM
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?

Yes. Remember that the HQ formation may have its own tonnage as well. I follow this setup but you can come up with your own
   
CORP           250,000   Max HQ 1000K or 3 DIVISIONS         Corps - different corps form the army. Each Corp usually has a purpose. Can control all the below or act alone.
DIVISION      50,000   Max HQ 250K or 4 BRIGADES         Division - Made up of more than 50,000 TONS (support personnel)
BRIGADE       25,000   MAIN – Max HQ 50K or 5 COMPANIES       Each brigade will serve a specific purpose and completely autonomous.
BATTALION   10,000   HQ 10K                                         Battalions are to handle tasks which don’t require a full brigade, such garrison new colonies, construction or Xeno archaeology etc.
COMPANY           5,000   HQ 5K                                         Companies are for individual specialized units composing BRIGADES
SQUAD          <5,000   HQ DEPENDING ON SIZE                  Squad of few men to perform special actions, such as boarding parties


Each unit should have its own HQ. You should also remember to create the HQs as non-combat units and finally add 2 of them per formation for redundancy, just in case one gets killed in action.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 13, 2021, 01:08:10 AM
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?
Each unit that has smaller units under it needs enough tonnage for both the elements in the HQ unit and the elements in the templates under the HQ unit

For example: My battalions are comprised of 3 front line companies of 3,125 tons, and 1 command company of 3,125 tons. Thus, the total battalion size is 12,500 tons. So, the front line companies need HQs with 3,125 tons of HQ capacity, and the command company needs HQs with 12,500 tons of HQ capacity.

Going up to the next level, each brigade has 3 battalions and 1x 12,500 ton brigade command. The brigade command thus needs an HQ capacity of 50,000 tons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2021, 01:18:24 AM
Oh ok then. So larger HQ unit with higher level commander means smaller units underneath then with HQ at every level? Or do i onl need one HQ for the entire thing overall?

Every formation that will have a commander should have a HQ element, otherwise it will not receive any bonus from a commander. For "combat" formations the HQ capacity should be equal to the formation size, otherwise the commander will suffer a penalty and not give their full bonus. For "superior" formations which will command other formations the HQ capacity should be equal to the size of its own formation plus the formations you expect it to command. For example, if your combat formations are 5,000-ton battalions, a superior brigade formation which is also 5,000 tons and expects to command three battalions would need a HQ that has 20,000 capacity. Note that if you then had a 10,000-ton corps formation which expects to command three brigades, it must have HQ capacity for itself plus the sum of all formations under its command, down through multiple levels, in this case 70,000 tons as each brigade commands 20,000 tons.

As the cost to develop an HQ element increases massively as the command capacity increases, I don't recommend having more than 2-3 levels in your hierarchy to begin, and I suggest having your basic combat formation (battalion, etc.) be 5,000 tons or larger, as this is the size of the largest troop transport module and thus makes it easy to ensure your formations can be transported. Many people like to use 1,000-ton companies as their base unit, however this tends to give you too many formations for the amount of commanders you have until quite late in the game and causes a lot of micromanagement, so I don't recommend this unless you are dedicated to a particular RP scheme.

Each unit should have its own HQ. You should also remember to create the HQs as non-combat units and finally add 2 of them per formation for redundancy, just in case one gets killed in action.

The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies. However, having two HQ elements does allow you to appoint a replacement commander in the middle of a battle, which is a bit gamey but a viable use case.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 01:35:54 AM
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.

The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct".  ;)

However, having two HQ elements does allow you to appoint a replacement commander in the middle of a battle, which is a bit gamey but a viable use case.

I don't see any issue with a commander getting replaced once dead, it's probably the natural chain of command. But I understand your point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on January 13, 2021, 03:30:39 AM
After paying more attention to what's going on in the logs it seems that it's ships trying to hit ground units from orbit here(and energy impacts of 1 dmg from time to time, looks kinda like missile defence), ground combat also takes place as well. However, the ships can't hit anything, I get messages like 40 shots, 0,6% chance to hit, sometimes it'll include 1 shot hit or something.

It sounds like the problem is orbital bombardment. There probably isn't any ground combat and its just invaders bombing a planet. Which explains why your stuck in 5s increments.

That really sucks because there is no easy way to make them stop short of giving the invaders the win and wiping out NPR ground forces

Well ir processed till morning, but then as I did a small test after 16 in-game days it went back to 5s again. I marked the npr fighting invaders as player race in db to easily poke at things with a stick and to my surprise when I switched to them I noticed it was only no fuel interrupting me every 5s (but I doubt npr out of fuel would cause slowdown) and one ship getting attacked every 20 s without any hit ever connecting. I deleted the ship, cancelled orders of the fuel-less fleet and everything apparently moved back to normal... What surprised me is that while playing as the npr I didn't get any logs about ground forces getting involved in anything. What the hell is going on there? At least I figured out all I need to do is flag npr as player race and then can simply delete ships from fleet window and switch it back to npr, no need for some risky and complex db tweaks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 13, 2021, 05:32:19 AM
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.

The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct".  ;)


The chance of the commander getting killed is:

(HQ Rating of destroyed unit / HQ Rating of formation) * 25%

So multiple HQs do improve commander survival chance.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 13, 2021, 05:39:13 AM
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.

The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct".  ;)


The chance of the commander getting killed is:

(HQ Rating of destroyed unit / HQ Rating of formation) * 25%

So multiple HQs do improve commander survival chance.

But the HQ rating of formations don't go up when you add multiple HQs. 2 4000 rated HQs still result in a 4000 rated formation
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 13, 2021, 07:42:40 AM
When you research new armor tech, will it be applied to locked ship designs automatically so all new ships made of the class have the armor or do you have to make a new design?

Same question for Meson Retardation tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tobijon on January 13, 2021, 07:45:54 AM
you have to make a new design, the ships remain the way you designed them, you can use copy class and update armor to make this easier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 13, 2021, 08:16:23 AM
you have to make a new design, the ships remain the way you designed them, you can use copy class and update armor to make this easier.

Would that require retooling the shipyard or is it compatible with yards tooled to the original class with the lower-tier armor?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 13, 2021, 08:51:51 AM
you have to make a new design, the ships remain the way you designed them, you can use copy class and update armor to make this easier.

Would that require retooling the shipyard or is it compatible with yards tooled to the original class with the lower-tier armor?
It's a completely separate class, so compatibility follows the normal rules. If the refit to the version with the new armor is less than 25% of the cost of the ship, it should still be compatible
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 13, 2021, 10:24:39 AM
The two HQs thing was partially disproven elsewhere in the forums in that the redundancy does not improve the commanders' odds of surviving if one of the HQs is destroyed, basically the commander is "on" one of the two HQs and if it is destroyed the commander dies.

The commander will be in the HQ with the higher command if 1 or more HQ are present true, however, a replacement commander gets assigned (if you do have automatic assignments) when the original commander dies and assignments check is due. I never mentioned improving survival of commanders or other. Furthermore, Steve does use 2 HQ in all his offensive formation designs so I must trust his "instinct".  ;)


The chance of the commander getting killed is:

(HQ Rating of destroyed unit / HQ Rating of formation) * 25%

So multiple HQs do improve commander survival chance.

But the HQ rating of formations don't go up when you add multiple HQs. 2 4000 rated HQs still result in a 4000 rated formation

Yes that's true. I should have been clearer above. For commander casualties it is the total rating of HQs within the formation, not the formation HQ rating.

(HQ Rating of destroyed unit / Total of HQ Ratings within formation) * 25%

For example, assume you have 2x 5000-ton rated HQs in a formation. The HQ rating of the formation is 5000 tons, but the chance of the commander being killed if one is destroyed is (5000 / 10,000) * 0.25.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 13, 2021, 10:36:13 AM
Last night I finally put in place a Maintenance Base Complex at a critical crossroads JP for my upcoming offensive.  With no body to put a colony on there, there is no summary screen  to quickly see the Military Tonnage currently being supported.
Is there a place to see this? Kind of a pita to juggle patrols  and overhauls by hand all the time to ensure I am not exceeding it's capabilities.

I mean besides using SM to create an Asteroid there. Never messed with SM for stuff like that before and would prefer that I'm just a noob and the data is already available. If SM is the best/only way to handle this currently, I'm curious how the experienced players handle this. Is 'tractoring a tiny asteroid' (SM Mode) so I can make use of the Colony summary screen cheaty? If I refrain from using the moved Asteroid to house ground units for additional defense (or DSTS or anything else), are there any other benefits that I shouldn't technically have by using this method?

Using the JP is saving me 2-4 days response time to 3 diff systems but I feel like I'm a logistics secretary far too much.  I'd really rather not have to move it all out to the colony there just so I can see the data.

If you merge all the ships at the base into a single fleet (perhaps using join as subfleet to keep track of organization), the naval org window will show the total tonnage in your new "on-base" fleet.

Appreciate that. It's my current 'best of the worst' way to handle it.  Unless I'm missing something (completely possible, I was blind to the 'assign all' checkbox for missiles for....months?), it's the micro of having to use move orders (so start/stop game repeatedly) to keep the subfleets org intact. It's a very busy FOB. Is there a way to drag/drop a fleet into another fleet and keep it intact as a sub? Every time I try it just tosses them all in the main fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 13, 2021, 11:08:22 AM
Is there a way to drag/drop a fleet into another fleet and keep it intact as a sub?
No.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 13, 2021, 11:21:14 AM
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?

Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 13, 2021, 11:23:03 AM
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?

Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.

Yes it does. Ground attack values are based on the highest energy weapon tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 13, 2021, 01:11:02 PM
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?

Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.

Yes it does. Ground attack values are based on the highest energy weapon tech.

Okay, so not just carronades, but any Beam weapon - Thank you!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 13, 2021, 01:14:28 PM
Fuzzy Memory wants me to think Plasma Carronade Tech has some effect on Ground Unit Racial Weapon Strength...Is that correct?

Forum Search led to me to a bunch of fun AAR's, but I didn't see anything on the actual mechanics.

Yes it does. Ground attack values are based on the highest energy weapon tech.

Even gauss?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 13, 2021, 01:21:33 PM
Thought I was being brilliant and created a Maintenance Station w/a magazine for resupply and maintenance at a critical crossroads JP. Tagged as supply ship and collier.

I can't seem to figure out how to transfer missiles from a (mobile) collier to the Maint Base.  Think I've tried all the transfer, load + the joins and load etc. Did I miss one?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2021, 01:29:35 PM
Thought I was being brilliant and created a Maintenance Station w/a magazine for resupply and maintenance at a critical crossroads JP. Tagged as supply ship and collier.

I can't seem to figure out how to transfer missiles from a (mobile) collier to the Maint Base.  Think I've tried all the transfer, load + the joins and load etc. Did I miss one?

Make sure your collier has an ordnance transfer module.

If so, check that when it joins a fleet, the collier has selected to transfer ordnance to fleet in the appropriate dropdown. This may not be set by default.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 13, 2021, 01:57:08 PM
Thought I was being brilliant and created a Maintenance Station w/a magazine for resupply and maintenance at a critical crossroads JP. Tagged as supply ship and collier.

I can't seem to figure out how to transfer missiles from a (mobile) collier to the Maint Base.  Think I've tried all the transfer, load + the joins and load etc. Did I miss one?

Make sure your collier has an ordnance transfer module.

If so, check that when it joins a fleet, the collier has selected to transfer ordnance to fleet in the appropriate dropdown. This may not be set by default.

Thanks! It helps a lot to know that it should be working and is oper error. I'll double check the Ord Transfer is on both. Didn't think about there being a setting like on tankers tho stopping the 'join and loads' from working. Can't recall exactly atm, but isn't there a similar 'load from stationary fleet' like with fuel that shouldn't require the joining and setting of that dropdown?    It will be easier to go back and test everything out now knowing it can work tho - Thank you!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dersavage on January 13, 2021, 02:28:02 PM
In Shipyard there is Refit Task Type. This can refit ship +/- 20% size. But there's also AUTOREFIT Task. How does it work and what's the benefit of using it. So far I havent figured out how it works.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 13, 2021, 02:31:21 PM
In Shipyard there is Refit Task Type. This can refit ship +/- 20% size. But there's also AUTOREFIT Task. How does it work and what's the benefit of using it. So far I havent figured out how it works.

Autorefit will refit ships to new template as long as there are ships of the original class in orbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on January 13, 2021, 02:46:26 PM
The chance of the commander getting killed is:

(HQ Rating of destroyed unit / HQ Rating of formation) * 25%

So multiple HQs do improve commander survival chance.

Sorry, but this formula means, quite the reverse, that multiple HQs do NOT improve commander survival chance, because total HQ hit chance isn't constant with multiplying HQs. Doubling HQ you instantly double a chance that some HQ will be hit, so it's twice better instant survival chance from twice worse chance of being hit. So no effect in overall commander survival chance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 02:47:01 PM
I was playing with the passive sensors today while designing a new strategy for one of the race of my upcoming new game and so I have been building Deep Space Tracking Stations to then go around and deploy in my test game to also check logistic and so on.

Bottom line, I now have a Strength of 27,000 on the planet. Based on the current formula

Code: [Select]
Signature strength x Sensor strength x 1000 km
My detection against a 10 signature should look like this: 10 x 27,000 x 1,000 and equal to 270,000,000. The problem is that if I check Aurora flagging the 10 band I get 130,000,000 (displayed 130m) and also all the other signature at 1,000 and 10,000 are not matching.

I am sure I am missing something somehow, but what?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 13, 2021, 02:52:54 PM
I was playing with the passive sensors today while designing a new strategy for one of the race of my upcoming new game and so I have been building Deep Space Tracking Stations to then go around and deploy in my test game to also check logistic and so on.

Bottom line, I now have a Strength of 27,000 on the planet. Based on the current formula

Code: [Select]
Signature strength x Sensor strength x 1000 km
My detection against a 10 signature should look like this: 10 x 27,000 x 1,000 and equal to 270,000,000. The problem is that if I check Aurora flagging the 10 band I get 130,000,000 (displayed 130m) and also all the other signature at 1,000 and 10,000 are not matching.

I am sure I am missing something somehow, but what?
The formula is sqrt, not linear.

Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km

http://aurora2.pentarch.org/index.php?topic=8495.msg103085#msg103085
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 13, 2021, 02:54:49 PM
I was playing with the passive sensors today while designing a new strategy for one of the race of my upcoming new game and so I have been building Deep Space Tracking Stations to then go around and deploy in my test game to also check logistic and so on.

Bottom line, I now have a Strength of 27,000 on the planet. Based on the current formula

Code: [Select]
Signature strength x Sensor strength x 1000 km
My detection against a 10 signature should look like this: 10 x 27,000 x 1,000 and equal to 270,000,000. The problem is that if I check Aurora flagging the 10 band I get 130,000,000 (displayed 130m) and also all the other signature at 1,000 and 10,000 are not matching.

I am sure I am missing something somehow, but what?
The formula is sqrt, not linear.

Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km

http://aurora2.pentarch.org/index.php?topic=8495.msg103085#msg103085

Thanks, you know the funny thing? I was literally looking at it and completely missed the second line!

 ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 14, 2021, 04:45:10 PM
 - I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 14, 2021, 04:51:21 PM
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.

I would like to know the answer to this as well - this sounds great
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 14, 2021, 04:58:43 PM
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.

I would like to know the answer to this as well - this sounds great

http://aurora2.pentarch.org/index.php?topic=9792.msg106084#msg106084

This should be tested. However, based on the framework you should be able to fire only the amount of pods as your amount of launchers. They are considered Ordnance so I think what is happening is the below:

The Launcher provides magazine space so if you have a launcher size 1, you will have 1 space of ammunition permitting you to load 0.5 times 2 pods. I am unsure if this is happening with missiles as well and there is a string of code preventing this behavior. If that so, this is probably a bug as you should not be able to use launcher size as true magazine space.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 14, 2021, 05:12:36 PM
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.

I would like to know the answer to this as well - this sounds great

http://aurora2.pentarch.org/index.php?topic=9792.msg106084#msg106084

This should be tested. However, based on the framework you should be able to fire only the amount of pods as your amount of launchers. They are considered Ordnance so I think what is happening is the below:

The Launcher provides magazine space so if you have a launcher size 1, you will have 1 space of ammunition permitting you to load 0.5 times 2 pods. I am unsure if this is happening with missiles as well and there is a string of code preventing this behavior. If that so, this is probably a bug as you should not be able to use launcher size as true magazine space.

 - How would one test this?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 14, 2021, 05:25:54 PM
- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.

I would like to know the answer to this as well - this sounds great

http://aurora2.pentarch.org/index.php?topic=9792.msg106084#msg106084

This should be tested. However, based on the framework you should be able to fire only the amount of pods as your amount of launchers. They are considered Ordnance so I think what is happening is the below:

The Launcher provides magazine space so if you have a launcher size 1, you will have 1 space of ammunition permitting you to load 0.5 times 2 pods. I am unsure if this is happening with missiles as well and there is a string of code preventing this behavior. If that so, this is probably a bug as you should not be able to use launcher size as true magazine space.

 - How would one test this?

Be at war with a faction and be involved into ground combat then have 1 fighter with normal launcher and another with pod launcher and see what happens.

The loadout "bug" could be tested without the need of a war as you can load the ordnance regardless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 14, 2021, 05:56:00 PM
 - AHA! You can't assign two of them to the same Fighter Pod Bay. :3 SO it doesn't work. I'll fill out a bug report later. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 14, 2021, 06:23:26 PM
- AHA! You can't assign two of them to the same Fighter Pod Bay. :3 SO it doesn't work. I'll fill out a bug report later. :)

However, I think that this is the correct behavior. You have a size 16 launcher (Bay in the case of Pods) and only 1 whatever size less or equal to 16 should be able to load.



from you previous post:

- I have a Size 16 Fighter Pod Bay, if I stuff two Size 8 Fighter Pods into it, will they both fire or will one of them not fire? Unlike missiles I've found that I can mount 2 fighter pods into a single bay if they'll fit, so I'm curious.

it looks like you could already fit 2 pods in one launcher (Bay), which you should not.

Now I am confused...

 ???

Also you should test against missile launchers as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 14, 2021, 11:52:36 PM
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 15, 2021, 04:27:14 AM
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.

Particle weapons are good for sniping as they do same amount of damage for the whole weapon range. Laser for example have lower damage further away from the target you are. On the other hand, particles cannot be turreted so they are unsuitable for point defence.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on January 15, 2021, 05:45:59 AM
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.

Plasma weaponry lives or dies by speed. If you’re faster than your target you can hold the range at the edge of your envelope. At this range you will massively out dps any other beam weapon that can reach you. If you’re slower, your only real hope is that your opening strike, which should deal significantly more than the opfor’s, will swing the fight enough in your favor before they close range.

Plasma Lances on the other hand are simply fantastic. The earliest Lance you can build deals 12 damage all to a single armor column, so if it has 11 or less layers of armor you score internal on the 1st shot. I love combining them with rail beam fighter swarms. Leaves a couple of gaping wounds for rail shots to hit without sandpapering the armor off.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 15, 2021, 08:01:53 AM
Is it practical to put thermal reduction on large, overclocked capital ship engines?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 15, 2021, 08:47:20 AM
Is it practical to put thermal reduction on large, overclocked capital ship engines?

No
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 15, 2021, 09:00:34 AM
Is there any way to auto-assign civilian to sectors and academies?

My poor sector governor, who is the only level 10 admin, keeps being re-assigned to a rock in the middle of nowhere instead of leading humanity like he should :(

Same with the Dean of the Luna Kennedy Center for Public Policy. Reassigned to a frigid moon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 15, 2021, 09:01:31 AM
Is there any way to auto-assign civilian to sectors and academies?

My poor sector governor, who is the only level 10 admin, keeps being re-assigned to a rock in the middle of nowhere instead of leading humanity like he should :(

Same with the Dean of the Luna Kennedy Center for Public Policy. Reassigned to a frigid moon.

No

but in 1.13 your assigned sector admins and academy commandants will become immune from auto-assign so will not be randomly reassigned without your say so
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 15, 2021, 10:56:50 AM
Does anyone actually use particle beams/lances? If so, what are they actually useful for? I rarely (I dont think i have ever seen.) see them brought up in any discussion.

Plasma weaponry lives or dies by speed. If you’re faster than your target you can hold the range at the edge of your envelope. At this range you will massively out dps any other beam weapon that can reach you. If you’re slower, your only real hope is that your opening strike, which should deal significantly more than the opfor’s, will swing the fight enough in your favor before they close range.

Plasma Lances on the other hand are simply fantastic. The earliest Lance you can build deals 12 damage all to a single armor column, so if it has 11 or less layers of armor you score internal on the 1st shot. I love combining them with rail beam fighter swarms. Leaves a couple of gaping wounds for rail shots to hit without sandpapering the armor off.

Wait there is a difference between Particle Lances and Particle Beams?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on January 15, 2021, 11:23:14 AM

Wait there is a difference between Particle Lances and Particle Beams?

Particle Lances show up as a research option after you research particle damage 6 and range 150k or 200k I think, costs 30k RP or so. Particle Lances are a modifier you can apply when designing a particle beam. Makes it larger, cost more to build and research and so on. It also doubles the damage and turns the template into a single line instead of spreading.

I’d go dig up the link for you, but I’m at work on a tablet, lol. It’s in the C# mechanics topic, one of the new things that got added for C#.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 15, 2021, 11:40:10 AM
Oh. Ok then.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 15, 2021, 11:48:20 AM
Do CIWS have an EM footprint similar to whatever active sensor was installed in them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 15, 2021, 12:21:32 PM
Do CIWS have an EM footprint similar to whatever active sensor was installed in them?

No... the sensor are probably deemed too weak to have any impact on a ships EM signature.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabrote42 on January 15, 2021, 04:03:39 PM
Is it practical to put thermal reduction on large, overclocked capital ship engines?
No, but doing it in point defence pickets and some kinds of bombers is very worth it.
Also, any actives are gonna be seen from miles away.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 15, 2021, 10:18:02 PM
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?

I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 15, 2021, 10:37:18 PM
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?

I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.

Tracking speed rules are consistently one of the more confusing things in Aurora.

Basically, a weapon has a tracking speed and a fire control has a tracking speed, and the actual tracking speed is whichever is smaller.

Weapon tracking speed is turret speed if turreted, or the LARGER of racial tracking speed (i.e. the highest fire control tracking speed tech you have researched) and hull speed if unturreted.

So if I have 2000km/s tracking speed tech, all my hull mounted weapons track at at least 2000km/s. But if my fire control is only 1250km/s for whatever reason, I only get to use 1250km/s tracking speed.

Fire control tracking speed is fire control tracking speed
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 15, 2021, 10:37:34 PM
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?

I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.

No. Here is the formula:

Code: [Select]
max(racial tracking speed,
    min(fire control tracking speed,
        or(turret tracking speed,
           ship speed)))

If that's too terse for you, you can think of it like this: If the weapone you are firing is in a turret, use the turret speed, otherwise use the ship speed. Then compare that with the fire control tracking speed, and take the lower value. Then compare that with the racial tracking speed and take the higher value. The result is the tracking speed that is used to calculate the chance of hitting the target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 15, 2021, 10:41:56 PM
If the speed of the ship exceeds the tracking speed of the fire control does the ship's speed override the FC tracking?

I'm trying to make a 125 ton fighter, but I can't fit in the beam fire control and the gauss cannon.

No. Here is the formula:

Code: [Select]
max(racial tracking speed,
    min(fire control tracking speed,
        or(turret tracking speed,
           ship speed)))

If that's too terse for you, you can think of it like this: If the weapone you are firing is in a turret, use the turret speed, otherwise use the ship speed. Then compare that with the fire control tracking speed, and take the lower value. Then compare that with the racial tracking speed and take the higher value. The result is the tracking speed that is used to calculate the chance of hitting the target.

A very clear explaination, well done.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on January 16, 2021, 02:39:04 AM

No. Here is the formula:

Code: [Select]
max(racial tracking speed,
    min(fire control tracking speed,
        or(turret tracking speed,
           ship speed)))

If that's too terse for you, you can think of it like this: If the weapone you are firing is in a turret, use the turret speed, otherwise use the ship speed. Then compare that with the fire control tracking speed, and take the lower value. Then compare that with the racial tracking speed and take the higher value. The result is the tracking speed that is used to calculate the chance of hitting the target.

Unless I misunderstand how tracking works, I think your more verbose explanation would start with “If the weapon you are firing is in a turret, use the turret speed, otherwise use the higher of ship speed OR racial tracking speed”.

Then further down completely omit reference to racial tracking speed.

The way you have it worded would imply that if the racial tracking speed is higher than the fire control tracking speed you could track faster than the BFC (I don’t think you can). It would also imply that the racial tracking speed could override a turret that is slower than the racial tracking speed (I don’t think it can).

Or, in summation “If the weapon you are firing is a turret, use the turret speed, otherwise use the higher of ship speed OR racial tracking speed. Then compare that with fire control tracking speed, and take the lower value. The result is the tracking speed that is used to calculate the chance of hitting the target.”

If I have this wrong, please feel free to correct me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dersavage on January 16, 2021, 06:25:20 AM
I accidentally clicked 'obsolete' button on MAINTENANCE MODULE. Is it possible to undo this action?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tobijon on January 16, 2021, 06:47:11 AM
I accidentally clicked 'obsolete' button on MAINTENANCE MODULE. Is it possible to undo this action?

you can show obsolete components by clicking the obsolete checkmark under the list, then if you select it and obsolete it again it will put it back in the normal list
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MuthaF on January 16, 2021, 07:42:53 AM
Any way to spawn Invader or Precursors beside random gen and creating new empire?
Would really really love to have option to Create Precursor Fleet/Base along the Create Swarm option. .

Also, im guessing still no solution to campaign ending in permanent 6 hrs intervals [probably] because some AI ship ran out of fuel in system with other AI/Spoiler presence? [last guy who got this on forums at least had DB access to find and delete the offending fleet]
I mean i finally got campaign going that isnt full of Null reference errors but its unplayable due to 6hrs issue.  Game month now takes around 40 minutes in real time. . .  *sigh*
Also, only way to get DB access is PM to Steve, right?
Thx
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on January 16, 2021, 08:53:27 AM
Any way to spawn Invader or Precursors beside random gen and creating new empire?
Would really really love to have option to Create Precursor Fleet/Base along the Create Swarm option. .

Also, im guessing still no solution to campaign ending in permanent 6 hrs intervals [probably] because some AI ship ran out of fuel in system with other AI/Spoiler presence? [last guy who got this on forums at least had DB access to find and delete the offending fleet]
I mean i finally got campaign going that isnt full of Null reference errors but its unplayable due to 6hrs issue.  Game month now takes around 40 minutes in real time. . .  *sigh*
Also, only way to get DB access is PM to Steve, right?
Thx

The database is currently unrestricted - all you need is a DB viewer and you can look at whatever you want. Of course, editing it is a good way to destroy your saved game, so be careful (and take backups) before you do anything in there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MuthaF on January 16, 2021, 09:02:08 AM
Quote from: Elvin link=topic=11545. msg146705#msg146705 date=1610808807

The database is currently unrestricted - all you need is a DB viewer and you can look at whatever you want.  Of course, editing it is a good way to destroy your saved game, so be careful (and take backups) before you do anything in there.

Ah hell, indeed it is. 
I'd swear it asked for password in cmd tool i used some month ago and didnt accept empty.  Either it was issue with tool not allowing empty pwd or i was dreaming. . .
Thank you  :-[
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Neophyte on January 16, 2021, 02:08:46 PM
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods? 

Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony?  Or is it less, or more, points?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 16, 2021, 02:26:51 PM
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods? 

Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony?  Or is it less, or more, points?

 from my experience the only way to get intelligence points is by monitoring a colony's EM emissions with a ELINT module. Nothing else generates intelligence points; they are specific to each colony. If someone has found another way I would love to hear it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 16, 2021, 02:31:19 PM
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods? 

Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony?  Or is it less, or more, points?

 from my experience the only way to get intelligence points is by monitoring a colony's EM emissions with a ELINT module. Nothing else generates intelligence points; they are specific to each colony. If someone has found another way I would love to hear it.

You can generate nontrivial amounts of intelligence by blowing up their ships and capturing the survivors for questioning
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 16, 2021, 02:46:27 PM
Do you get intelligence points from the total crew of captured or surrendered ships as if you had picked them up from lifepods? 

Related question for conquered colonies - are the IPs you get from taking over a colony with ground forces equivalent to the max IP you could get by using an ELINT ship to monitor that enemy colony?  Or is it less, or more, points?

 from my experience the only way to get intelligence points is by monitoring a colony's EM emissions with a ELINT module. Nothing else generates intelligence points; they are specific to each colony. If someone has found another way I would love to hear it.

You can generate nontrivial amounts of intelligence by blowing up their ships and capturing the survivors for questioning
Never happened to me so far. What are the intelligence points applied to, the nearest colony?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 16, 2021, 02:53:33 PM
Never happened to me so far. What are the intelligence points applied to, the nearest colony?

You do have to capture a fair few crews to start seeing the effects, usually what you'll get is e.g. points toward a technology that the other race has and you do not - so if you're strictly superior to them you may not get as many bonuses.

I can't recall if the IPs are racial or colony-specific, I believe they're racial since I recall getting the benefits immediately on collecting the survivors, rather than once they're deposited on a colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 16, 2021, 02:56:29 PM
Turns out there are two different kinds of intel points, ones associated with a colony and ones associated with the entire race. Crew interrogation intel applies points towards the latter pool, elint applies towards both.

Quote
Any intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.

Relevant posts (http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 16, 2021, 02:58:36 PM
Turns out there are two different kinds of intel points, ones associated with a colony and ones associated with the entire race. Crew interrogation intel applies points towards the latter pool, elint applies towards both.

Quote
Any intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.

Relevant posts (http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678)
Ah I though racial intelligence points were not a thing. Do you know where to view them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 16, 2021, 03:13:55 PM
I am designing my first missile ship now that I freed some stockpiles of precursor and NPR missiles.  What I do not know is how AMM fire controls work. Let's say you do 1v1 AMM firing and you have 20 missile launchers and 4 salvos of 5 missiles incoming. Will it behave like BFCs and attack all the salvos at the same time or do I need 4 fire controls?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 16, 2021, 03:30:57 PM
Turns out there are two different kinds of intel points, ones associated with a colony and ones associated with the entire race. Crew interrogation intel applies points towards the latter pool, elint applies towards both.

Quote
Any intelligence gained on a population is also used at the racial level for the purposes of espionage. Each Alien Population Intelligence Point adds one Alien Race Intelligence Point.

Relevant posts (http://aurora2.pentarch.org/index.php?topic=8495.msg109678#msg109678)
Ah I though racial intelligence points were not a thing. Do you know where to view them?

They are hidden from the player, although you could probably sleuth them out of the DB.

I am designing my first missile ship now that I freed some stockpiles of precursor and NPR missiles.  What I do not know is how AMM fire controls work. Let's say you do 1v1 AMM firing and you have 20 missile launchers and 4 salvos of 5 missiles incoming. Will it behave like BFCs and attack all the salvos at the same time or do I need 4 fire controls?

In the Ship Combat tab (where you assign fire controls), there are several options for point defense labeled to the effect of "fire N missiles per target", which will auto-fire AMMs at incoming missile salvos at that ratio - by default if you auto-assign the fire controls the game tends to prefer 3 missiles per target. You can of course also direct fire manually if necessary.

Unlike beam PD you do need one fire control per salvo, but MFCs are quite small and cheap so this is easy to afford.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 16, 2021, 03:49:39 PM
Thanks. This means I will bring enough MFCs. The ratio will be changed depending on the enemy's missile capabilities.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_g on January 16, 2021, 04:13:07 PM
Regarding AMM ships is there a way to tell ships to equally contribute? i. e.  to make ammo usage more uniform.

In my game play I have AMM ships with 6 MFCs each and instead of my 6 ships shooting down 6 salvos with 1 MFC each, only the first ship in the fleet will fire with all its 6 MFCs at the 6 salvos.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 16, 2021, 04:26:21 PM
Regarding AMM ships is there a way to tell ships to equally contribute? i. e.  to make ammo usage more uniform.

In my game play I have AMM ships with 6 MFCs each and instead of my 6 ships shooting down 6 salvos with 1 MFC each, only the first ship in the fleet will fire with all its 6 MFCs at the 6 salvos.

Currently no... it require some micromanaging from the player to just add a few launcher from each ship if you think that is all that is needed to cover any incoming missiles.

I generally almost never find myself in this situation as I usually have enough beam PD to just ignore using missiles at all if I don't need all of them to fire of at least one volley each once. But sometimes you need to micro it by removing launchers from the MFC from your AMM ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_g on January 16, 2021, 05:06:05 PM
I recently made the mistake on getting in Precursor's AMM missile range after having no trouble against their ASMs. 

When I got into range of the their AMMs a few of my AMM ships were already out of ammo and even with 9 quad-turreted gauss cannons I would get hit on every volley, there were 2 salvos of 45 missiles each and I don't remember how many salvos of 4 missiles but they added to almost 200 and my 40k kms tracking speed was no match for their 77k kms speeds.

It was a massacre, I thought I could pull through it, but I that's when I realized how little MSP I've given my gauss ships, failure's started appearing and I lost that whole fleet in the engagement.
I also learned then that putting 9 lasers on the same BFC is overkill.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 16, 2021, 05:16:18 PM
I recently made the mistake on getting in Precursor's AMM missile range after having no trouble against their ASMs. 

When I got into range of the their AMMs a few of my AMM ships were already out of ammo and even with 9 quad-turreted gauss cannons I would get hit on every volley, there were 2 salvos of 45 missiles each and I don't remember how many salvos of 4 missiles but they added to almost 200 and my 40k kms tracking speed was no match for their 77k kms speeds.

It was a massacre, I thought I could pull through it, but I that's when I realized how little MSP I've given my gauss ships, failure's started appearing and I lost that whole fleet in the engagement.
I also learned then that putting 9 lasers on the same BFC is overkill.

One problem might be that your turrets was way overkill for the smaller salvos of AMM. Each turret can only engage ONE salvo at a time. It is often more efficient to use smaller gauss cannons so you don't overkill salvos as frequently. If you had 18 quad 50% sized quad turrets those salvos of 4 missiles would probably produce much less overkill.

I also think that nine total turrets in a fleet probably is a bit small, unless your fleet was small.

Armour is also a pretty good way to soak AMM as well if that is your intention... but that works best on really large ships who can afford many layers of armour.

You also can keep some of your own AMM in store and shoot them at the enemy ships rather than their AMM, that will force them to shoot at your AMM rather than your ships and you will eventually drain their AMM storage. You also can withhold firing ASM until you are really close of you carry ASM  which also will keep their AMM busy shooting at them instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_g on January 16, 2021, 06:16:54 PM
One problem might be that your turrets was way overkill for the smaller salvos of AMM. Each turret can only engage ONE salvo at a time. It is often more efficient to use smaller gauss cannons so you don't overkill salvos as frequently. If you had 18 quad 50% sized quad turrets those salvos of 4 missiles would probably produce much less overkill.

Yup, you're right and thanks for clearing that up. I got the idea that PD weapons can fire at multiple salvos from the C# changes list, but after seeing that post now, I realized it was only talking about the PD BFC which can fire at multiple salvos, not the weapon itself. Well, back to the drawing board then.

I also think that nine total turrets in a fleet probably is a bit small, unless your fleet was small.

I had 37 ships in that fleet. Out of those, 18 had defensive priorities, the 9 ships with quad gauss cannons I mentioned earlier and 9 AMM ships. I also had 9 missile cruisers (ASM ships), 4 light cruisers (laser weapons), 4 carriers and 2 sensor ships. And yes, in the heat of the battle I forgot to deploy my fighters aboard the carrier to help with the PD.

How do you manage your fleet compositions? How much PD do you allocate for your fleet?

Armour is also a pretty good way to soak AMM as well if that is your intention... but that works best on really large ships who can afford many layers of armour.

You also can keep some of your own AMM in store and shoot them at the enemy ships rather than their AMM, that will force them to shoot at your AMM rather than your ships and you will eventually drain their AMM storage. You also can withhold firing ASM until you are really close of you carry ASM  which also will keep their AMM busy shooting at them instead.

Their ASMs out-ranged my ASMs, but by the time I reached my ASM range they had depleted their missiles without any damage to my fleet so my intention was to get as close as possible before starting to shoot the ASMs so they'd get the least tracking bonus and have less time to react. Since they ran out of ASMs I assumed I'd be safe at about 2m kms to fire my ASMs. That's when their AMM bombardment started, my thought was: 'Hmm, if I was able to easily destroy all their ASMs why shouldn't I wait for them to deplete all their AMMs as well and then I'll just go in and destroy them with my laser weapons, or even better board them'.

That was wrong, even though their AMMs only had 1 damage, they were much faster than the ASMs and I had to use 2 missiles instead of 1 per missile which made my ammo run out even faster and then the escort ships holding the gauss turrets started failing due to lack of MSP and more and more damage was coming through. By the time I realized that I'm in trouble and started launching my ASMs some of my ships were already damaged and a couple more of their volleys were underway as well. It was too late.

This was the first big combat engagement I've had in the game, and it caught me unprepared. But I've learned from it and I'm learning even more discussing about it now on the forum. Thanks for your input!

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 16, 2021, 06:44:18 PM
I also think that nine total turrets in a fleet probably is a bit small, unless your fleet was small.
I had 37 ships in that fleet. Out of those, 18 had defensive priorities, the 9 ships with quad gauss cannons I mentioned earlier and 9 AMM ships. I also had 9 missile cruisers (ASM ships), 4 light cruisers (laser weapons), 4 carriers and 2 sensor ships. And yes, in the heat of the battle I forgot to deploy my fighters aboard the carrier to help with the PD.

How do you manage your fleet compositions? How much PD do you allocate for your fleet?

Armour is also a pretty good way to soak AMM as well if that is your intention... but that works best on really large ships who can afford many layers of armour.

You also can keep some of your own AMM in store and shoot them at the enemy ships rather than their AMM, that will force them to shoot at your AMM rather than your ships and you will eventually drain their AMM storage. You also can withhold firing ASM until you are really close of you carry ASM  which also will keep their AMM busy shooting at them instead.

Their ASMs out-ranged my ASMs, but by the time I reached my ASM range they had depleted their missiles without any damage to my fleet so my intention was to get as close as possible before starting to shoot the ASMs so they'd get the least tracking bonus and have less time to react. Since they ran out of ASMs I assumed I'd be safe at about 2m kms to fire my ASMs. That's when their AMM bombardment started, my thought was: 'Hmm, if I was able to easily destroy all their ASMs why shouldn't I wait for them to deplete all their AMMs as well and then I'll just go in and destroy them with my laser weapons, or even better board them'.

That was wrong, even though their AMMs only had 1 damage, they were much faster than the ASMs and I had to use 2 missiles instead of 1 per missile which made my ammo run out even faster and then the escort ships holding the gauss turrets started failing due to lack of MSP and more and more damage was coming through. By the time I realized that I'm in trouble and started launching my ASMs some of my ships were already damaged and a couple more of their volleys were underway as well. It was too late.

This was the first big combat engagement I've had in the game, and it caught me unprepared. But I've learned from it and I'm learning even more discussing about it now on the forum. Thanks for your input!
Personally, my fleet design is as follows:
Cruiser Squadron (CruRon)
- 1x 24,000 ton Jump cruiser (Jump drive with 4 ship squadron jump, 6x dual gauss-67 turrets)
- 3x 24,000 ton Cruisers (30x 0.3 size 6 missile launchers, 2 dual gauss-67 turrets)
Destroyer Squadron (DesRon)
- 1x 12,000 ton Jump Destroyer (Jump drive with 4 ship squadron jump, 2x dual gauss-67 turrets)
- 3x 12,000 ton Destroyer (10 AMM launchers, 4 particle beams)

I try to always pair a CruRon with a DesRon, so a total of 14 dual gauss turrets per fleet minimum, with the gauss cannons being the 67% size version.
So excluding carriers, if I had a fleet of similar size to yours, that would be 4 Cruiser Squadrons and 4 Destroyer squadrons, for a total of 56 dual gauss turrets and 120 amm tubes (3,756 AMMs in magazines)

Admittedly, even that many gauss turrets wouldn’t have been enough to totally stop that many AMMs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 16, 2021, 07:29:20 PM
Will the AI launch AMM's at a missile even if its not going to hit it?

I want to use 'saturation' MIRV multistage missiles to get the AI to waste all its AMMs before striking with my carrier bombers and don't want to waste space on the 2nd-stage size-1 missiles on agility.

Also, will the AI always use 3 AMMs to intercept 1 missile?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 16, 2021, 07:43:03 PM
Will the AI launch AMM's at a missile even if its not going to hit it?

I want to use 'saturation' MIRV multistage missiles to get the AI to waste all its AMMs before striking with my carrier bombers and don't want to waste space on the 2nd-stage size-1 missiles on agility.

Also, will the AI always use 3 AMMs to intercept 1 missile?
I would not rely on trying to run the enemy out of AMMs. It may work against NPR ships, but AMM bases often have large stockpiles of AMMs on the planet. However, as far as I know the AI will always shoot AMM at incoming missiles
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 17, 2021, 12:45:01 PM
Is there a danger to expanding so slowly NPRs you encounter will outmatch you completely? From what I understand, they don't exist from the start of the game and instead have a percentage chance of randomly generating every time you enter a new system with a habitable planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elvin on January 17, 2021, 12:57:19 PM
Is there a danger to expanding so slowly NPRs you encounter will outmatch you completely? From what I understand, they don't exist from the start of the game and instead have a percentage chance of randomly generating every time you enter a new system with a habitable planet.

If you started with 0 NPRs in the galaxy, then yes you are right - any you meet will be generated and will be within some threshold of your current "power". The exact upper (and maybe lower?) bounds are determined by the difficulty setting for the game, I believe.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 18, 2021, 10:32:39 AM
Which Ground Officer skills effect STO weapons?

Are they different for anti-ship STO and PD STOs?

And how is the weight of an STO weapon calculated? They are heavier in the ship design menu.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 18, 2021, 12:43:26 PM
Which Ground Officer skills effect STO weapons?

Are they different for anti-ship STO and PD STOs?

And how is the weight of an STO weapon calculated? They are heavier in the ship design menu.

Tactical bonus. Nope.
From the C# changes list: The STO mount includes the weapon, a reactor of the exact size needed for the recharge rate, an active sensor with range greater than the weapon range and a built-in beam fire control with a 4x range modifier.
Beam Fire Control: For normal weapons, this will be created using options for 4x Racial Fire Control Range and 1x Racial Tracking Speed. If the Point Defence Weapon checkbox is clicked, the fire control will be created using options for 1x Racial Fire Control Range and 4x Racial Tracking Speed. In all cases, the beam fire control will have a 25% range bonus vs a ship-mounted equivalent. The cost and size of the fire control will be 50% of the ship version due to its dedication to a single weapon.

Active Sensor: This sensor will be resolution 1 and have range at least equal to the maximum range of the weapon. The minimum size will be 5 tons. The sensor is fully functional and will detect targets in general, not just for the weapon. Size and cost are normal.

Reactor: This component will be designed to generate sufficient power for the weapons capacitor. Size and cost are normal.

ECCM: This is optional and can be added by checking Include ECCM checkbox. Size is 50 tons and cost is half normal to reflect the dedication to a single weapon.
It might have more modifiers that aren't listed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 18, 2021, 01:40:53 PM
I have great difficulty Terraforming Planets to a CC of 0.

I have colonies on Mars and on Barnards Star A-II which are taking gazillion years to bring the CC down.

Can anyone give pointers on the optimum way to approach Terraforming planets.Also I am using non-armoured Terraforming Stations each with 2 Terraform modules on board which are tractored to the relevant planet to commence their work  ( Each Terraforming Station is approx 56,000 tons ) . How many of these modules do you think I should provide at each planet ? I know that the replies will also depend on the Technology rate  researched but a general idea would be appreciated.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 18, 2021, 01:47:00 PM
I have great difficulty Terraforming Planets to a CC of 0.

I have colonies on Mars and on Barnards Star A-II which are taking gazillion years to bring the CC down.

Can anyone give pointers on the optimum way to approach Terraforming planets.Also I am using non-armoured Terraforming Stations each with 2 Terraform modules on board which are tractored to the relevant planet to commence their work  ( Each Terraforming Station is approx 56,000 tons ) . How many of these modules do you think I should provide at each planet ? I know that the replies will also depend on the Technology rate  researched but a general idea would be appreciated.

2 modules is going to be slow indeed. Aim higher! Go for 100 modules total; it's a nice round number. You can probably make your stations larger too; go for 20 modules each to start.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 18, 2021, 01:49:39 PM
I have great difficulty Terraforming Planets to a CC of 0.

I have colonies on Mars and on Barnards Star A-II which are taking gazillion years to bring the CC down.

Can anyone give pointers on the optimum way to approach Terraforming planets.Also I am using non-armoured Terraforming Stations each with 2 Terraform modules on board which are tractored to the relevant planet to commence their work  ( Each Terraforming Station is approx 56,000 tons ) . How many of these modules do you think I should provide at each planet ? I know that the replies will also depend on the Technology rate  researched but a general idea would be appreciated.
Since I guess you are probably on early tech and early game; it is good to have a few dozen terraforming modules in orbit so that terraforming does not take forever.
Early game terraforming can takes decades easily; it might be a good idea to start with smaller planets or ones that are part way there already so that it is faster.
Stacking Production admins with Terraforming bonus officers can help too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 18, 2021, 02:16:08 PM
Thanks all.

db-483x 

I only put 2 modules per terrarform unit as the tugs would not be able to haul a station with any more.

Looks as if I will have to ramp up the number of terraforming stations in orbit of a planet. Currently Ihave around 5-6 stations per planet .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 18, 2021, 02:21:42 PM
Thanks all.

db-483x 

I only put 2 modules per terrarform unit as the tugs would not be able to haul a station with any more.

Looks as if I will have to ramp up the number of terraforming stations in orbit of a planet. Currently Ihave around 5-6 stations per planet .

Tugs can pull any size of station. The only effect of size is that the mass of the towed object is added to that of the tug for the purpose of calculating speed, and by extension fuel range.

I usually put 5 TF modules on my stations to keep the size in that 120-130k ton range, mainly because I like to be able to build stations out of shipyards instead of using valuable factory time if I can especially early in the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 19, 2021, 05:42:11 AM
nuclearslurpee,

If I designed a Terraforming Station with 5 modules weighing 12ok-130k then my Tugs would be travelling at a snails pace and take years to reach their destination , especially when traversing Jump points. Designing bigger Tugs with bigger engines and fuel capacity would just mean a never ending saga of spending more minerals and fuel on even bigger shipyards , which themselves take ages to reach the desired capacity.

Looks like I will stick with 2 modules per Station , build more of them and more Tugs to handle the increased numbers of Stations , especially when they will all need to be moved once a Planet has been completely terraformed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 19, 2021, 11:11:27 AM
Personally I start my tugs at 40k tons. You can easily put a tractor beam, some fuel, and 30+ ktons of engines on them and they will still tug a 120k ton station around at a decent clip.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on January 19, 2021, 01:17:39 PM
I usually use very large tugs (300k+) by early mid-game. But my early Tugs are Tug/Tanker combos. I make them smaller but still way overbuild the engines so 'small' ends up being ~80,000t. But this includes ~20M fuel + refueling and just under 3500 speed at Ion for  fast Fleet Tankers when needed. Since Tugs are hauling around a lot of fuel anyway... When the Big Tugs start rolling out, they move into purely Fleet Tanker + rescue/recovery tractor beam.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 19, 2021, 03:27:13 PM
What kind of ground forces would you use to fight about 30k infantry with improved personal weapons and 400 medium tanks with 2x medium anti vehicle guns + some minor units on a rift valley world? Asking for a friend.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on January 19, 2021, 03:33:13 PM
What kind of ground forces would you use to fight about 30k infantry with improved personal weapons and 400 medium tanks with 2x medium anti vehicle guns + some minor units on a rift valley world? Asking for a friend.

Often the best way to clear out those kind of things is Super heavies with triple CSAP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 19, 2021, 03:37:59 PM
Medium AV? Do you have heavier vehicles that can tank that? I hear people put both CAP/HCAP and an AV on their tanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 19, 2021, 03:39:01 PM
What kind of ground forces would you use to fight about 30k infantry with improved personal weapons and 400 medium tanks with 2x medium anti vehicle guns + some minor units on a rift valley world? Asking for a friend.

Often the best way to clear out those kind of things is Super heavies with triple CSAP.

Yeah, I guessed that. I do not have super heavies right now and might bring heavies instead. Is orbital support worth it? I could bring a 10x 10cm + 4 x 25 cm raingun cruiser?
And how much supply do you really need? I seem to bring too much.

Medium AV? Do you have heavier vehicles that can tank that? I hear people put both CAP/HCAP and an AV on their tanks.

Right now I landed lightly armored infantry with regular rifles and medium tanks cap + medium anti vehicles. The infantry was just used to fill up the free transport capacity and appears to be cannon fodder. The mediums have at least 1 tech level more armor than the enemy has pen. This makes them somehow survivable. Heavies are in the making.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 19, 2021, 03:46:28 PM
How do civilians design their ships?

Can they only use components you've designed or can they make their own?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 19, 2021, 03:48:58 PM
How do civilians design their ships?

Can they only use components you've designed or can they make their own?

They have scripted components based on your technology level. I am pretty sure you can look at their engine tech for instance when you go to the technology tab and switch on civilian components.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 19, 2021, 03:55:09 PM
How do civilians design their ships?

Can they only use components you've designed or can they make their own?

They design ships based on your researched technology but they use their own template designs and their own components.

There is sort of a flaw in how this work... you should be careful of researching low powered engines and the reasons are two fold. The civilians use the lowest setting and they never pay fuel anyway, this means their ship become very slow and thus deliver less goods per tonnage. The other issue is that the ships become a bit cheaper so they build more of them, even if this to some degree offset them being slower the issue is eventually game performance instead. If you keep to the higher low power research then you get less but more efficient civilian ships which is a win/win situation.

If you still want to use the lower engine settings you can still research them but then removing them with SM and only add them as you design something and the afterwards remove them again and thus you will get less performance decrease from civilian ships as the game goes on. I don't see this as cheating but more as a quality of life type of thing. I usually allow the civilians to build their ships at either 0.4 or 0.3 engine efficiency.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 19, 2021, 04:06:36 PM
Yeah, I guessed that. I do not have super heavies right now and might bring heavies instead. Is orbital support worth it? I could bring a 10x 10cm + 4 x 25 cm raingun cruiser?
And how much supply do you really need? I seem to bring too much.

Right now I landed lightly armored infantry with regular rifles and medium tanks cap + medium anti vehicles. The infantry was just used to fill up the free transport capacity and appears to be cannon fodder. The mediums have at least 1 tech level more armor than the enemy has pen. This makes them somehow survivable. Heavies are in the making.

Orbital support can work okay, but struggles with heavily fortified units and will kick up a lot of dust that will crash the planet's habitability.

Power armor infantry can be fairly effective against CAP especially with HP upgrades and can be massed so that AV weapons are limited in effectiveness (they kill too slow). You can land a couple 100k of those to deal with the enemy infantry, then land some anti-tank units to clear out the armor. This might actually be a good situation for mechanized infantry (PA infantry + LVH with medium weapons) due to high evasion stat and relatively low cost.

Or just land a platoon of UHV + 4xHAC and come back in a week with a cleaning crew.  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 19, 2021, 04:28:02 PM
Yeah, I guessed that. I do not have super heavies right now and might bring heavies instead. Is orbital support worth it? I could bring a 10x 10cm + 4 x 25 cm raingun cruiser?
And how much supply do you really need? I seem to bring too much.

Right now I landed lightly armored infantry with regular rifles and medium tanks cap + medium anti vehicles. The infantry was just used to fill up the free transport capacity and appears to be cannon fodder. The mediums have at least 1 tech level more armor than the enemy has pen. This makes them somehow survivable. Heavies are in the making.

Orbital support can work okay, but struggles with heavily fortified units and will kick up a lot of dust that will crash the planet's habitability.

Power armor infantry can be fairly effective against CAP especially with HP upgrades and can be massed so that AV weapons are limited in effectiveness (they kill too slow). You can land a couple 100k of those to deal with the enemy infantry, then land some anti-tank units to clear out the armor. This might actually be a good situation for mechanized infantry (PA infantry + LVH with medium weapons) due to high evasion stat and relatively low cost.

Or just land a platoon of UHV + 4xHAC and come back in a week with a cleaning crew.  ;D

I think that it is Orbital Bombardment that produce dust on planets, Orbital Support is more like surgical strikes directed by ground units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 19, 2021, 04:29:30 PM
I think that it is Orbital Bombardment that produce dust on planets, Orbital Support is more like surgical strikes directed by ground units.

I might be mixing it up with the collateral damage mechanic then
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on January 19, 2021, 04:47:26 PM
Personally I start my tugs at 40k tons. You can easily put a tractor beam, some fuel, and 30+ ktons of engines on them and they will still tug a 120k ton station around at a decent clip.

I usually aim for 50k ton tugs.  Max size engines as many as fit with the beam and some gas.  I agree with you nuke.  It's fine at moving them fast enough
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on January 19, 2021, 05:31:49 PM
Personally I start my tugs at 40k tons. You can easily put a tractor beam, some fuel, and 30+ ktons of engines on them and they will still tug a 120k ton station around at a decent clip.

I usually aim for 50k ton tugs.  Max size engines as many as fit with the beam and some gas.  I agree with you nuke.  It's fine at moving them fast enough

I usually add a single orbital habitat module (~500k tons) to each tug during design phase, then add engines until I get reasonable range/speed, and then remove the orbital habitat before finalizing the design. This gives me some idea as to the performance of the tug when towing a 500ish kton station.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on January 19, 2021, 05:33:43 PM
Suppose I were to design a ship with a BFC with range less than 10000 km. If I set that BFC to final defensive fire, does that BFC use it's 10k km accuracy rating or does it use it's 0k km accuracy rating? Is there any reason to use a BFC with range less than 10000 km?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 19, 2021, 06:08:58 PM
Suppose I were to design a ship with a BFC with range less than 10000 km. If I set that BFC to final defensive fire, does that BFC use it's 10k km accuracy rating or does it use it's 0k km accuracy rating?

Since final fire takes place at 10k km it should use the 10k km accuracy of the BFC. Otherwise this would be a trivial hack to get perfect BFC accuracy at extremely small sizes.

Quote
Is there any reason to use a BFC with range less than 10000 km?

You could use e.g. plasma fighters and have them open fire at point-blank (basically 0 km) range. In that case you don't need any real range on your BFC and could save space in any scenario where that would help for some reason. If space doesn't need to be saved you'd usually want a tad more range though if only for the flexibility of actually being able to shoot things more than 1 km away.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on January 19, 2021, 06:13:47 PM
Suppose I were to design a ship with a BFC with range less than 10000 km. If I set that BFC to final defensive fire, does that BFC use it's 10k km accuracy rating or does it use it's 0k km accuracy rating?

Since final fire takes place at 10k km it should use the 10k km accuracy of the BFC. Otherwise this would be a trivial hack to get perfect BFC accuracy at extremely small sizes.

Quote
Is there any reason to use a BFC with range less than 10000 km?

You could use e.g. plasma fighters and have them open fire at point-blank (basically 0 km) range. In that case you don't need any real range on your BFC and could save space in any scenario where that would help for some reason. If space doesn't need to be saved you'd usually want a tad more range though if only for the flexibility of actually being able to shoot things more than 1 km away.

I was messing around with railgun FAC BFCs. As my current engine tech is not so great, I have a design decision to make regarding BFC speed and engine size. To be useful, the ship must have speed greater than my fleet speed (~6k km/s) but remain small enough to not mount a bridge. Using plasma cannons would not fit my theme.

But thankyou for your answer :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 19, 2021, 06:29:07 PM
I think that it is Orbital Bombardment that produce dust on planets, Orbital Support is more like surgical strikes directed by ground units.

I might be mixing it up with the collateral damage mechanic then

Collateral damage are damage done to population and planetary installation due to ground combat in general. The heavier the weapon the more likely it is that either population dies or some installations are destroyed. Infantry don't tend to devastate a planet while heavy artillery does but it could also be large beam weapons mounted on ships providing orbital bombardment.

I still don't thin this type of damage provide dust in the planet atmosphere... I think this is either missiles fired at the planet or simply unguided orbital bombardment that just target anything on the ground and do so with a fury.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on January 19, 2021, 07:14:26 PM
10,000km is the minimum range.  BFC's below 10kkm can't shoot at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on January 20, 2021, 04:16:58 AM
Are the various spreadsheets / databases ( mineral usage per component / installation etc )  that I see in various Tutorials and Let's Play videos , available in the public domain , or are they private and specific to the individual?

I have the Missile / Ship Designer and can see others in the Utilities folder but not ones that have mineral usage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 20, 2021, 08:56:50 AM
Most people will make their own spreadsheets for personal use, so if you don't find a link you can assume it is private although nothing stops you from asking in the comments of a video.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kuhaica on January 20, 2021, 09:52:05 AM
This covers installations. I don't have one for components, I just have a little note for each thing.

(https://cdn.discordapp.com/attachments/798000025187254372/798252253869113344/Capture.PNG)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 20, 2021, 11:12:50 PM
Can you spinally mount an railgun?
If so, how?
If not, why?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 20, 2021, 11:14:29 PM
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 20, 2021, 11:16:44 PM
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.

Aw. So i cant make an MAC gun then? Sad. Oh well. Worth a shot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 20, 2021, 11:20:55 PM
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.

Aw. So i cant make an MAC gun then? Sad. Oh well. Worth a shot.

Last time we had this discussion the consensus was to use particle lances.

Alternatively, given that MACs can fire up to multiple-kiloton shells, you could just model them as giant missile launchers (fun fact: 40 MSP = 1,000 tons!) if you're willing to ignore the whole "homing capability" thing - and also that this would be completely useless against even a light breeze from a desk fan mounted as a PD turret.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: RougeNPS on January 20, 2021, 11:28:16 PM
You cannot, it was spuriously left in from a test Steve did and the drop-down is removed (really replaced with the reduced size options) in 1.13.

Aw. So i cant make an MAC gun then? Sad. Oh well. Worth a shot.

Last time we had this discussion the consensus was to use particle lances.

Alternatively, given that MACs can fire up to multiple-kiloton shells, you could just model them as giant missile launchers (fun fact: 40 MSP = 1,000 tons!) if you're willing to ignore the whole "homing capability" thing - and also that this would be completely useless against even a light breeze from a desk fan mounted as a PD turret.

I was thinking particle lances actually. They fit the description of the function of MACs better than railguns actually do in my opinion. So i was gonna go with that anyway. Thanks for the alternative suggestion though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on January 21, 2021, 08:14:24 AM
quick question. If enemy missiles are inside my active and fire control range, why don`t they show as potential targets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 21, 2021, 08:18:47 AM
quick question. If enemy missiles are inside my active and fire control range, why don`t they show as potential targets?

What is the ECM status - enemy ECM that is not being countered by MFC ECCM will reduce the effective range of the MFC
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on January 21, 2021, 08:20:38 AM
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.

Guardian class Escort      6,000 tons       124 Crew       735.2 BP       TCS 120    TH 360    EM 0
3000 km/s      Armour 4-29       Shields 0-0       HTK 55      Sensors 0/0/0/0      DCR 2      PPV 10
Maint Life 2.06 Years     MSP 199    AFR 111%    IFR 1.5%    1YR 62    5YR 935    Max Repair 140.08 MSP
Magazine 353   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Nuclear Pulse Engine  EP120.00 (3)    Power 360    Fuel Use 127.58%    Signature 120    Explosion 12%
Fuel Capacity 849,000 Litres    Range 20 billion km (77 days at full power)

Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 15
Missile Fire Control FC11-R1 (2)     Range 11.7m km    Resolution 1
Firefly Anti-Missile Missile (353)    Speed: 14,200 km/s    End: 1.3m     Range: 1.1m km    WH: 1    Size: 1    TH: 80/48/24

Active Search Sensor AS11-R1 (1)     GPS 72     Range 11.7m km    MCR 1.1m km    Resolution 1

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

Edit: I have set the enemy as hostile and my beam defence does work
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 21, 2021, 08:24:55 AM
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.

Guardian class Escort      6,000 tons       124 Crew       735.2 BP       TCS 120    TH 360    EM 0
3000 km/s      Armour 4-29       Shields 0-0       HTK 55      Sensors 0/0/0/0      DCR 2      PPV 10
Maint Life 2.06 Years     MSP 199    AFR 111%    IFR 1.5%    1YR 62    5YR 935    Max Repair 140.08 MSP
Magazine 353   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Nuclear Pulse Engine  EP120.00 (3)    Power 360    Fuel Use 127.58%    Signature 120    Explosion 12%
Fuel Capacity 849,000 Litres    Range 20 billion km (77 days at full power)

Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 15
Missile Fire Control FC11-R1 (2)     Range 11.7m km    Resolution 1
Firefly Anti-Missile Missile (353)    Speed: 14,200 km/s    End: 1.3m     Range: 1.1m km    WH: 1    Size: 1    TH: 80/48/24

Active Search Sensor AS11-R1 (1)     GPS 72     Range 11.7m km    MCR 1.1m km    Resolution 1

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

Edit: I have set the enemy as hostile and my beam defence does work

Oh wait these are AMMs sorry my bad. If there are enemy missiles make sure any AMM MFCs have an assigned point defense mode - there are 3 primary missile PD modes which determine the amount of AMMs will be launched per incoming missile. Once you've set the MFCs PD mode, tell them to open fire and they will launch missiles to intercept.

Enemy missiles will not show on the target list iirc, their engagement is automatic under the missile PD modes

Edit: That AMM going at 14000 km/s is garbage, you need to at least double that speed I think, but idk what your missile tech is and it might not be possible
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on January 21, 2021, 09:01:10 AM
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.

Guardian class Escort      6,000 tons       124 Crew       735.2 BP       TCS 120    TH 360    EM 0
3000 km/s      Armour 4-29       Shields 0-0       HTK 55      Sensors 0/0/0/0      DCR 2      PPV 10
Maint Life 2.06 Years     MSP 199    AFR 111%    IFR 1.5%    1YR 62    5YR 935    Max Repair 140.08 MSP
Magazine 353   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Nuclear Pulse Engine  EP120.00 (3)    Power 360    Fuel Use 127.58%    Signature 120    Explosion 12%
Fuel Capacity 849,000 Litres    Range 20 billion km (77 days at full power)

Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 15
Missile Fire Control FC11-R1 (2)     Range 11.7m km    Resolution 1
Firefly Anti-Missile Missile (353)    Speed: 14,200 km/s    End: 1.3m     Range: 1.1m km    WH: 1    Size: 1    TH: 80/48/24

Active Search Sensor AS11-R1 (1)     GPS 72     Range 11.7m km    MCR 1.1m km    Resolution 1

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

Edit: I have set the enemy as hostile and my beam defence does work

Maybe a stupid question, sorry if it offends, but was your activ sensor turned on?  They are off by default since they give your position away.  If they weren't on they won't pick up missiles and you can't fire on them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 21, 2021, 11:07:39 AM
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

And how big are NPRs usually? Do they even colonize?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 21, 2021, 11:09:15 AM
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

C# AI does actually have fuel needs - their ships do not need fuel to remain mobile however when they run out of fuel they are forced to return to a refuel point until they have been refueled.
So destroying tankers should have an effect hopefully
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 21, 2021, 02:01:27 PM
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

And how big are NPRs usually? Do they even colonize?

As Droll said NPRs do play by fuel/shipping rules, there are just some extra safeguards in place to prevent issues involved with running out of those things.

NPRs will colonize and can get quite large given time but will not generally expand as aggressively as a human player would.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 21, 2021, 03:20:33 PM
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 21, 2021, 04:01:10 PM
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...

You cannot use alien missiles, sorry.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 21, 2021, 04:59:21 PM
Someone, I want to say Zap0, made it work using some kind of SM or DB hacks for their AAR.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 21, 2021, 06:01:57 PM
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...

Someone, I want to say Zap0, made it work using some kind of SM or DB hacks for their AAR.

Yup, that's true. You'll need to edit the DB and add the alien missiles to your own tech. Easy enough to do with a graphical sqlite db manager of your choice, like this one (https://dbeaver.io/).

First, look for FCT_Missiles and find the missile you want to make usable. The table lists all missiles regardless of race. You're interested in the MissileID.
Then look up your own RaceID in FCT_Race. That table will spoil you if you want to be surprised about who or how many NPRs there are in your game.
Then you can make a new entry in FCT_RaceTech. It's a four-column table, and it wants TechID (which is the MissileID you looked up earlier), RaceID and GameID. The RaceID you know and the GameID should be the same as the one for your race. The last column, Obsolete, should have a 0 or 1.

They will then count essentially as your own technology and you can not just use them as ammo but also build them. You can then either refrain from building them because RP-wise they're advanced alien artifacts you can't reproduce or say you reverse-engineered them and make more.

Also, generic disclaimer that DB editing can have weird side effects like your game breaking because we do something wrong or don't know what other effects changing entries has, meaning in particular that any bug report from that save that has anything even remotely to do with the area in question should probably be reproduced in a new save first.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on January 21, 2021, 08:24:46 PM
Is there an "easy" way to get fighters into a fleet as a sub-fleet and assigned to a mothership?

As an example, I have 100 fighters. I want them in 5 squadron's assigned to 5 carriers in a fleet as separate sub-fleets.

At current, I am dragging the 100 new construction fighters out of the New Fighters group and adding them 1 at a time to 5 other fleets. I am then giving each of those fleets a "Land on Specified Mothership (+Assign)" order to get them on the carrier I want. I then create the sub-fleet for that squadron and assign the 20 fighters to it.

Is there a less painful way of doing this?

Join as Sub-Fleet doesn't seem to work as I can't find any way of assigning a fighter to a mothership from inside (or outside) the fleet without the (+Assign) order. My life would just be significantly easier if I can just move 100 fighters and give an order or two, instead of moving 100 fighters then giving an order then creating a new sub-fleet then moving the 100 fighters again. Someone please tell me I'm a dunce and have missed something simple.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 21, 2021, 08:28:47 PM
Is there an "easy" way to get fighters into a fleet as a sub-fleet and assigned to a mothership?

As an example, I have 100 fighters. I want them in 5 squadron's assigned to 5 carriers in a fleet as separate sub-fleets.

At current, I am dragging the 100 new construction fighters out of the New Fighters group and adding them 1 at a time to 5 other fleets. I am then giving each of those fleets a "Land on Specified Mothership (+Assign)" order to get them on the carrier I want. I then create the sub-fleet for that squadron and assign the 20 fighters to it.

Is there a less painful way of doing this?

Join as Sub-Fleet doesn't seem to work as I can't find any way of assigning a fighter to a mothership from inside (or outside) the fleet without the (+Assign) order. My life would just be significantly easier if I can just move 100 fighters and give an order or two, instead of moving 100 fighters then giving an order then creating a new sub-fleet then moving the 100 fighters again. Someone please tell me I'm a dunce and have missed something simple.

Yes. Click on the New Fighters fleet, then select multiple fighters on the right-hand pane. (By any of the usual methods: click and drag, click and shift–click, or click and control–click.) Then click the Create Sub Fleet button on the bottom left–hand side of the window. You can then detach the subfleet and assign it to a carrier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on January 21, 2021, 08:36:25 PM

Yes. Click on the New Fighters fleet, then select multiple fighters on the right-hand pane. (By any of the usual methods: click and drag, click and shift–click, or click and control–click.) Then click the Create Sub Fleet button on the bottom left–hand side of the window. You can then detach the subfleet and assign it to a carrier.

You are my hero. I literally have no idea how I have played this game for sooooo long without knowing you could use the right panel to multi-select things. I have literally always played by dragging ships 1 after another into full orders of battle. You probably just quadrupled the amount of play I can make in a night.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_g on January 22, 2021, 02:00:56 AM
You are my hero. I literally have no idea how I have played this game for sooooo long without knowing you could use the right panel to multi-select things. I have literally always played by dragging ships 1 after another into full orders of battle. You probably just quadrupled the amount of play I can make in a night.

Haha, same thing happened to me when I first played about a year ago, I would waste so much time dragging each individual fighter and assigning them to a carrier and then I saw a YT gameplay video - I can't remember whose - who did the select from the right pane and my gameplay experience completely changed.

And also, you don't have to split your fighters for each carrier, you can have all your fighters join all the carriers you want by issuing an assign order on each carrier you want to land on and they'll keep landing on them til they're full and then they'll move on to the next carrier in the order list - this was something else I only learned recently.

Later Edit: How many star systems do the 'Real Stars' setting generate? If I understand correctly the number of system generated setting does not affect 'Real Stars'.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 22, 2021, 06:05:30 AM
You can check the list of real stars directly in the game. If you turn on spacemaster mode and the use Create System button in System Generation and Display, you will get the list of available stars.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on January 23, 2021, 04:29:09 AM
Help! aliens settling on earth!

I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.

I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 23, 2021, 11:07:07 AM
Help! aliens settling on earth!

I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.

I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
Change to demand leave with threat?

If they still don't leave, violence is your only recourse.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 23, 2021, 11:34:39 AM
Help! aliens settling on earth!

I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.

I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
First off, send military ships near them. They will only account for the ships they have seen, plus a bit, when deciding how big your navy is. So it is possible that bringing a big task force on top of their colony will make them go "Wait, he has a navy, maybe we should listen to his demands" if that doesn't work, switch to "Demand with threat" if that still doesn't work then violence is your only option

However, if you only take over their colony and avoid damaging their ships if you don't have to, then leave a force to defend against them. If you are lucky and they avoid counter attacking for long enough, relations may move back to zero, at which point they will inform you that they are no longer hostile to you. This depends on not having to destroy too much of their stuff and them not attacking you more, but it could happen.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 23, 2021, 04:15:11 PM
Is there any benefit to training your officers by adding command modules to ships that don't benefit from them?

I figure its better that a low-ranking officer staffs an engineering section on some freighter somewhere to gain experience rather than sit around.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 23, 2021, 04:47:42 PM
Is there any benefit to training your officers by adding command modules to ships that don't benefit from them?

I figure its better that a low-ranking officer staffs an engineering section on some freighter somewhere to gain experience rather than sit around.

It helps only in keeping them busy reducing the chances they retire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on January 23, 2021, 10:12:35 PM
Is there any benefit to training your officers by adding command modules to ships that don't benefit from them?

I figure its better that a low-ranking officer staffs an engineering section on some freighter somewhere to gain experience rather than sit around.

It helps only in keeping them busy reducing the chances they retire.

Aren't officers more likely to level skills if they are actually working as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 23, 2021, 10:53:17 PM
Aren't officers more likely to level skills if they are actually working as well?

This only occurs when an officer actually uses that skill, otherwise they are just getting skill increases due to random improvements over time which I don't think depend on assignment status.

On a commercial ship a Main Engineer will probably never use their skill as there is never a maintenance failure, so there is no benefit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 23, 2021, 11:57:27 PM
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.

A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 24, 2021, 12:23:30 AM
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.

A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.

For RP purpose I add 1 size Active Sensor, EM, and TH to all ships. I am now playing a game with 1.5 EM and TH to "activate" military design to all ships and try it. I know few players play Aurora like that and I do agree the community now to be "mature" enough for an Hardcore Mode.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 24, 2021, 12:28:57 AM
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.

A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.

For RP purpose I add 1 size Active Sensor, EM, and TH to all ships. I am now playing a game with 1.5 EM and TH to "activate" military design to all ships and try it. I know few players play Aurora like that and I do agree the community now to be "mature" enough for an Hardcore Mode.

I'd do that as well except that I think 'military' requirements should be far, far less on commercial designs. Something like 10% as I mentioned previously; enough that you have to account for it but only just. Otherwise I fear it might make the game too cumbersome to play. What do you do for stations that are meant to stay out permanently? Sure a Recreation Module can handle deployment time, but what about maintenance supplies? You'd have to send a ship out periodically to top them up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on January 24, 2021, 12:55:42 AM
I sometimes wonder if it would be better if commercial ships had the same requirements as military ships in terms of maintenance and deployment but lessened to 10%. So such things still weren't a major concern but something you had to still keep track of.

A 'hardcore' mode where you can turn on deployment and maintenance for commercial ships and set how sever it is compared to military ships would be cool.

For RP purpose I add 1 size Active Sensor, EM, and TH to all ships. I am now playing a game with 1.5 EM and TH to "activate" military design to all ships and try it. I know few players play Aurora like that and I do agree the community now to be "mature" enough for an Hardcore Mode.

I'd do that as well except that I think 'military' requirements should be far, far less on commercial designs. Something like 10% as I mentioned previously; enough that you have to account for it but only just. Otherwise I fear it might make the game too cumbersome to play. What do you do for stations that are meant to stay out permanently? Sure a Recreation Module can handle deployment time, but what about maintenance supplies? You'd have to send a ship out periodically to top them up.

I am currently facing 2 issues which I have sorted in a different way. Stations are still allowed commercial as I think it's fair to have them this way. You still have the military ones you would design even in a normal game so this is a non-issue really imho.
The second is the Shipyards. For obvious reasons commercial ships are bigger than the military counterparts, so I have SM on to adapt Naval requirements per 1,000 tons. The big shipyards are not allowed to build anything that contains weapons besides CIWS.

There are few small things you have to work on the shipyards side as unfortunately there is also a difference in costs and time for expansion. I will one day though work with standard Naval Yards, probably just gifting myself the first 10,000 tons.

Also, you have to manage properly the tonnage if you do that. 80,000 tons of freighter can be quite expensive to maintain otherwise. Eventually, civilians play a huge role in this game, which is why even my commercial ships are very small compared.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 24, 2021, 09:38:12 AM
Can you have to keep your size-1 short range active sensors on at all times or can your passives generally detect them with enough time to turn on your short range actives to guide your PDs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: replicant2699 on January 24, 2021, 11:22:46 AM
Does anyone know what "Assign New" button in the research screen does?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on January 24, 2021, 12:11:13 PM
Any new research facilities you create will be assigned against the project you designate.  Otherwise, they don’t get assigned and remain dormant till you manually assign them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 24, 2021, 01:50:51 PM
What is the best early game missile defence? Just massed railguns? I have fire control speed 3000 and gauss shoots 3 times, but the 12k turrets don't hit much either when faced with 33kkm/s ASMs and 72kkm/sec AMMs. And that system I really want is defended by 150 AMM launchers. I can survive the ASMs until they run dry (well, could until I lost a large chunk of my fleet), but the AMMs just kill me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on January 24, 2021, 01:52:10 PM
What is the best early game missile defence? Just massed railguns? I have fire control speed 3000 and gauss shoots 3 times, but the 12k turrets don't hit much either when faced with 33kkm/s ASMs and 72kkm/sec AMMs. And that system I really want is defended by 150 AMM launchers. I can survive the ASMs until they run dry (well, could until I lost a large chunk of my fleet), but the AMMs just kill me.

Kite them. Find their max range, and hover around that. In closer to draw fire, then retreat over the limit so they self-destruct. Repeat until mags are empty.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 24, 2021, 02:01:08 PM
What is the best early game missile defence? Just massed railguns? I have fire control speed 3000 and gauss shoots 3 times, but the 12k turrets don't hit much either when faced with 33kkm/s ASMs and 72kkm/sec AMMs. And that system I really want is defended by 150 AMM launchers. I can survive the ASMs until they run dry (well, could until I lost a large chunk of my fleet), but the AMMs just kill me.
Well, assuming you have a fleet speed of 4,000, you will need at least 725 railguns or 325 full sized 12,000 km/s Gauss turrets to theoretically intercept all 150 AMMs in a volley.

I would recommend researching better FC speeds, as with FC 4000 you will only need about 250 full sized Gauss turrets with tracking speed of 16,000.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 24, 2021, 02:38:06 PM
I am. It takes times though, as I am on 30% research speed. Fleet speed is 5k though.

And kiting is difficult, as they don't start shooting at their max range but wait until I am well in range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 24, 2021, 03:32:17 PM
I am. It takes times though, as I am on 30% research speed. Fleet speed is 5k though.

And kiting is difficult, as they don't start shooting at their max range but wait until I am well in range.
So with a fleet speed of 5000 you will need about 600 railguns

I recommend just avoiding the system until you have better tech
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 25, 2021, 10:50:23 AM
Hi, there is something about ground combat I do not understand. Maybe you guys can help me with this one.

I landed on an alien home world with a quite significant force and due to the fact that it is mountain jungle terrain it took me quite some time to dig their forces out. After several month of fighting I am close to winning. The only problem is that there is ONE infantrymen sitting somewhere on the planet refusing to surrender to my remaining 200000 tons of tanks. What am I supposed to do now? How does the surrender mechanics work?

EDIT: They did not manage to engage this guy in over 2 weeks of "combat".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 25, 2021, 10:54:34 AM
Hi, there is something about ground combat I do not understand. Maybe you guys can help me with this one.

I landed on an alien home world with a quite significant force and due to the fact that it is mountain jungle terrain it took me quite some time to dig their forces out. After several month of fighting I am close to winning. The only problem is that there is ONE infantrymen sitting somewhere on the planet refusing to surrender to my remaining 200000 tons of tanks. What am I supposed to do now? How does the surrender mechanics work?

EDIT: They did not manage to engage this guy in over 2 weeks of "combat".

This is a weird bug and idk what you can do on the ground to resolve it.

The workaround is to orbital bombard with a spaceship to get rid of the last guy
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 25, 2021, 11:02:11 AM
Hi, there is something about ground combat I do not understand. Maybe you guys can help me with this one.

I landed on an alien home world with a quite significant force and due to the fact that it is mountain jungle terrain it took me quite some time to dig their forces out. After several month of fighting I am close to winning. The only problem is that there is ONE infantrymen sitting somewhere on the planet refusing to surrender to my remaining 200000 tons of tanks. What am I supposed to do now? How does the surrender mechanics work?

EDIT: They did not manage to engage this guy in over 2 weeks of "combat".

I've seen that bug too, between players and nprs. Deletion by an act of god was my solution.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on January 25, 2021, 11:22:35 AM
Thanks lads. Orbital bombardment was the key to victory and it did only cost a dozen of installations due to 0.1% hit chance on that body.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 25, 2021, 01:11:21 PM
So what exactly do sensors on missiles do? I was told that if I wanted a MIRV missiles, the submunitions would need sensors so they could acquire targets on their own when the split. Same with missile that are already launched but lose their target for whatever reason, they need a sensor to re-acquired another and not blow up uselessly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on January 25, 2021, 02:08:31 PM
The last of my tests (1.12) was quite miserable: all my self-guided missile types failed to work in or out of missile fire control range, with or without external target painting.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 25, 2021, 08:17:16 PM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 25, 2021, 08:28:51 PM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.

Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 25, 2021, 09:58:23 PM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.

Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.

Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...

But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 26, 2021, 12:18:31 AM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.

Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.

Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...

But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.

You can use space master mode to slightly adjust size of the planet to change the gravity.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 26, 2021, 02:22:36 AM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.

Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.

Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...

But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.

Well... you are lucky that Aurora is so forgiving with Gravity in the first place... humans are not likely to even ever live on Mars for other purposes than research either due to Gravity. High gravity also is MUCH worse on the human body than low gravity. A gravity of nearly two would be devastating to the human body even for the most fittest of athletes.

In order for the average person to survive in different gravity and live a healthy life we can't deviate from gravity that much... even discounting using drugs and genetics to counteract some of the negative effects of gravity. We would basically need to undergo complete genetic engineering to create a whole new species of humans  to live on Mars for example, which is probably the most realistic scenario for "Humans" to live on Mars eventually.

So, unless we have some technology to suspend or alter gravity in paces where we live these planets would not be suitable for human life in general, only for research or industrialisation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on January 26, 2021, 02:34:08 AM
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...
That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 26, 2021, 03:32:23 AM
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...
That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.

I just wish that Aurora C# would get genetic engineering to work again so we can use that to make people live in more places. I also like to reduce the gravity tolerance of humans in the game... certainly makes things a bit more difficult. The genetic engineering is especially useful in game if you don't like the high tolerances the game gives us for humans.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 26, 2021, 04:27:46 AM
Well... you are lucky that Aurora is so forgiving with Gravity in the first place...
That's nearly the first I do, starting new campaign: set gravity tolerance at 0.4 and max pressure at 2 atm.

I just wish that Aurora C# would get genetic engineering to work again so we can use that to make people live in more places. I also like to reduce the gravity tolerance of humans in the game... certainly makes things a bit more difficult. The genetic engineering is especially useful in game if you don't like the high tolerances the game gives us for humans.

 - Your probably in luck in that Steve will likely get that working at some point, he's good like that. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 26, 2021, 06:18:06 AM
Can anyone tell me why this planet is uninhabitable despite everything looking good? Gravity is at the very edge, but not outside of tolerances. I don't see why its saying gravity is too much.

Simple... 1.99 is more than the 1.9 that is max gravity for humans in the game as standard.

Thats a real kick in the sack. Thats a great planet otherwise. Probably has all the elements as well...

But I'm sure humans in Aurora can deviate from ideal gravity by .99 from 1 last time I checked.

Unless there are great mineral ressources that planet isn't very good. Terraforming will take a long time, even with it being tidal locked, because it is so huge.



Regarding tolerances I am in the other camp. I increase them because I like to colonize more planets. It is just more fun for me that way, realism be dammed. Though I would like to have genetic engineering back as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on January 26, 2021, 06:30:03 AM
Wondering, does Defense bases that are designed to never leave a colony needs magazines (suppose you use (non-box) missile launchers)? Defense bases could load ordnances from the colony?
Actually my understanding that it still need magazines because loading ordnances from colony is not going to keep up with missile launchers that are kept firing.

---

replying to above, yea I missed genetic engineering too...  ::)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 26, 2021, 06:37:23 AM
Yes, correct. You need magazines as loading isn't instant anymore.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on January 26, 2021, 07:14:00 AM
Is it possible to rename the TN-Minerals in the DB or are those names hard coded?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 26, 2021, 07:25:48 AM
Is it possible to rename the TN-Minerals in the DB or are those names hard coded?

 - It is very possible, AuroraMod even has an interface for it! However, AuroraMod isn't going to be supported past 1.12, sadly enough. But! If you're willing to edit the DB, they are not hardcoded, and so you can do so. :) I'd check with Steve on it though, just to be sure, as breaking things isn't very good. Also, know that by doing so I'm like 99.9% sure that you'll lose the option of submitting bug reports. :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on January 26, 2021, 07:29:23 AM
Yes, no bug reports on modified DB's. I didn't use the modified version of Aurora a lot - but some of the tools would be nice to see in the base game. Modified buttons... yeah, the in game buttons don't come intuitive to understand - at least some don't.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on January 26, 2021, 07:42:37 AM
Yes, no bug reports on modified DB's. I didn't use the modified version of Aurora a lot - but some of the tools would be nice to see in the base game. Modified buttons... yeah, the in game buttons don't come intuitive to understand - at least some don't.

 - The Union Jack still throws me for a loop. ;D That or the different draftboards for the design screens, but the Star Destroyer is for the Fleet Organization... yet the turret, missile and AT-AT are all design screens too. Having HAL 9000 for the Technology Screen is pretty dope though, and the Calendar & Grey Alien are pretty spot on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 26, 2021, 02:23:58 PM
Does the AI ever use Ground Fighters against you either defensively or offensively?

Wouldn't Ground Fighters be destroyed by the time you get to sieging a planet anyways since they can't 'hide' on it from your fleet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 26, 2021, 02:35:35 PM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 26, 2021, 03:45:13 PM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No

So anti-air is useless then...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 26, 2021, 03:51:49 PM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No

So anti-air is useless then...

Yep
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 26, 2021, 03:53:39 PM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No

So anti-air is useless then...

Against the NPR yes, if you have multiple player races then it can be necessary. Also note that if you use AA for RP purposes as many do, they do still fire in ground combat just not that efficiently.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on January 27, 2021, 12:09:14 AM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No
Didn't know that. Does Steve know and has he any plans to activate that feature for AI?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 27, 2021, 12:10:56 AM
Does the AI ever use Ground Fighters against you either defensively or offensively?

No
Didn't know that. Does Steve know and has he any plans to activate that feature for AI?

Right now the AI doesn't even know how to use fighters and carriers at all so...ummm...  :-\
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 29, 2021, 06:17:29 AM

Is there a way to make upgrading ground troop designs easier? So I can just copy a troop and get the new armor/weapon values and don't have to choose every weapon and so on again?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpaceMarine on January 29, 2021, 06:33:57 AM

Is there a way to make upgrading ground troop designs easier? So I can just copy a troop and get the new armor/weapon values and don't have to choose every weapon and so on again?

unfortunately no, commonly people will put [XXXX] with a date after a units name so they can tell which are old and new, you will have to redesign every so often if you want to keep your units up to date.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 29, 2021, 06:47:06 AM
I know I have to redesign, I just hoped that there was an easier way to do that. Oh well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on January 29, 2021, 09:42:00 AM
In VB there was a button to export ship designs to a text file - I don't see anything similar in C#.  Do I just copy/paste text from the ship design screen or am I just not seeing where the button is now?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 29, 2021, 10:35:51 AM
In VB there was a button to export ship designs to a text file - I don't see anything similar in C#.  Do I just copy/paste text from the ship design screen or am I just not seeing where the button is now?

Select, copy, paste. You can do this in several other text windows as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 29, 2021, 11:04:12 AM
Is fighting a war in Sol too cramped with TN tech?

Couldn't Earth and Mars just endlessly fling missiles at each other?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 29, 2021, 12:12:58 PM
Is fighting a war in Sol too cramped with TN tech?

Couldn't Earth and Mars just endlessly fling missiles at each other?

Missile ranges have been reduced a lot from VB6, both due to propulsion rules and sensor changes. Interplanetary cruise missiles, even at low TN tech, sacrifice a lot to achieve that kind of range. And managing an active sensor lock at that range...ouch.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 29, 2021, 04:15:34 PM
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.

Does it get better with more research?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 29, 2021, 04:20:06 PM
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.

Thing is, at long ranges armor will stop lasers dead in it's tracks - not the case for particle lances. Against unshielded but heavily armored targets, particle lances are very strong at long ranges. Even with high max range on the laser, because it does reduced damage and doesn't shoot in a straight line, you will to less damage to armored targets than a particle lance would.

However, in general I agree that either lasers are too strong, or other beam weapons are too weak. If you want the most powerful fleet the only choice really is lasers and missiles with gauss if you don't want to use AMMs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 29, 2021, 04:36:47 PM
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.

Thing is, at long ranges armor will stop lasers dead in it's tracks - not the case for particle lances. Against unshielded but heavily armored targets, particle lances are very strong at long ranges. Even with high max range on the laser, because it does reduced damage and doesn't shoot in a straight line, you will to less damage to armored targets than a particle lance would.

However, in general I agree that either lasers are too strong, or other beam weapons are too weak. If you want the most powerful fleet the only choice really is lasers and missiles with gauss if you don't want to use AMMs.

There is also a significant contribution from BFC range. Maximum weapon ranges tend to increase quadratically* while BFC ranges increase linearly*. At some point you will regularly have laser with ranges exceeding your BFC range. Particle beams are actually an exception to this as their range increases linearly but in general they are just short of maximum BFC ranges at each tech level, though by exactly how much varies. This means that despite the very long weapon range of lasers, in practice their range will be limited to about 15-25% beyond the range of a particle beam, and in this part of their range accuracy will fall off to 20% or worse, compounded by damage falloff especially at lower tech levels.

*Actually it's more complicated than that since the gain from tech is geometric, but that is not the important part here.

All together, this means that the lasers have an advantage against particle beam ships if they can kite them by being faster; however, if the particle beam ship is faster it can keep the lasers at maximum range and take advantage of their lack of damage falloff (and, with Lances, superior penetration to boot) to out-DPS the lasers. At close range the lasers probably win by sheer DPS.

In a direct contest between lasers and PBs, the lasers are probably better just because they are more flexible as long as you are winning the propulsion arms race. However it is very difficult to beat the long-range alpha striking and penetration of a Particle Lance on a fast ship, and particle beams complement Railguns quite well which mitigates their short-range DPS problems. Given this, and the fact that the "main weapons" triangle goes as missiles > lasers > railguns > missiles (all three of these are capable of serving as a fleet's only weapon system including point defense, although they fill different roles to different degrees of effectiveness), I think particle beams are well-suited as they currently are if you think of them as a secondary rather than primary weapon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 29, 2021, 04:47:26 PM
I get that Particle Beams don't have any damage fall-off at range, but is that enough to make up for their size and relative weakness to lasers on paper? At 30,000RP in all relevant techs, I can get a Laser a little smaller and a little slower to fire compared to a Particle Lance with a range of almost 4 million km and damage output of 65 compared to the Lance's 18 damage. I know you can't take full advantage of the Laser's range, but 4 million max range means the damage falloff is much less severe making the heavier Particle Lance kinda pointless.

Thing is, at long ranges armor will stop lasers dead in it's tracks - not the case for particle lances. Against unshielded but heavily armored targets, particle lances are very strong at long ranges. Even with high max range on the laser, because it does reduced damage and doesn't shoot in a straight line, you will to less damage to armored targets than a particle lance would.

However, in general I agree that either lasers are too strong, or other beam weapons are too weak. If you want the most powerful fleet the only choice really is lasers and missiles with gauss if you don't want to use AMMs.

There is also a significant contribution from BFC range. Maximum weapon ranges tend to increase quadratically* while BFC ranges increase linearly*. At some point you will regularly have laser with ranges exceeding your BFC range. Particle beams are actually an exception to this as their range increases linearly but in general they are just short of maximum BFC ranges at each tech level, though by exactly how much varies. This means that despite the very long weapon range of lasers, in practice their range will be limited to about 15-25% beyond the range of a particle beam, and in this part of their range accuracy will fall off to 20% or worse, compounded by damage falloff especially at lower tech levels.

*Actually it's more complicated than that since the gain from tech is geometric, but that is not the important part here.

All together, this means that the lasers have an advantage against particle beam ships if they can kite them by being faster; however, if the particle beam ship is faster it can keep the lasers at maximum range and take advantage of their lack of damage falloff (and, with Lances, superior penetration to boot) to out-DPS the lasers. At close range the lasers probably win by sheer DPS.

In a direct contest between lasers and PBs, the lasers are probably better just because they are more flexible as long as you are winning the propulsion arms race. However it is very difficult to beat the long-range alpha striking and penetration of a Particle Lance on a fast ship, and particle beams complement Railguns quite well which mitigates their short-range DPS problems. Given this, and the fact that the "main weapons" triangle goes as missiles > lasers > railguns > missiles (all three of these are capable of serving as a fleet's only weapon system including point defense, although they fill different roles to different degrees of effectiveness), I think particle beams are well-suited as they currently are if you think of them as a secondary rather than primary weapon.

Well thats the thing, I do consider them primary weapons for all the research you have to put into them and their size. I thought I was getting some sort of bad-ass giant death ray but it turns out to be a very situational weapons.

Perhaps if you could spinal mount it or change its focal size it'd be better.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 29, 2021, 05:48:36 PM
Instead of a bad-ass giant death ray, you get a bad giant-ass death ray!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on January 29, 2021, 06:04:00 PM
I'm sorry particle beams.  You shouldn't have to hear such slander.  I still love you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 29, 2021, 07:09:49 PM
Well thats the thing, I do consider them primary weapons for all the research you have to put into them and their size. I thought I was getting some sort of bad-ass giant death ray but it turns out to be a very situational weapons.

Perhaps if you could spinal mount it or change its focal size it'd be better.

It is a perfectly serviceable weapon. The only reason it cannot be a primary weapon is that it lacks PD ability, so you see a lot of people mix them with Gauss or Railguns to cover that. However, researching two weapon systems is inevitably slower than researching one, which is why missiles, lasers, and railguns are considered as primary weapons as to varying degrees they can fill all roles including PD/AMM. This said, with particle beams as a primary weapon you can "cheat" and use base 10 cm railguns with capacitor recharge 3 tech and they will be good PD for a long time especially if you build fast ships. You can do the same with plasma although they lack range, sadly meson and HPM are too situational to be a primary weapon.

Aside, note that Particle Lance tech is intended to be the PB answer to spinal mounting, sadly you do not get the range but you do get a weapon that basically drills a hole in enemy armor at any range which is pretty damn good.

I'm sorry particle beams.  You shouldn't have to hear such slander.  I still love you.

No weapon is more badass except possibly turreted lasers for that old-timey big-gun battleship feel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on January 29, 2021, 07:13:56 PM
No weapon is more badass except possibly turreted lasers for that old-timey big-gun battleship feel.

I have a soft spot for frakk off huge spinal lasers, personally. WAVE MOTION GUN!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 29, 2021, 07:17:49 PM
No weapon is more badass except possibly turreted lasers for that old-timey big-gun battleship feel.

I have a soft spot for frakk off huge spinal lasers, personally. WAVE MOTION GUN!

For a weapon you (are supposed to be able to) only build one of, I really expect something bigger.

For something you can put three dozen of on your 100,000 ton party cruiser, particle lances are the way to go.  8)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 30, 2021, 04:27:45 PM
Question about CMC logic:

According to Steve's rules post (http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347):
Once all suitable locations are determined, each location is given a score based on the total amount of minerals with accessibility of 0.5 or higher. Duranium scores double. The new mining complex is created at the location with the highest score.

I've been tracking CMC founding in my spreadsheets and this rule does not seem to be followed very well. However, it seems that a rule based on summing the total accessibility of all the minerals agrees with what I see in-game. Note that I am correcting for the fact that gallicite is weighted as duranium based on Steve's post here (http://aurora2.pentarch.org/index.php?topic=10440.msg117318#msg117318).

Can I get some confirmation of this if anyone happens to have any knowledge or data on this?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on January 31, 2021, 04:57:43 AM
I've also observed that a CMC on another body (more accessibility?) gets founded before one on a body with more minerals total.

And I've had one small faction just outright never get any CMCs in all 100 years of my game, whereas slightly larger ones had no problems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on January 31, 2021, 10:16:30 AM
When designing an STO with a turret, I noticed that the tracking speed was just my racial tracking speed instead of what the turret is capable of. Is that WAI? Is it possible to make an STO with better tracking?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on January 31, 2021, 10:43:25 AM
I want to ally myself with another race, problem is they are at war with an unknown race. I`m friendly with nearly every civilization I`ve encountered so far.
Is there a way to know before I check the allied box?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on January 31, 2021, 11:17:50 AM
When designing an STO with a turret, I noticed that the tracking speed was just my racial tracking speed instead of what the turret is capable of. Is that WAI? Is it possible to make an STO with better tracking?

If you tell it that it is a point defense weapon it will be 4x racial tracking speed.

That said, that's only the fire control.  If the turret is slower than the fire control it will still only track at turret speed.

When designing the sto look ok the right side, mid way down.  You should have two check boxes.  Include eccm and point defense
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 31, 2021, 12:40:25 PM
So is it best to only build Active Sensors large enough to keep a lock on the enemy at the maximum range of your longest range weapon?

Seems people think that using it to actually search for stuff is asking for trouble and a job best left to passives. Only exception I can see is for Carriers with strike fighters without their own Actives to lock on to stuff.

EDIT:

Unrelated, but I just noticed you can change the 'training level' of academies to have more quality over quantity, but it only effects the number of Crewmen per year. Does this actually work? I hate training my ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 31, 2021, 01:05:39 PM
So is it best to only build Active Sensors large enough to keep a lock on the enemy at the maximum range of your longest range weapon?

Seems people think that using it to actually search for stuff is asking for trouble and a job best left to passives. Only exception I can see is for Carriers with strike fighters without their own Actives to lock on to stuff.

It's perfectly fine to use active sensors to search for things beyond your maximum range. In a vacuum, this is a Good Thing™ because it gives you more battlefield intel, and while passive sensors are nice they do give you limited information and can be avoided or fooled by a few ways - for example, if an enemy ship stops moving or turns off its active sensors/shields you will struggle to pick it up on passives at long range.

Additionally, extra range on active sensors ensures you can target ships beneath or between your resolutions. For a sensor of a given design resolution, the range at which it can detect a smaller ship scales with size squared, i.e. R = R_0 * ( enemy_size / sensor_res ) ^ 2. 

The reason you don't just use actives for everything is that (1) it's not stealthy, if you flip on the active then you will probably be spotted, and (2) pinging with actives is essentially establishing a target lock, so any ship that detects your active signal is going to assume you have hostile intent and react accordingly. Additionally, the above-mentioned issue of enemy size means that passives are usually more efficient detectors than actives especially for spotting smaller ships if they have a thermal or EM signature.

Quote
EDIT:

Unrelated, but I just noticed you can change the 'training level' of academies to have more quality over quantity, but it only effects the number of Crewmen per year. Does this actually work? I hate training my ships.

It does work. It's not shown, but basically what happens is that you can train a certain total amount of crew grade points per year, which I think comes out to 1 million per academy per year. By default (setting '1') this comes out as 10,000 crewmen per year with 100 grade points each, equivalent to crew training score 0%. Using setting '5' for instance will turn out 2,000 crewmen per year with 500 grade points, equivalent to crew training score 12%. Note that the crew training score is CTS = SQRT( grade_points ) - 10 (which is why when you use conscript crews for your freighters you see a crew training score of -10%, because conscripts have zero grade points when recruited).

Because of this it is nearly always optimal to use the maximum setting (5) and always build your commercial ships with conscript crews as they do not need a crew training bonus for anything important. You will probably not be able to use up your entire crew pool unless you severely underbuild academies. It's a bit unfortunate that there is no depth to this mechanically, but it is useful as an RP tool and I think that's why it is in the game more so than to add any serious decision-making.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on February 01, 2021, 09:11:10 AM
How do you "claim" a system as your territory?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on February 01, 2021, 01:54:41 PM
How do you "claim" a system as your territory?

If you have a system and don't want NPRs in it; you can set the protection status of the system in the galaxy view.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on February 01, 2021, 05:20:08 PM
How do you "claim" a system as your territory?

If you have a system and don't want NPRs in it; you can set the protection status of the system in the galaxy view.

Where is that done in the galaxy map?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 01, 2021, 06:11:22 PM
How do you "claim" a system as your territory?

If you have a system and don't want NPRs in it; you can set the protection status of the system in the galaxy view.

Where is that done in the galaxy map?

Miscellaneous tab, however there is another way to do this and you might prefer it because security settings on the galaxy map are for all NPRs.

On the intel screen got to the NPR you want gone and expand the dropdown that has their known systems - click on the system that you want to assign a security level to and select the appropriate option on the dropdown that appears near the center. This setting applies only to the NPR you had selected on the intel screen so you can tell neutrals to buzz of while letting allies go through.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 02, 2021, 05:03:53 AM
Is there a way to exempt gouvernors from auto assignements? My designated sector gouvernor keeps getting reassigned to a CMC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on February 02, 2021, 05:09:15 AM
Is there a way to exempt gouvernors from auto assignements? My designated sector gouvernor keeps getting reassigned to a CMC.

This is unfortunately not possible in current version, but it will work for sector governors and academy administrators in next version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 02, 2021, 05:20:08 AM
Oh well, then that Admin 6 guy shall spend his life on some rock if he likes that place so much. I just wish I could cut his salary. :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on February 02, 2021, 02:43:15 PM
Do I need HQ for boarding squads? Or is it better to just not bother at all?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 02, 2021, 03:17:07 PM
There is no such need.
Normal boarding squads are small, and even a minimum-size HQ will take remarkable portion of their tonnage, and so even if you find some very good officer with relevant skills - it will be hard to outweigh, and in addition, these squads will be in this case a killer-traps for these good officers, because there is no such thing as rear echelon during board combat, and it might be some level of boarding-drop casualties.
Though if you have large boarding squad to take large enemy stations and immobilized large ships - then HQ might contribute well with acceptable risk.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 02, 2021, 03:35:44 PM
Do garrisons need logistics units?

Whats a good rule of thumb to determine how much logistics a force should have?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 02, 2021, 04:18:44 PM
Do I need HQ for boarding squads? Or is it better to just not bother at all?
There is no such need.
Normal boarding squads are small, and even a minimum-size HQ will take remarkable portion of their tonnage, and so even if you find some very good officer with relevant skills - it will be hard to outweigh, and in addition, these squads will be in this case a killer-traps for these good officers, because there is no such thing as rear echelon during board combat, and it might be some level of boarding-drop casualties.
Though if you have large boarding squad to take large enemy stations and immobilized large ships - then HQ might contribute well with acceptable risk.

The absolute minimum size for an HQ is 10 tons assuming an infantry base type. For a small (say, 250 tons) platoon I would agree it is not worth it, but a larger company-sized formation of nearer to 1,000 tons it can be good value. You can even at this tonnage double up (20 tons) to improve survivability, but generally for such a large boarding formation the casualty rate will be very low simply because the kill rate will be very high.

Do garrisons need logistics units?

Whats a good rule of thumb to determine how much logistics a force should have?

They don't need them but they can use them.

LOG modules only matter for direct combat, i.e. when Army A is shooting at Army B. For day-to-day sitting around on a colony breaking up bar fights and arresting petty thieves no GSP is consumed or needed. However if your garrison gets into a fight they will probably need LOG modules to last long enough against the enemy - however, if you have a 5,000-ton garrison and the enemy lands 500,000 tons of troops logistics will be the least of your concerns.

There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.

As this is a lot of work, my rule of thumb is "a lot".  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 02, 2021, 04:48:25 PM
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.

Actually a better rule of thumb would be to consider the time it takes for your transports to make a round trip from the warzone to a planet with logistics and back. You ideally want your force to be able to fight without resupply for slightly longer than that. This also means that the travel distance should also matter when deciding how much GSP to bring. If it takes 30 days for resupply, make sure you can fight for 45 days for example.

This assumes you have spare logistics that were overproduced in a colony so you can get even more advanced and incorporate the training time of a logistics formation into the equation as well.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 02, 2021, 06:18:30 PM
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.

Actually a better rule of thumb would be to consider the time it takes for your transports to make a round trip from the warzone to a planet with logistics and back. You ideally want your force to be able to fight without resupply for slightly longer than that. This also means that the travel distance should also matter when deciding how much GSP to bring. If it takes 30 days for resupply, make sure you can fight for 45 days for example.

This assumes you have spare logistics that were overproduced in a colony so you can get even more advanced and incorporate the training time of a logistics formation into the equation as well.

Is 'logistics' an item that transports can carry? Or do you mean logistics units that you swap out and refill at colonies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 02, 2021, 07:06:49 PM
There isn't a good rule of thumb, but in general the amount of logistics a formation requires is enough for ten rounds of combat (one round is 8 hours). So what you really need to do is work out how many forces are involved, estimate what kind of kill rate you expect, and then based on that work out how long you expect combat to last and embark enough supplies to resupply your formations for that many rounds.

Actually a better rule of thumb would be to consider the time it takes for your transports to make a round trip from the warzone to a planet with logistics and back. You ideally want your force to be able to fight without resupply for slightly longer than that. This also means that the travel distance should also matter when deciding how much GSP to bring. If it takes 30 days for resupply, make sure you can fight for 45 days for example.

This assumes you have spare logistics that were overproduced in a colony so you can get even more advanced and incorporate the training time of a logistics formation into the equation as well.

Is 'logistics' an item that transports can carry? Or do you mean logistics units that you swap out and refill at colonies?

Yes I mean logistics units, since GSP is not it's own transportable entity. But I guess more specifically I'm referring to supply trucks (LVH LOG) since logistics infantry is useless
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 03, 2021, 12:26:39 AM
You can even at this tonnage double up (20 tons) to improve survivability, but generally for such a large boarding formation the casualty rate will be very low simply because the kill rate will be very high.
Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.
Though it will be some sense of doubling HQ units on formations, designed for independent service, because if their main HQ will be destroyed with their commander - you'll have an option to manually replace commander without a route of troop transport.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 03, 2021, 01:04:52 AM
What do ground fighters actually need to work properly besides box launchers to mount attack pods?

Do they need sensors? Fire Controls? Do they even need an engine and fuel?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 03, 2021, 05:26:17 AM
What do ground fighters actually need to work properly besides box launchers to mount attack pods?

Do they need sensors? Fire Controls? Do they even need an engine and fuel?

You want fighter pod bays instead of box launchers if you want dedicated ground fighters... regular fighters do OK as well of course but dedicated fighters can be more useful as you can build them specifically for the job.

I always give my bombers at least two levels of armour, that allow me to retreat them instead of them being destroyed most of the time as one example. You usually don't armour your missile fighters very often.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2021, 09:11:00 AM
Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.

I don't have a link at hand, I used to think the same thing but Steve at one point corrected me that doubling the HQs did give some direct benefit for commander survivability though I can't remember the specifics. As this is from the man himself I don't question it unless of course the intended behavior is bugged and not WAI.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 03, 2021, 09:25:55 AM
For logistics I bring pure logistics formations of 80 supply vehicles and set them to be used as replacements. The actual combat formations only have a few of those each. Is is very easy to scale as well for fights in less favourable terrain. Set to rear echelon of course.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 03, 2021, 09:50:43 AM
Out of Steve's formulas and my own testing battles - there will be no (commander) survivability improve: doubling HQ units are halving probability of officer being killed when some HQ unit is destroyed, but they are simultaneously doubling the same probability that some HQ unit will be destroyed, so no resulting difference.

I don't have a link at hand, I used to think the same thing but Steve at one point corrected me that doubling the HQs did give some direct benefit for commander survivability though I can't remember the specifics. As this is from the man himself I don't question it unless of course the intended behavior is bugged and not WAI.

Mathematically it should be a very small difference... such as in a simple example...

A formation with 1000t have an HQ at 10t and there is a 1% chance the commander is killed.

If you add another 10t HQ the formation is 1010t and there is a 1.98% risk it is hit and a 50% chance the commander is killed thus a total of less then 1% he is killed in total.

But the difference is generally so small that it should be inconsequential for that reason.

I always have two HQ as every military formation generally operate in this way in reality... I also add extra junior HQ in the higher command structure as well and move them to formations that loose an HQ due to combat losses.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on February 03, 2021, 11:56:11 AM
Does a diplomatic ship need to be civilian? I thought I was clever by combining ELINT with diplomatic module, vessels size was small just 4000 tons. Every time I try to go be diplomatic:(Pop into system, turn on friendly transponder, keep a respectful distance.) they ask me to leave with threat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on February 03, 2021, 12:05:36 PM
Does a diplomatic ship need to be civilian? I thought I was clever by combining ELINT with diplomatic module, vessels size was small just 4000 tons. Every time I try to go be diplomatic:(Pop into system, turn on friendly transponder, keep a respectful distance.) they ask me to leave with threat.

They aren't going to be happy about ships in their home system, period. Diplomatic or not, commercial or not, if they spot it they will complain (unless you are allied).

I park my spy ships 200 million km from the homeworld and stooge along at 100 km/s or less. That way I don't get spotted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2021, 12:14:05 PM
Does a diplomatic ship need to be civilian? I thought I was clever by combining ELINT with diplomatic module, vessels size was small just 4000 tons. Every time I try to go be diplomatic:(Pop into system, turn on friendly transponder, keep a respectful distance.) they ask me to leave with threat.

They aren't going to be happy about ships in their home system, period. Diplomatic or not, commercial or not, if they spot it they will complain (unless you are allied).

I park my spy ships 200 million km from the homeworld and stooge along at 100 km/s or less. That way I don't get spotted.

Mechanically, the minimum tonnage for any ship, even a diplo ship, is 1000 tons for the purpose of an NPR determining how annoyed they are. However as this is quite small in relative terms, a diplo ship can still in theory be a net positive in relations even while the NPR is suggesting you leave. If the suggestions are only suggestions or polite requests, it may be safe to remain in-system as long as the type of message does not escalate. Of course, some NPRs just refuse to be friendly and you should be aware of this possibility.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 03, 2021, 12:44:53 PM
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.

Also, why aren't my civilian ships being assigned officers despite having auto assign on and having enough officers of the appropriate rank? Is it cuz they don't have the right skills?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 03, 2021, 12:57:59 PM
I don't have a link at hand, I used to think the same thing but Steve at one point corrected me that doubling the HQs did give some direct benefit for commander survivability

Yes, he does. But out of his formulas - he is mistaken. Conditional probabilities are counterintuitive things...

Mathematically it should be a very small difference... such as in a simple example...

A formation with 1000t have an HQ at 10t and there is a 1% chance the commander is killed.

If you add another 10t HQ the formation is 1010t and there is a 1.98% risk it is hit and a 50% chance the commander is killed thus a total of less then 1% he is killed in total.

It's very small difference when these chances are small as they are.
But if you throw your squad in firestorm and smth like 3/4 of your soldiers are dead - therefore smth like 1/2 of your frontline HQ units will be destroyed too, and 1/4 of your field officers are killed in action therefore. So it can be rather important to increase commanders' survivability. But with current mechanics it's impossible - higher HQ bonuses are bugged (so it's quite useless to take your officers to rear HQs - they will be able to deliver their bonuses to arty only) and doubling HQ cannot work as it was intended because of probability math.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2021, 12:59:57 PM
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.

It's actually duranium and gallicite, originally it was duranium only as it is the most-used mineral in the game thus considered by Steve to be the highest priority to mine. One big benefit of CMCs is that they give you mines that you don't have to build, so it's valuable to have those "free" mines (which you actually do pay for but only with wealth, not BPs) on the most-used resource in the game to help the player generate a good inflow early on while we are still building up our planetside industry especially because moving mines off of Earth isn't economically viable in most games until some time has passed just because Earth's minerals are usually so much better than anything except 1-2 comets or asteroids usually.

Gallicite was added as an optional requirement instead of duranium based on playtesting during Steve's Crusade campaign as the need to produce MSPs with gallicite makes that mineral even more critical than it was in VB6 when engines already demanded a lot of the stuff.

I think this way works well for being a very simple implementation, as duranium and gallicite are nearly always critical resources so this really helps build a strong economy early in the game or in new major systems later in the game. The only others I would even think of as being close to the same broad importance are corundium and neutronium, both of which are not as heavily used but a crunch of those minerals can be very crippling.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 03, 2021, 01:19:01 PM
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.

It's actually duranium and gallicite, originally it was duranium only as it is the most-used mineral in the game thus considered by Steve to be the highest priority to mine. One big benefit of CMCs is that they give you mines that you don't have to build, so it's valuable to have those "free" mines (which you actually do pay for but only with wealth, not BPs) on the most-used resource in the game to help the player generate a good inflow early on while we are still building up our planetside industry especially because moving mines off of Earth isn't economically viable in most games until some time has passed just because Earth's minerals are usually so much better than anything except 1-2 comets or asteroids usually.

Gallicite was added as an optional requirement instead of duranium based on playtesting during Steve's Crusade campaign as the need to produce MSPs with gallicite makes that mineral even more critical than it was in VB6 when engines already demanded a lot of the stuff.

I think this way works well for being a very simple implementation, as duranium and gallicite are nearly always critical resources so this really helps build a strong economy early in the game or in new major systems later in the game. The only others I would even think of as being close to the same broad importance are corundium and neutronium, both of which are not as heavily used but a crunch of those minerals can be very crippling.

Its fine that those minerals are prioritized, but why make it impossible for Civilian Mines to pop up anywhere else?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2021, 01:27:56 PM
Before I suggest changing it, is there a reason why civilian mining colonies only spawn on bodies with Duranium or Sorium? Why not let them spawn on any planet with a collective mineral wealth of 15,000 tons? I don't see why civilians would only be interested in deposits with some of the most common substances in the galaxy.

It's actually duranium and gallicite, originally it was duranium only as it is the most-used mineral in the game thus considered by Steve to be the highest priority to mine. One big benefit of CMCs is that they give you mines that you don't have to build, so it's valuable to have those "free" mines (which you actually do pay for but only with wealth, not BPs) on the most-used resource in the game to help the player generate a good inflow early on while we are still building up our planetside industry especially because moving mines off of Earth isn't economically viable in most games until some time has passed just because Earth's minerals are usually so much better than anything except 1-2 comets or asteroids usually.

Gallicite was added as an optional requirement instead of duranium based on playtesting during Steve's Crusade campaign as the need to produce MSPs with gallicite makes that mineral even more critical than it was in VB6 when engines already demanded a lot of the stuff.

I think this way works well for being a very simple implementation, as duranium and gallicite are nearly always critical resources so this really helps build a strong economy early in the game or in new major systems later in the game. The only others I would even think of as being close to the same broad importance are corundium and neutronium, both of which are not as heavily used but a crunch of those minerals can be very crippling.

Its fine that those minerals are prioritized, but why make it impossible for Civilian Mines to pop up anywhere else?

Main reason, aside from being easier for Steve, is that Steve has said many times in the past that he does not want players to have much control over CMCs - if you need something done the idea is that you do it yourself, and CMCs are an interactive feature rather than another button you press to generate +500 neutronium per year or something. The current implementation is predictable and supports any player's economy effectively as everyone needs duranium and gallicite, but ensures that CMCs are not going to do all the work for the player thus you still need your manual, auto, and orbital miners to have a balanced economy.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 03, 2021, 03:41:25 PM
Having just run out of Uridium for MSP production I'd want that added to the list, but otherwise it is fine imo.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pwhk on February 04, 2021, 06:32:41 AM
I am wondering how players bombard a planet other than keep clicking the 5 days button? There are interrupts every 5 seconds listing Combat Summary and Contact...
Click the 5 second button and put something heavy on the Enter key?  :-X
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 04, 2021, 07:58:28 AM
Since the new auto-assign options for planetary governors (yeah, finally), this has left me with a dilemma. I have one free sector governor seat empty and manually added a governor to it. However he has a pretty high value in mining - which I had set some of my mining planets to auto assign for. And he gets auto assigned to those mines immediately if one of these positions gets free.

Is there a way to block the auto routine to move that governor? Or even better - is there a way to auto assign for that sector position as well? I don't see the latter (I guess it is not in the game, right?)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on February 04, 2021, 08:06:34 AM
Since the new auto-assign options for planetary governors (yeah, finally), this has left me with a dilemma. I have one free sector governor seat empty and manually added a governor to it. However he has a pretty high value in mining - which I had set some of my mining planets to auto assign for. And he gets auto assigned to those mines immediately if one of these positions gets free.

Is there a way to block the auto routine to move that governor? Or even better - is there a way to auto assign for that sector position as well? I don't see the latter (I guess it is not in the game, right?)

In next version, sector governors and academy administrators will not be automatically reassigned. But in current version, there is nothing you can do about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 04, 2021, 10:47:00 AM
Since the new auto-assign options for planetary governors (yeah, finally), this has left me with a dilemma. I have one free sector governor seat empty and manually added a governor to it. However he has a pretty high value in mining - which I had set some of my mining planets to auto assign for. And he gets auto assigned to those mines immediately if one of these positions gets free.

Is there a way to block the auto routine to move that governor? Or even better - is there a way to auto assign for that sector position as well? I don't see the latter (I guess it is not in the game, right?)

In next version, sector governors and academy administrators will not be automatically reassigned. But in current version, there is nothing you can do about it.

My workaround is to not pick the best 2-3 candidates and assume they will be sniped away soon.  I take a little less in sector bonuses, but have to check that far less often. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 05, 2021, 12:44:53 AM
My workaround is to not pick the best 2-3 candidates and assume they will be sniped away soon.  I take a little less in sector bonuses, but have to check that far less often.
Yeah, came to the same conclusion :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 05, 2021, 06:08:19 AM
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.


PD Cruiser:

Point Defence Cruiser Mk. II-I class Area Defence Cruiser      6 199 tons       159 Crew       1 397.8 BP       TCS 124    TH 1 500    EM 0
12100 km/s    JR 3-50      Armour 4-30       Shields 0-0       HTK 39      Sensors 14/0/0/0      DCR 43      PPV 12.55
Maint Life 5.22 Years     MSP 1 222    AFR 102%    IFR 1.4%    1YR 75    5YR 1 122    Max Repair 150 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (PD) J6300(3-50) Military Jump Drive     Max Ship Size 6300 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 150 000 Litres    Range 40.4 billion km (38 days at full power)

Point Defence Turret Mk. II Quad Gauss Cannon Mk. II Gauss Cannon R600-8.00 Turret (5x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 60 000 km    ROF 5       
Point Defence BFC Mk. II-I Beam Fire Control R60-TS40000 (1)     Max Range: 60 000 km   TS: 40 000 km/s     83 67 50 33 17 0 0 0 0 0

Point Defence Sensor Mk. I Active Search Sensor AS2-R1 (1)     GPS 4     Range 2.4m km    MCR 215.4k km    Resolution 1
Thermal Sensor Mk. I Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

This design is classed as a Military Vessel for maintenance purposes


Laser Destroyer:

Laser Cruiser Mk. II-I class Assault Ship      9 346 tons       310 Crew       2 969.1 BP       TCS 187    TH 1 500    EM 0
8025 km/s    JR 3-50      Armour 4-39       Shields 0-0       HTK 63      Sensors 0/0/0/0      DCR 36      PPV 51.52
Maint Life 5.46 Years     MSP 2 791    AFR 116%    IFR 1.6%    1YR 157    5YR 2 357    Max Repair 960 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 000 000 Litres    Range 23.3 billion km (33 days at full power)

Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2)    Range 420 000km     TS: 40000 km/s     Power 12-8     RM 70 000 km    ROF 10       
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1)     Max Range: 480 000 km   TS: 40 000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4)     Total Power Output 49.6    Exp 5%

Laser Sensor Mk. II Active Search Sensor AS12-R100 (1)     GPS 480     Range 12.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 05, 2021, 07:39:04 AM
I think you use compact gauss cannons with lowered hit chance in your turrets - that's why their individual hit chances are lower.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidb86 on February 05, 2021, 09:21:12 AM
Quote
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.

The chance to hit is per shot, the gauss ship gets 120 shots, the laser ship only gets 8.  The laser ship will get 8 kills per round, while the gauss ship will average 8.4-9.6 per round.  Additionally you can build 2 gauss ships for about the cost of your laser ship.  So for straight point defense  the gauss is a better option.  the laser gives you addditional range and can be used against ships and fighters.  I would build a few of each. 

I would also look at the speed of my fleet, the gauss ships do not need to be faster than the fleet they are protecting.  If your fleet speed is 8000km/s, maybe cut an engine or two.  The laser ship definitely needs to be faster than the enemy fleet, and usually faster than the rest of your fleet so that it can control the range.  I assume the jump drive on every ship is a role playing choice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 05, 2021, 10:26:22 AM
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.


PD Cruiser:

Point Defence Cruiser Mk. II-I class Area Defence Cruiser      6 199 tons       159 Crew       1 397.8 BP       TCS 124    TH 1 500    EM 0
12100 km/s    JR 3-50      Armour 4-30       Shields 0-0       HTK 39      Sensors 14/0/0/0      DCR 43      PPV 12.55
Maint Life 5.22 Years     MSP 1 222    AFR 102%    IFR 1.4%    1YR 75    5YR 1 122    Max Repair 150 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (PD) J6300(3-50) Military Jump Drive     Max Ship Size 6300 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 150 000 Litres    Range 40.4 billion km (38 days at full power)

Point Defence Turret Mk. II Quad Gauss Cannon Mk. II Gauss Cannon R600-8.00 Turret (5x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 60 000 km    ROF 5       
Point Defence BFC Mk. II-I Beam Fire Control R60-TS40000 (1)     Max Range: 60 000 km   TS: 40 000 km/s     83 67 50 33 17 0 0 0 0 0

Point Defence Sensor Mk. I Active Search Sensor AS2-R1 (1)     GPS 4     Range 2.4m km    MCR 215.4k km    Resolution 1
Thermal Sensor Mk. I Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

This design is classed as a Military Vessel for maintenance purposes


Laser Destroyer:

Laser Cruiser Mk. II-I class Assault Ship      9 346 tons       310 Crew       2 969.1 BP       TCS 187    TH 1 500    EM 0
8025 km/s    JR 3-50      Armour 4-39       Shields 0-0       HTK 63      Sensors 0/0/0/0      DCR 36      PPV 51.52
Maint Life 5.46 Years     MSP 2 791    AFR 116%    IFR 1.6%    1YR 157    5YR 2 357    Max Repair 960 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 000 000 Litres    Range 23.3 billion km (33 days at full power)

Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2)    Range 420 000km     TS: 40000 km/s     Power 12-8     RM 70 000 km    ROF 10       
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1)     Max Range: 480 000 km   TS: 40 000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4)     Total Power Output 49.6    Exp 5%

Laser Sensor Mk. II Active Search Sensor AS12-R100 (1)     GPS 480     Range 12.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

As was just said, the gauss ship is, in fact a better PD ship than the laser ship.  Sure the individual shots are less accurate but it also gets 15 times as many shots.  While being cheaper to boot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 05, 2021, 04:31:36 PM
I just read somewhere that you need cargo shuttles to supply your parasites. I also read that hangars can take care of the supplying of parasites by themselves elsewhere. It seemed a bit counterintuitive that you'd need cargo shuttles to supply a ship that is inside a hangar, so I didn't include them in my design, but I fear that I might have messed up doing so.

Did I make a terrible mistake? :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 05, 2021, 05:08:51 PM
Do ships not provide security for planets anymore? I thought I could train some 1000 ton FAC with simple Gauss Cannons to keep unrest from rising throughout all of Sol but it isn't working.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on February 05, 2021, 06:48:12 PM
What does it say for their PPV value in the ship design screen and colony summary?

If the guns are below 1HS they probably don't count.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 05, 2021, 09:34:03 PM
I still don't get how sensors work on missiles. If I want my bombers to fire their missiles and then turn off their actives immediately does it mean I need missiles with sensors to seek their own targets or will they continue to seek the targets marked for them by the bomber's actives even after they're turned off?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 06, 2021, 02:39:53 AM
Quote
I've got into battle with aliens and it turns out my Laser Destroyers are better at PD than my PD Cruiser. Why is that? Can anyone explain that to me? MY PD Cruiser has a chance to hit of 7-8% while my Laser Cruiser has a chance to hit of 119%. The enemy missiles move at 32.650 km/s.

The chance to hit is per shot, the gauss ship gets 120 shots, the laser ship only gets 8.  The laser ship will get 8 kills per round, while the gauss ship will average 8.4-9.6 per round.  Additionally you can build 2 gauss ships for about the cost of your laser ship.  So for straight point defense  the gauss is a better option.  the laser gives you addditional range and can be used against ships and fighters.  I would build a few of each. 

I would also look at the speed of my fleet, the gauss ships do not need to be faster than the fleet they are protecting.  If your fleet speed is 8000km/s, maybe cut an engine or two.  The laser ship definitely needs to be faster than the enemy fleet, and usually faster than the rest of your fleet so that it can control the range.  I assume the jump drive on every ship is a role playing choice.

The jump drive on every ship is not a role playing choice. I do it because I like to think that it is better to have one on each ship if SHTF and the group gets dispersed and because I dont know how to do it better. Tips are welcomed!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on February 06, 2021, 03:04:21 AM
I just read somewhere that you need cargo shuttles to supply your parasites. I also read that hangars can take care of the supplying of parasites by themselves elsewhere. It seemed a bit counterintuitive that you'd need cargo shuttles to supply a ship that is inside a hangar, so I didn't include them in my design, but I fear that I might have messed up doing so.

Did I make a terrible mistake? :P

Current version of the game your carrier needs a cargo shuttle bay to supply MSP to its’ parasites. In the upcoming version the hangar bays will take care of that themselves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Squigles on February 06, 2021, 03:22:57 AM
I still don't get how sensors work on missiles. If I want my bombers to fire their missiles and then turn off their actives immediately does it mean I need missiles with sensors to seek their own targets or will they continue to seek the targets marked for them by the bomber's actives even after they're turned off?

Missiles would need their own sensors in that situation.

If you’re familiar with real world weaponry, imagine a missile in Aurora is an AIM-7. It is guided by a radar signal being reflected off the target, beamed at the target by the launch platform. If the launch platform stops painting the target.....the missile is lost and has no means of acquiring the target on it’s own.

With a sensor onboard the missile, it’s much more similar to an AIM-120. The missile will accept data from the launch platform to guide it to the target. However, if it loses guidance from the launch platform it will engage it’s own radar/sensors to locate the target.

As to what target the missiles will go for, I am fairly certain they will continue on to the initial target if the onboard sensors could see the target when the launch platform went dark. Take that with a grain of salt though, I’ve not toyed around with missile sensors a lot in this version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 06, 2021, 11:31:32 AM
The jump drive on every ship is not a role playing choice. I do it because I like to think that it is better to have one on each ship if SHTF and the group gets dispersed and because I dont know how to do it better. Tips are welcomed!

Jump drive on every ship is hugely crippling for ship performance, especially early on when a jump drive plus requisite crew and armor can take up over a quarter of a ship's tonnage by itself. Even at higher tech levels putting a jump drive on every ship is still causing you to have several fewer weapons per ship than you could otherwise. You're just going to struggle to put out firepower regardless unless you massively out-displace the enemy.

A better approach is to design your fleet with squadrons so that each squadron has several optimized combat ships and a single dedicated jump ship which can be detached before any battle that is not a JP assault. Each of these becomes a subfleet in a larger battle fleet, which means you still have several jump-capable ships in any fleet if SHTF and one or more get blown up. Likely you will have fewer SHTF moments because your actual ships will perform better.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on February 06, 2021, 11:59:00 AM
The jump drive on every ship is not a role playing choice. I do it because I like to think that it is better to have one on each ship if SHTF and the group gets dispersed and because I dont know how to do it better. Tips are welcomed!
Personally, how I do it is I organize ships into squadrons of 4, for every 3 ships I have a 4th ship with a jump drive.

Example:
Cruiser Squadrons (CruRon)
1x 24,000 ton Jump cruiser with jump drive and Gauss cannons
3x 24,000 ton Cruisers with missile launchers and a few Gauss cannons
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 06, 2021, 11:59:38 AM
I managed to put one Jump Tender into my fleet and it works like a charm.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 06, 2021, 12:49:55 PM
My JumpShips usually stay back at the jump point in dangerous sectors. And they have their own sensors, so they can see incoming hostiles/missiles and jump out if necessary.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 06, 2021, 02:21:18 PM
I still don't get how sensors work on missiles. If I want my bombers to fire their missiles and then turn off their actives immediately does it mean I need missiles with sensors to seek their own targets or will they continue to seek the targets marked for them by the bomber's actives even after they're turned off?

Missiles would need their own sensors in that situation.

If you’re familiar with real world weaponry, imagine a missile in Aurora is an AIM-7. It is guided by a radar signal being reflected off the target, beamed at the target by the launch platform. If the launch platform stops painting the target.....the missile is lost and has no means of acquiring the target on it’s own.

With a sensor onboard the missile, it’s much more similar to an AIM-120. The missile will accept data from the launch platform to guide it to the target. However, if it loses guidance from the launch platform it will engage it’s own radar/sensors to locate the target.

As to what target the missiles will go for, I am fairly certain they will continue on to the initial target if the onboard sensors could see the target when the launch platform went dark. Take that with a grain of salt though, I’ve not toyed around with missile sensors a lot in this version.

So if it has active sensors, the missile will guide itself to the target its ship originally pointed it while if it has EM or Thermals it will hit the ship that is the largest source, correct?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on February 06, 2021, 02:28:30 PM
Missile retargeting is currently bugged and does not work.  In VB6, missiles without an MFC lock would target whatever had the strongest signal.  Missiles with EM would hit the ship with the biggest EM signature, missiles with TH would hit the ship with the hottest engines, and missiles with active sensors would go for the biggest active sensor contact; typically that'd be the largest ship but cloaking could make it weird.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 06, 2021, 04:33:23 PM
Missile retargeting is currently bugged and does not work.  In VB6, missiles without an MFC lock would target whatever had the strongest signal.  Missiles with EM would hit the ship with the biggest EM signature, missiles with TH would hit the ship with the hottest engines, and missiles with active sensors would go for the biggest active sensor contact; typically that'd be the largest ship but cloaking could make it weird.

So since retargeting is bugged, are MIRV missile not possible since the sub-munition needs to acquire its own targets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 06, 2021, 04:55:58 PM
Missile retargeting is currently bugged and does not work.  In VB6, missiles without an MFC lock would target whatever had the strongest signal.  Missiles with EM would hit the ship with the biggest EM signature, missiles with TH would hit the ship with the hottest engines, and missiles with active sensors would go for the biggest active sensor contact; typically that'd be the largest ship but cloaking could make it weird.

So since retargeting is bugged, are MIRV missile not possible since the sub-munition needs to acquire its own targets?

I think sub-munitions retain the targets of their parent, so your MIRV submunitions would all fly at the same ship after separation. I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 06, 2021, 11:37:11 PM
If my fighters Active Sensors move out-of-range of their missiles but my Carrier's missiles are still in range, will the missiles still be guided towards their targets succesfully?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on February 07, 2021, 12:30:57 AM
If my fighters Active Sensors move out-of-range of their missiles but my Carrier's missiles are still in range, will the missiles still be guided towards their targets succesfully?

You need both MFC and AS to be active and locked on the target.

AS makes the target active while MFC ensures the missile is going towards to it
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: WA Lancer on February 07, 2021, 01:21:11 AM
What is the size of a base infantry unit, is it 1 man, 1 squad, 1 platoon?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 07, 2021, 02:47:25 AM
What is the size of a base infantry unit, is it 1 man, 1 squad, 1 platoon?
Up to you, it's a roleplay-free entirely.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: WA Lancer on February 07, 2021, 03:21:31 AM
No, I mean how many people go in say a Base Unit Type of Infantry with Light personal Weapons.  They weigh 3 tons, is that 1 dude or like 30?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 07, 2021, 04:17:08 AM
He understood you.

It's whatever you want it to be.  It's completely irrelevant to the mechanics of the game so you can decide for yourself if it's some small mech, or some droids, or a dude in an armor suit, or 10 guys with pistols in police uniforms.

As far as the combat mechanics go it doesn't matter.  Each unit has x armor, fires so many shots, with so much penetration, using so much supply. 

So use your imagination.

Maybe they're trained space slugs that shoot armor penetrating poison?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 07, 2021, 04:51:25 AM
In addition, ton in Aurora is volume (displacement) unit, not weigh/mass as is, and that's displacement of metallic (liquid) hydrogen, so 1 Aurota ton it's smth like 13-14 cubic meters, IIRC. Way more then 1 human soldier with personal weapon might require, still smth like it might require with all necessary equipment and supplies for nearly indefinite service on any solid-surface celestial body.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on February 07, 2021, 05:03:06 AM
Wait.
"We also assume that it has a density of 0.7 gm/cm^3" (https://dash.harvard.edu/bitstream/handle/1/9569212/Silvera_Metallic.pdf)

So it must be ~1,42m^3, not 13 or 14m^3?
Then 3 Aurora tons - it's smth like 4 cubic meters - it's only a berth place for 1 human soldier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 07, 2021, 06:35:37 AM
Feeling particularly thick today  ??? - where is the fast OOB creation option in C#? Just starting to feel my way around my first C# game after changing from VB6.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 07, 2021, 06:46:56 AM
Feeling particularly thick today  ??? - where is the fast OOB creation option in C#? Just starting to feel my way around my first C# game after changing from VB6.

Thanks!
Nevermind, I found it on the Misc tab of the Class Window.
Note to self, check Wiki before posting question  :-[
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 07, 2021, 09:04:44 AM
In addition, ton in Aurora is volume (displacement) unit, not weigh/mass as is, and that's displacement of metallic (liquid) hydrogen, so 1 Aurota ton it's smth like 13-14 cubic meters, IIRC. Way more then 1 human soldier with personal weapon might require, still smth like it might require with all necessary equipment and supplies for nearly indefinite service on any solid-surface celestial body.

Yea.  It could easily be a dude and all the gear and supplies he needs to be deployed.  Someone put a source in one of the stickied posts in ground combat pointing out that, the US Army I believe, estimated for every soldier sent overseas they'd need to ship like 4-5 tons of supplies and replacement gear to him. 

But, having served in combat twice, I don't consider it unreasonable that one dude is 3-6 tons (depending on how heavy gear you choose in game).  Ammo, replacement equipment, clothing, housing, etc.  Even though a lot of that stuff is shared among the group it still adds up and every soldier increases the amount you'll need for any deployment of serious length.  Just think if food.  How much will one athletic and active young man eat in just 1 month?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 07, 2021, 09:19:34 AM
https://books.google.com.ar/books?id=ysPBxnC94nIC&pg=RA1-PA37&lpg=RA1-PA37&source=bl&ots=0I9w_-geDy&sig=ACfU3U0ztTrQZQX-Q56pPiBfS8tiQsidKA&hl=en&sa=X&ved=2ahUKEwie_fasr_7oAhW1K7kGHQZjAQ8Q6AEwAHoECAcQAQ#v=onepage&q&f=false

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Eternal Noob on February 07, 2021, 12:44:24 PM
Does anyone know if it's normal for your fleets to break down into subfleets and just sit at the jump point when they're given the "squadron transit by sub-fleet" order? Is it possible to just have them jump as groups under one overall fleet or am I going to have to just separate them into different fleets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on February 07, 2021, 02:52:01 PM
This time I have checked the wiki and my search-fu has failed. In VB6 you could use SM mode to move fleets around systems to various locations - is that possible in C#?
Also, can you use SM mode to refuel ships (as you could in VB6).

I'm asking for a friend and not because I've failed to design my survey ships with sufficient fuel stores and watched them run out of fuel before getting back to Earth - honest  :o

You can move fleets in SM to bodies with colony. It is in Naval Organization tab - Fleet - Miscellaneous - Move Fleet button.

To SM refuel - Naval Organization - Ship Overview - Miscellaneous - SM Refuel button.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 07, 2021, 03:04:16 PM
This time I have checked the wiki and my search-fu has failed. In VB6 you could use SM mode to move fleets around systems to various locations - is that possible in C#?
Also, can you use SM mode to refuel ships (as you could in VB6).

I'm asking for a friend and not because I've failed to design my survey ships with sufficient fuel stores and watched them run out of fuel before getting back to Earth - honest  :o

You can move fleets in SM to bodies with colony. It is in Naval Organization tab - Fleet - Miscellaneous - Move Fleet button.

To SM refuel - Naval Organization - Ship Overview - Miscellaneous - SM Refuel button.

Thanks, I found the buttons about the same time you posted  ;D Feeling pretty noob-like at the moment; effectively having to 'unlearn what I have learned'

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 08, 2021, 09:42:35 AM
Hiya! I'm trying to train my task force. So far it is working: my ships are accruing training grade. I got my fighters properly docked as well, and they're doing great. To deal with the fuel issue, I set the fleet to refuel and resupply at earth, then move to earth on a cycle: they're basically sticking around on Earth as they train. However, with the rate that they're accruing maintenance- and crew deployment time, I'm afraid they'll suffer from disastrous failures and/or terrible consequences due to low morale.

For that purpose, I wonder how other people do it, and whether...
(1) ... I can safely overhaul the ships during the training without messing up their training gains.
(2) ... it's safe to ignore the increase in maintenance time so long as I keep them supplied (and whether it will swiftly drain my supplies).
(3) ... morale affects fleet training gain. If it doesn't, I should be capable of ignoring morale entirely while training, right?

Thanks in advance!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 08, 2021, 12:32:27 PM
Once you add an "Orbital Habitat Module" to a ship "Engineering Spaces" stop adding maintenance supplies, i.e. the ship has no MSP at all. Is that intended or a bug?

Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 08, 2021, 12:56:34 PM
Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.

You need to designate the design as a supply ship. You can tick a box at the top right. Once you do, you can further set the ship to constantly share supplies with the fleet they're in (ship overview for the particular ship on the F4-screen), or you can order it to resupply other ships and/or colonies.

Once you add an "Orbital Habitat Module" to a ship "Engineering Spaces" stop adding maintenance supplies, i.e. the ship has no MSP at all. Is that intended or a bug?

I'm not 100% sure about this one, so I wouldn't mind if someone with more experience steps in here and corrects me. Anyways- an orbital habitat has little to no need for engineering spaces. Being a station, it does not suffer failures to counteract. Furthermore, maintenance storage modules are more efficient at providing space for maintenance supplies. If you want the damage control power that engineering spaces give, you're probably better off using commercial damage control parts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 08, 2021, 12:56:55 PM
I tried to attack an hostile enemy fleet with my fleet. My fleet contains of missile destroyers, PD ships and Laser Destroyer. I first kept a distance of 300k km to the fleet to engage it with the missile destroyers and laser destroyers. But I get only a 8% chance to hit the enemy fleet with my laser destroyers. The enemy is not  moving but has a max speed of around 10k. Below you can see my laser destroyer. Do I have a flaw in my design?


Laser Destroyer:

Laser Cruiser Mk. II-I class Assault Ship      9 346 tons       310 Crew       2 969.1 BP       TCS 187    TH 1 500    EM 0
8025 km/s    JR 3-50      Armour 4-39       Shields 0-0       HTK 63      Sensors 0/0/0/0      DCR 36      PPV 51.52
Maint Life 5.46 Years     MSP 2 791    AFR 116%    IFR 1.6%    1YR 157    5YR 2 357    Max Repair 960 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 000 000 Litres    Range 23.3 billion km (33 days at full power)

Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2)    Range 420 000km     TS: 40000 km/s     Power 12-8     RM 70 000 km    ROF 10       
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1)     Max Range: 480 000 km   TS: 40 000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4)     Total Power Output 49.6    Exp 5%

Laser Sensor Mk. II Active Search Sensor AS12-R100 (1)     GPS 480     Range 12.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 08, 2021, 01:06:13 PM
I tried to attack an hostile enemy fleet with my fleet. My fleet contains of missile destroyers, PD ships and Laser Destroyer. I first kept a distance of 300k km to the fleet to engage it with the missile destroyers and laser destroyers. But I get only a 8% chance to hit the enemy fleet with my laser destroyers. The enemy is not  moving but has a max speed of around 10k. Below you can see my laser destroyer. Do I have a flaw in my design?

Laser BFC Mk. II Beam Fire Control R480-TS40000 (1)     Max Range: 480 000 km   TS: 40 000 km/s     98 96 94 92 90 88 85 83 81 79

Your tracking speed on the turrets and beam fire control are more than sufficient: you have a 40 000 km/s tracking speed versus a 10k target. However, it's the range that matters here: range works as follows: you have a 100% hit chance at 0 range, and a 0% hit chance at 100% range. In other words, your max range of 480 000 km equates to a 0% hit chance. At 300k km, you are at 62,5% of your max range (300 000/480 000 * 100 = 62.5%), which gives you a base range to-hit factor of 37,5% (100-62.5 = 37.5). There are still some other factors in there. To get that down to 8%, you'll likely have to account for ECM (which decreases your to-hit by 10%/level), since you don't have ECCM and crew grade.

I don't know of any other factors that might matter here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 08, 2021, 01:06:53 PM
I tried to attack an hostile enemy fleet with my fleet. My fleet contains of missile destroyers, PD ships and Laser Destroyer. I first kept a distance of 300k km to the fleet to engage it with the missile destroyers and laser destroyers. But I get only a 8% chance to hit the enemy fleet with my laser destroyers. The enemy is not  moving but has a max speed of around 10k. Below you can see my laser destroyer. Do I have a flaw in my design?


Laser Destroyer:

Laser Cruiser Mk. II-I class Assault Ship      9 346 tons       310 Crew       2 969.1 BP       TCS 187    TH 1 500    EM 0
8025 km/s    JR 3-50      Armour 4-39       Shields 0-0       HTK 63      Sensors 0/0/0/0      DCR 36      PPV 51.52
Maint Life 5.46 Years     MSP 2 791    AFR 116%    IFR 1.6%    1YR 157    5YR 2 357    Max Repair 960 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Military Jump Engine Mk. II (Laser) J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3

Military Engine Mk. II Internal Fusion Drive  EP300.00 (5)    Power 1500    Fuel Use 82.67%    Signature 300    Explosion 15%
Fuel Capacity 1 000 000 Litres    Range 23.3 billion km (33 days at full power)

Laser Turret Mk. II Twin Laser Mk. I-I 15.0cm C4 X-Ray Laser Turret (4x2)    Range 420 000km     TS: 40000 km/s     Power 12-8     RM 70 000 km    ROF 10       
Laser BFC Mk. II Beam Fire Control R480-TS40000 (1)     Max Range: 480 000 km   TS: 40 000 km/s     98 96 94 92 90 88 85 83 81 79
Power Plant Mk. I Stellarator Fusion Reactor R12 (4)     Total Power Output 49.6    Exp 5%

Laser Sensor Mk. II Active Search Sensor AS12-R100 (1)     GPS 480     Range 12.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

If they have an ECM of say 30 that would explain why your hit ratio are so low at 300kkm distance. You should generally hit about 29% times your captains tactical bonus and crew grade. If you deduct a 30% from that you might get down to about 8-12% roughly to hit. Remember that ECM is not multiplicative penalty but a just a pure negative. So if you have a total of 38% to hit and they have ECM 30 that is 8% to hit in total.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Eternal Noob on February 08, 2021, 03:20:04 PM
Is the "squadron jump by sub-fleet" supposed to break the fleet apart? Whenever I try to use it they just break into sub-fleets and sit on the jump point not doing anything.

Also, is there any way to automate parisite craft more? I'd like to have a setup where a jump carrier deploys smaller survey vessels to recon a system, but my current FAC sized survey shuttles end up returning before they can fully survey most bodies, which leads to a lot of really tedious micro-management, to the point I'm considering just reworking the carrier to do the surveying itself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 08, 2021, 03:22:33 PM
Thank you very much. I will try to boost my ecm and eccm.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 08, 2021, 03:54:12 PM
Is the "squadron jump by sub-fleet" supposed to break the fleet apart? Whenever I try to use it they just break into sub-fleets and sit on the jump point not doing anything.

Also, is there any way to automate parisite craft more? I'd like to have a setup where a jump carrier deploys smaller survey vessels to recon a system, but my current FAC sized survey shuttles end up returning before they can fully survey most bodies, which leads to a lot of really tedious micro-management, to the point I'm considering just reworking the carrier to do the surveying itself.

It is supposed to break the fleet apart - in a successful squadron jump each squadron will end up in a different place.

For survey parasites there's no good automation, but you should consider designing them for greater range. If your ships are returning so soon they likely need a much longer range as traveling from one body to the next consumes a significant amount of fuel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Eternal Noob on February 08, 2021, 05:02:59 PM
Quote from: nuclearslurpee link=topic=11545. msg148606#msg148606 date=1612821252
Quote from: Eternal Noob link=topic=11545. msg148604#msg148604 date=1612819204
Is the "squadron jump by sub-fleet" supposed to break the fleet apart? Whenever I try to use it they just break into sub-fleets and sit on the jump point not doing anything. 

Also, is there any way to automate parisite craft more? I'd like to have a setup where a jump carrier deploys smaller survey vessels to recon a system, but my current FAC sized survey shuttles end up returning before they can fully survey most bodies, which leads to a lot of really tedious micro-management, to the point I'm considering just reworking the carrier to do the surveying itself.

It is supposed to break the fleet apart - in a successful squadron jump each squadron will end up in a different place.

For survey parasites there's no good automation, but you should consider designing them for greater range.  If your ships are returning so soon they likely need a much longer range as traveling from one body to the next consumes a significant amount of fuel.

Yeah, I figured the shuttles needed more range but decided against it because I was hoping to automate things a bit more and I'd already had to increase the capacity of my shipyard twice to build the carrier.

As for the issue with the squadron jump, I thought that since it let a fleet jump using a jump tender instead of its own jump drive that "squadron jump by sub-fleet" would do the same thing but using jump tenders in each sub-fleet instead of one for the whole fleet.  Instead, they just kinda sat there doing nothing and claimed that their orders were fulfilled.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 08, 2021, 06:01:25 PM
Yeah, I figured the shuttles needed more range but decided against it because I was hoping to automate things a bit more and I'd already had to increase the capacity of my shipyard twice to build the carrier.

As for the issue with the squadron jump, I thought that since it let a fleet jump using a jump tender instead of its own jump drive that "squadron jump by sub-fleet" would do the same thing but using jump tenders in each sub-fleet instead of one for the whole fleet.  Instead, they just kinda sat there doing nothing and claimed that their orders were fulfilled.

For survey shuttles you usually need to compromise on speed, either engine or survey (1 sensor instead of 2) speed, to get enough range, but the range does have to be the primary thing you optimize for. If they are slower individually that is fine as you have many of them so a survey will still go quite fast.

The squadron jump order is...difficult in my experience. You may need to issue jump orders per-squadron manually which is some more annoying micro but I think the jump order doesn't always do well recognizing that subfleets can jump properly. Either that, or the order isn't processed somewhere down the chain correctly, I really can't be sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 09, 2021, 12:39:47 AM
Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.

You need to designate the design as a supply ship. You can tick a box at the top right. Once you do, you can further set the ship to constantly share supplies with the fleet they're in (ship overview for the particular ship on the F4-screen), or you can order it to resupply other ships and/or colonies.
Forgot to mention it, but the ship does have that box ticked. I though only tried to move to a fleet and resupply from there, never entered it as a sub-fleet; but that "external" resupplying neither worked with or without cargo shuttles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 09, 2021, 01:07:16 AM
Also: How can I transfer MSP? I thought if you have shuttles on board, but that doesn't seem to do the trick.

You need to designate the design as a supply ship. You can tick a box at the top right. Once you do, you can further set the ship to constantly share supplies with the fleet they're in (ship overview for the particular ship on the F4-screen), or you can order it to resupply other ships and/or colonies.
Forgot to mention it, but the ship does have that box ticked. I though only tried to move to a fleet and resupply from there, never entered it as a sub-fleet; but that "external" resupplying neither worked with or without cargo shuttles.

Check the assigned MSP transfer behavior by selecting that ship in the fleet window. It may default to "Don't Resupply Fleet" and need to be changed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pixel1191 on February 09, 2021, 03:57:14 AM
Pretty sure the whole "jump by sub-fleet" is bugged. They do the first part of the order alright, splitting into the subfleets, but they seem to forget about the jumping part, because they say they're done but haven't gone anywhere.

Always have to jump them manually and then manually reassemble on the other side.

A functioning order of "squadron transit by sub-fleet and reassemble" is probably wishful thinking, but one can always hope....because the micro of just jumping a sub-divided combat fleet into an enemy system is atrocious.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Eternal Noob on February 09, 2021, 04:08:19 AM
Quote from: Pixel1191 link=topic=11545. msg148640#msg148640 date=1612864634
Pretty sure the whole "jump by sub-fleet" is bugged.  They do the first part of the order alright, splitting into the subfleets, but they seem to forget about the jumping part, because they say they're done but haven't gone anywhere.

Always have to jump them manually and then manually reassemble on the other side.

A functioning order of "squadron transit by sub-fleet and reassemble" is probably wishful thinking, but one can always hope. . . . because the micro of just jumping a sub-divided combat fleet into an enemy system is atrocious.
Yeah, that sounds like the same problem I'm getting so it's probably a bug.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 09, 2021, 11:26:10 AM
Does morale influence how quickly a crew gains fleet training XP?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on February 09, 2021, 12:33:35 PM
Does morale influence how quickly a crew gains fleet training XP?
Yes, going over deployment will reduce training speed
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 09, 2021, 12:38:06 PM
Does morale influence how quickly a crew gains fleet training XP?
Yes, going over deployment will reduce training speed

Cheers! Any tricks to dealing with that, or do you also just give them the occasional break?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 09, 2021, 01:15:16 PM
Does morale influence how quickly a crew gains fleet training XP?
Yes, going over deployment will reduce training speed

Cheers! Any tricks to dealing with that, or do you also just give them the occasional break?

You should give them a break...actually you should put the fleet into overhaul to keep maintenance failure rates low. For this reason I train my fleets in a rotation so that at least one fleet is always active if I need to do some combat in a hurry.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 09, 2021, 01:21:06 PM
Does morale influence how quickly a crew gains fleet training XP?
Yes, going over deployment will reduce training speed

Cheers! Any tricks to dealing with that, or do you also just give them the occasional break?

I just do an overhaul/resupply/refuel whenever the fuel gets low.  But I generally only do the training micro for the first few squadrons. Defensive fleets or Patrols get decent training over time if they aren't being thrown in the grinder right away.

By mid-game, I usually do one set of training for combat ships as they come off the slips, but after the first refuel/overhaul I consider that a good starting base and put them to work. Invasion Fleets are the exception. But at that point I do it as a whole group. Doesn't min/max the individual ships but is a lot less micro.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 09, 2021, 03:38:27 PM
So one of the biggest changes for me is the awesome increase in Ground Forces complexity - I love it. The question is 'how do I upgrade the older formations with more modern equipment?' I thought I could change the formation template, send a unit with the required equipment and set them as a replacement - but that doesn't seem to work. Is there a manual way to swap out old equipment?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 09, 2021, 03:51:06 PM
So one of the biggest changes for me is the awesome increase in Ground Forces complexity - I love it. The question is 'how do I upgrade the older formations with more modern equipment?' I thought I could change the formation template, send a unit with the required equipment and set them as a replacement - but that doesn't seem to work. Is there a manual way to swap out old equipment?

There is presently no mechanic for this. You can use the Unit Series/Replacements mechanic to replenish losses a formation has suffered with newer equipment (for that authentic Ostfront experience! Wait, bad example...), but the only way to actually upgrade a formation's equipment is to manually swap things around - although you can use the Replacements mechanic and just remove the outdated equipment from the old formation if you want to reduce the amount of clicking you do by half.

In practice probably the best thing to do is to just build newer formations, and either scrap the older formations entirely or relocate them to back-line garrison duties. There is hope though, the ground forces mechanics are still very much "in development" so there may be further improvements coming Soon™...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 09, 2021, 04:05:24 PM
There is presently no mechanic for this. You can use the Unit Series/Replacements mechanic to replenish losses a formation has suffered with newer equipment (for that authentic Ostfront experience! Wait, bad example...), but the only way to actually upgrade a formation's equipment is to manually swap things around - although you can use the Replacements mechanic and just remove the outdated equipment from the old formation if you want to reduce the amount of clicking you do by half.
That's really helpful but leads me to my next question  ;D How do you manually swap equipment around? I cannot work out how to do that. I bet it is something really simple and I will conduct the 'head slap' manoeuvre once I'm told  ???

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on February 09, 2021, 04:14:29 PM
There is presently no mechanic for this. You can use the Unit Series/Replacements mechanic to replenish losses a formation has suffered with newer equipment (for that authentic Ostfront experience! Wait, bad example...), but the only way to actually upgrade a formation's equipment is to manually swap things around - although you can use the Replacements mechanic and just remove the outdated equipment from the old formation if you want to reduce the amount of clicking you do by half.
That's really helpful but leads me to my next question  ;D How do you manually swap equipment around? I cannot work out how to do that. I bet it is something really simple and I will conduct the 'head slap' manoeuvre once I'm told  ???

Welchbloke

Tick the show elements box and then you can drag troops in and out of formations. Manually swapping equipment thus consists of removing the old troops, dragging in new ones, and deleting the obsolete stuff.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 09, 2021, 04:58:34 PM
I just do an overhaul/resupply/refuel whenever the fuel gets low.  But I generally only do the training micro for the first few squadrons. Defensive fleets or Patrols get decent training over time if they aren't being thrown in the grinder right away.

By mid-game, I usually do one set of training for combat ships as they come off the slips, but after the first refuel/overhaul I consider that a good starting base and put them to work. Invasion Fleets are the exception. But at that point I do it as a whole group. Doesn't min/max the individual ships but is a lot less micro.

That's some good advice. Maybe I'll do just that! I deal with the fuel costs by cycling a refuel/move to command so they keep topping their fuel off, but the crew just complains too often, so giving them a bit of a base might be good enough, indeed!

You should give them a break...actually you should put the fleet into overhaul to keep maintenance failure rates low. For this reason I train my fleets in a rotation so that at least one fleet is always active if I need to do some combat in a hurry.

I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!


Thanks, both of you. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 09, 2021, 05:12:26 PM
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!

It is, but this isn't a good idea as they can still have maintenance failures while in overhaul this way. You want to move them out from the TRN admin command for the overhaul, then put them back under the TRN admin when they are done and ready to resume training.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on February 09, 2021, 08:23:32 PM
Hiya! I'm trying to train my task force. So far it is working: my ships are accruing training grade. I got my fighters properly docked as well, and they're doing great. To deal with the fuel issue, I set the fleet to refuel and resupply at earth, then move to earth on a cycle: they're basically sticking around on Earth as they train. However, with the rate that they're accruing maintenance- and crew deployment time, I'm afraid they'll suffer from disastrous failures and/or terrible consequences due to low morale.

For that purpose, I wonder how other people do it, and whether...
(1) ... I can safely overhaul the ships during the training without messing up their training gains.
(2) ... it's safe to ignore the increase in maintenance time so long as I keep them supplied (and whether it will swiftly drain my supplies).
(3) ... morale affects fleet training gain. If it doesn't, I should be capable of ignoring morale entirely while training, right?

Thanks in advance!

I have standing orders for training fleets to refuel or resupply when a ship goes below 20% - . I usually include a tanker and supply ship in the training fleet so that all the ships keep topped up, and its the tanker or supply ship that triggers the resupply/refuel action. 

I periodically overhaul the entire fleet when they go over deployment. Most of my warships tend to have the same 1 year deployment, I don't tend to bother with training for survey ships or scouts (generally speaking speed of response to orders is usually not a problem for these)

It does require manually moving the fleets out of the Training admin org to avoid the "ship XX cannot benefit from training while in overhaul" spam, and then moving them back once the overhaul is done, and I ignore the one-off warning about the tankers & supply ships not able to be overhauled (as they're CIVs).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 10, 2021, 02:22:45 AM
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!

It is, but this isn't a good idea as they can still have maintenance failures while in overhaul this way. You want to move them out from the TRN admin command for the overhaul, then put them back under the TRN admin when they are done and ready to resume training.

I think it is important to note that putting a fleet into Overhaul while attached to a training command is pointless as they don't perform any actual overhaul at all.

To be honest I think the training mechanic is mostly a waste of time as it is way to micro heavy and ships train while outside anyway just slower, they will gain 100% training eventually anyway and you don't have to pay out of the nose for doing so. More importantly you don't have to spend allot of time clicking on your fleets and moving them from different commands and performing allot of overhauls. Order delay is not really that much of a problem in general to be worth the hassle. On a side note I don't like that you can get rid of order delay with 100% fleet training either, it is too much... there should always be some order delay.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 10, 2021, 10:42:19 AM
I didn't know it's possible for them to train while in overhaul. That's pretty useful stuff!

It is, but this isn't a good idea as they can still have maintenance failures while in overhaul this way. You want to move them out from the TRN admin command for the overhaul, then put them back under the TRN admin when they are done and ready to resume training.

I think it is important to note that putting a fleet into Overhaul while attached to a training command is pointless as they don't perform any actual overhaul at all.

To be honest I think the training mechanic is mostly a waste of time as it is way to micro heavy and ships train while outside anyway just slower, they will gain 100% training eventually anyway and you don't have to pay out of the nose for doing so. More importantly you don't have to spend allot of time clicking on your fleets and moving them from different commands and performing allot of overhauls. Order delay is not really that much of a problem in general to be worth the hassle. On a side note I don't like that you can get rid of order delay with 100% fleet training either, it is too much... there should always be some order delay.

I think fleet training is completely redundant. There is already a thing called crew grade, just have that determine order delays.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 10, 2021, 11:55:09 AM
I don't think fleet training is completely pointless. Sure, you'll reach 100% eventually, but being able to reach it faster is a good thing when you're doing a lot of buildup and want to get your new ship crews able to fire on command before starting a war with someone. That said I do think it probably depends somewhat on game settings, if you play with 10% speeds for everything then the game will go by so slowly (in game time, in real time of course you're clicking "30 days" on repeat) that the time to reach 100% training is unimportant. Playing at full speeds where the galactic situation can change completely in a couple of years, then that quicker training becomes more valuable as you want to have good crews in shiny new ships right when you need them.

I do think the micro could be reduced though, particularly given that it is not needed for balance and honestly fleet training is probably overcosted for its actual benefits - since we can reach 100% eventually anyways, the cost in micro and MSPs is only paying for the time savings. I would like if training kept the fuel usage and maintenance failure rate but did not advance the deployment or maintenance clocks, instead taking a fleet out of training should have the same modifier as taking a ship out of overhaul prematurely so there is a motivation to keep some ships at the ready and not just chuck everything under a training command at the start of the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 10, 2021, 11:57:42 AM
I don't think fleet training is completely pointless. Sure, you'll reach 100% eventually, but being able to reach it faster is a good thing when you're doing a lot of buildup and want to get your new ship crews able to fire on command before starting a war with someone. That said I do think it probably depends somewhat on game settings, if you play with 10% speeds for everything then the game will go by so slowly (in game time, in real time of course you're clicking "30 days" on repeat) that the time to reach 100% training is unimportant. Playing at full speeds where the galactic situation can change completely in a couple of years, then that quicker training becomes more valuable as you want to have good crews in shiny new ships right when you need them.

I do think the micro could be reduced though, particularly given that it is not needed for balance and honestly fleet training is probably overcosted for its actual benefits - since we can reach 100% eventually anyways, the cost in micro and MSPs is only paying for the time savings. I would like if training kept the fuel usage and maintenance failure rate but did not advance the deployment or maintenance clocks, instead taking a fleet out of training should have the same modifier as taking a ship out of overhaul prematurely so there is a motivation to keep some ships at the ready and not just chuck everything under a training command at the start of the game.

I concur 100%.  I don't use training precisely because if the micro.  I like the idea of it, but it's too much work.  I mean I love some micro, who doesn't (why are you here if you don't).  But a man's got to draw the line somewhere.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 10, 2021, 12:46:25 PM
It's not that the idea of fleet training speed is redundant, its that the need to track fleet training separately to crew grade is redundant in my mind. Putting a fleet to train should just make them earn crew grade points faster and order delays should be affected by crew grade and not this incredibly specific fleet training stat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 10, 2021, 12:49:25 PM
I think fleet training is completely redundant. There is already a thing called crew grade, just have that determine order delays.

The other issue is that it makes any reaction bonuses also completely redundant, such as Flag Bridges and also the Captain provides its full reaction bonus as well, even crew grade effect reaction times. I think that fleet training is a redundant mechanic to be honest, crew grade is enough in my opinion and we should never end up in a situation where all your ship can react perfectly on your commands. We also get the fire-at will mechanic in the next versions as well... I think we can remove or at least rework what fleet training is and mean.

At least give us the option to Cap Fleet training at some fixed number... I would likely put this at 30-50% at max in my games.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on February 10, 2021, 04:20:22 PM
Currently, if you run 30-day increments, you can get blown up by total surprise because your foe was able to cross your detection radius in less than the sub pulse.  What I don't understand is how the AI doesn't have the same problem?  If I am running 30-day increments, sometimes that gets interrupted by NPR vs NPR interrupts.

Is there some reason the AI gets special privileges like this?  I mean, if a fight I'm not involved in at all can break me out of autoturns, why can't one I care about?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 10, 2021, 05:23:53 PM
The game does interrupt you.  When you first make contact and when the contact changes, like it's speed EM or thermal changes.

But after that if you click 30 days they can do whatever they want.  AFAIK you won't get interrupted again unless there are new contacts or you lose them and reacquire.

So it's totally in your control.  When there is a new contact you can be as cautious or bold as you wish.  The AI doesn't have that luxury as the human player is in control of the time advance.  So it interrupts you for everything it needs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on February 10, 2021, 06:32:24 PM
That is not the case.  You can just get blown up by an enemy you never saw, even if you should have been able to detect them. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 10, 2021, 06:53:12 PM
Currently, if you run 30-day increments, you can get blown up by total surprise because your foe was able to cross your detection radius in less than the sub pulse.  What I don't understand is how the AI doesn't have the same problem?  If I am running 30-day increments, sometimes that gets interrupted by NPR vs NPR interrupts.

Is there some reason the AI gets special privileges like this?  I mean, if a fight I'm not involved in at all can break me out of autoturns, why can't one I care about?

Basically there are two things that happen here.

First is that an NPR fleet can cross your detection threshold during any sub-increment, which can easily be longer than 5 seconds if you are advancing time by days per main increment. For example a 5-day increment by default has sub-pulses of 7200 seconds (2 hours) during which an NPR fleet can cross your detection threshold and appear very close to your fleet. This is a quirk of the sub-pulse system and nothing can be done about it besides manually setting the sub-pulse length to a very low amount which would drive up your turn times quite a lot.

Second is that NPRs for whatever reason are able to fire on the same increment that they detect a hostile contact, unlike the player who must wait for the next increment after detection. Thi means an NPR might accidentally fly close to your fleet, detect you/get detected, and fire in the same sub-pulse. Boom, R.I.P. one fleet. You see the same thing happen with jump points if the NPR is camping one and you transit a scout or something.

I'm not really sure why the NPR gets to do this, though it may have something to do with how fire control logic is handled for NPRs. At any rate while it is annoying and occasionally a nasty surprise, the NPR can certainly use the help and it is really up to the player to use effective recon to know when a hostile force is inbound and respond accordingly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 10, 2021, 08:20:56 PM
It appears that I'm not capable of setting my diplomatic relationship towards alien empires. I know the block where it's supposed to show up (I saw it on a screenshot), but there are no boxes to tick for me there. I would like to set what I believe to be the precursors to hostile, but I can't. I haven't established communications with them, though I doubt that matters. I think this is a known bug, but I wonder whether there is a workaround for it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 11, 2021, 12:21:46 AM
 - Now here's a question; if I stick an Ordinance Transfer System on a ship with Box Launchers... would it reload them with it? I may test this at some point, but I thought I'd pose it here too, in case someone has already tried or wants to try for themselves. As for the inevitable "But why?" the answer is because I can then have a ship that reloads from colonies, Forward Operating Bases and Colliers on it's own, and thus multiple ships can reload at the same time without an Ordinance Transfer Hub. I'd be trading 500 tons of Mission Tonnage for increased strategic mobility.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 11, 2021, 12:55:29 AM
- Now here's a question; if I stick an Ordinance Transfer System on a ship with Box Launchers... would it reload them with it? I may test this at some point, but I thought I'd pose it here too, in case someone has already tried or wants to try for themselves. As for the inevitable "But why?" the answer is because I can then have a ship that reloads from colonies, Forward Operating Bases and Colliers on it's own, and thus multiple ships can reload at the same time without an Ordinance Transfer Hub. I'd be trading 500 tons of Mission Tonnage for increased strategic mobility.

I don't see a reason why they should as Ordnance Transfer Systems can't reload box launchers. You probably would be able to transfer missiles to the magazines and the magazine are always treated as a magazine no matter what the launcher fitted to the ship. So it would surely be odd that you have the missiles onboard the ship but you can't load them into the launcher.

In my opinion box launchers should have it's own special type of magazines so this could not happen but we don't.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 11, 2021, 12:57:38 AM
I don't see a reason why they should as Ordnance Transfer Systems can't reload box launchers. You probably would be able to transfer missiles to the magazines and the magazine are always treated as a magazine no matter what the launcher fitted to the ship. So it would surely be odd that you have the missiles onboard the ship but you can't load them into the launcher.

In my opinion box launchers should have it's own special type of magazines so this could not happen but we don't.

 - I'm like 99% sure you use Ordinance Transfer Systems to reload Box Launchers now. Hangars too, but Maintenance Facilities don't serve this purpose anymore. They were supplanted by Ordinance Transfer Systems and Ordinance Transfer Hubs... at least I'm pretty sure they were...

 - EDIT: It's only Ordinance Transfer Hubs, and Ordinance Transfer Stations. The Ordinance Transfer Systems don't work...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 11, 2021, 03:48:42 PM
It appears that I'm not capable of setting my diplomatic relationship towards alien empires. I know the block where it's supposed to show up (I saw it on a screenshot), but there are no boxes to tick for me there. I would like to set what I believe to be the precursors to hostile, but I can't. I haven't established communications with them, though I doubt that matters. I think this is a known bug, but I wonder whether there is a workaround for it.

Show us a screenshot.

The radio buttons for hostile and neutral always show up regardless of the diplomacy rating, but like most items they can probably become invisible if your font is larger than the one Steve has on his computer, or if your text scale is different.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 11, 2021, 08:03:50 PM
Show us a screenshot.

The radio buttons for hostile and neutral always show up regardless of the diplomacy rating, but like most items they can probably become invisible if your font is larger than the one Steve has on his computer, or if your text scale is different.

Ah, that might be it, thanks. I'm not quite sure which font size Steve uses, but I've attached a screenshot for comparison! Don't mind the fact that I named the race after myself. I have... Reasons. And it's funnier left unexplained.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 11, 2021, 08:18:13 PM
Those are precursors. You can't reason with them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 11, 2021, 08:23:12 PM
Those are precursors. You can't reason with them.

I did realize that part, but I want to set them as enemy/hostile.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 12, 2021, 01:30:53 PM
How can I create a new species on earth in SpaceMaster mode? It always falls back to the default species and does not create a completely new one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 12, 2021, 01:44:15 PM
SM Mode -> System window -> select a suitable planet, e.g. Earth -> Create Race button

I just did this and it did in fact create a distinctive, non-Human race. If this doesn't happen you should still be able to edit the racial traits and name/save it as a new race.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 12, 2021, 03:42:11 PM
What is considered a 'big' empire in Aurora?

I want to first establish my empire in the 'core systems' 5 jumps away from Earth (which starts with 8 Jump Points) and developing them fully before turning on NPRs. Is that too large, too small, or just right?

Also, for stations is it better to go big or go sensible? I go big cuz I'd rather my tugs go on long journeys once than multiple journey's I'd have to micromanage.

Speaking of tugs, does it make any sense to give the military engines?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabrote42 on February 12, 2021, 04:06:52 PM
What is considered a 'big' empire in Aurora?

I want to first establish my empire in the 'core systems' 5 jumps away from Earth (which starts with 8 Jump Points) and developing them fully before turning on NPRs. Is that too large, too small, or just right?
As Far As I Can Remember, Steve's empires dominate around 6 branches that are around 8 systems long when he uses their galactic maps as examples. No clue how big that is, so consider checking playthroughs (like EnterElysium's)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 13, 2021, 12:58:41 PM
Ah, that might be it, thanks. I'm not quite sure which font size Steve uses, but I've attached a screenshot for comparison! Don't mind the fact that I named the race after myself. I have... Reasons. And it's funnier left unexplained.

That actually looks like the right font size, with no extra font scaling. You may have found a genuine bug, or just a different way for the UI elements to be accidentally hidden.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 13, 2021, 02:49:52 PM
Show us a screenshot.

The radio buttons for hostile and neutral always show up regardless of the diplomacy rating, but like most items they can probably become invisible if your font is larger than the one Steve has on his computer, or if your text scale is different.

Ah, that might be it, thanks. I'm not quite sure which font size Steve uses, but I've attached a screenshot for comparison! Don't mind the fact that I named the race after myself. I have... Reasons. And it's funnier left unexplained.
I suspect you might need to click on one of the elements of the list to make it appear.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 14, 2021, 11:44:54 AM
Does C# not have an option to set a fleet to a certain speed?  ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 14, 2021, 11:57:37 AM
Does C# not have an option to set a fleet to a certain speed?  ???

It does, but you need to not only set the speed but uncheck "Use Maximum Speed" in the fleet movement orders tab. I'm not sure this requires two steps, but it does.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 14, 2021, 11:59:44 AM
Does C# not have an option to set a fleet to a certain speed?  ???

It does, but you need to not only set the speed but uncheck "Use Maximum Speed" in the fleet movement orders tab. I'm not sure this requires two steps, but it does.

It uses two steps because if you wanted to go back to maximum speed after setting it to something lower its much faster to just recheck the box than it is to look up, see the fleet speed and then type it in the "set speed" dialog.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 14, 2021, 01:27:22 PM
Oh, the set speed button is in the lower button row, not in the orders button row...  :o
Yeah... Aurora UI quirks  ::)

Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 15, 2021, 04:40:34 PM
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on February 17, 2021, 12:27:57 PM
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...

Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.



Question:

The maximum beam fire range is approximately 5 light seconds and is limited by beam fire control technology. STO units get a 25% range bonus. Do they break general relativity?


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 17, 2021, 12:57:02 PM
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...

Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.


Newer player so this confused me a bit. OP wants to limit pop growth on a planet - Kilo replied 'no, but then stated there is a method for 'orbital bodies'. What is the distinction between a planet and an orbital body? Planet, asteroid, comet, moon - all can have colonies, so I was treating 'planet' as a generic orbital body for this convo.
 
How do you cap growth on an orbital body? I can stop immigration, but I can't impose sterilization right? Peeps gonna make babies and make infra so the babies can go live on the planet/orbital body despite the 'stable' setting. If it is a high CC world (using Habs, so prob), the auto infra building can't keep up with the sex addicts.

I assume there is a 'colony' on the planet to contain the installations the Hab peeps are working, for which the Hab peeps gleefully make infra whether you want it on that surface or not. Issue could be the colony using the overall planet pop max for the growth % even tho there is no capability to survive on the surface atm? Or does it happen once infra hits the surface, the colony see's the max planet pop size as the number to use for pop growth, despite your lack of infra to house them all?

Either eliminate the ability for Hab peeps to construct Infra, or make sure the Planet pop cap isn't used in the pop growth formula for Hab only colonies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 17, 2021, 02:10:20 PM
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...

Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.


Newer player so this confused me a bit. OP wants to limit pop growth on a planet - Kilo replied 'no, but then stated there is a method for 'orbital bodies'. What is the distinction between a planet and an orbital body? Planet, asteroid, comet, moon - all can have colonies, so I was treating 'planet' as a generic orbital body for this convo.
 
How do you cap growth on an orbital body? I can stop immigration, but I can't impose sterilization right? Peeps gonna make babies and make infra so the babies can go live on the planet/orbital body despite the 'stable' setting. If it is a high CC world (using Habs, so prob), the auto infra building can't keep up with the sex addicts.

I assume there is a 'colony' on the planet to contain the installations the Hab peeps are working, for which the Hab peeps gleefully make infra whether you want it on that surface or not. Issue could be the colony using the overall planet pop max for the growth % even tho there is no capability to survive on the surface atm? Or does it happen once infra hits the surface, the colony see's the max planet pop size as the number to use for pop growth, despite your lack of infra to house them all?

Either eliminate the ability for Hab peeps to construct Infra, or make sure the Planet pop cap isn't used in the pop growth formula for Hab only colonies?

He is referring to the fact that planets also have a population capacity like orbital habitats do. The problem the people are pointing out is that there is no way to prevent orbital habitat populations to "spill over" onto the planet, which thanks to the way worker availability and agricultural sector size is calculated can result in a massive loss in workforce.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 17, 2021, 03:41:26 PM
Is there a way to limit pop-growth on a planet that only has a space station and therefore a limited number of pop-space? it is annoying to have them reproduce above the limit and then revolting having not enough space to live in...

Right now there appears to be no option to limit it. All you can do is provide Lebensraum or fight the unrest. I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.


Newer player so this confused me a bit. OP wants to limit pop growth on a planet - Kilo replied 'no, but then stated there is a method for 'orbital bodies'. What is the distinction between a planet and an orbital body? Planet, asteroid, comet, moon - all can have colonies, so I was treating 'planet' as a generic orbital body for this convo.
 
How do you cap growth on an orbital body? I can stop immigration, but I can't impose sterilization right? Peeps gonna make babies and make infra so the babies can go live on the planet/orbital body despite the 'stable' setting. If it is a high CC world (using Habs, so prob), the auto infra building can't keep up with the sex addicts.

I assume there is a 'colony' on the planet to contain the installations the Hab peeps are working, for which the Hab peeps gleefully make infra whether you want it on that surface or not. Issue could be the colony using the overall planet pop max for the growth % even tho there is no capability to survive on the surface atm? Or does it happen once infra hits the surface, the colony see's the max planet pop size as the number to use for pop growth, despite your lack of infra to house them all?

Either eliminate the ability for Hab peeps to construct Infra, or make sure the Planet pop cap isn't used in the pop growth formula for Hab only colonies?

He is referring to the fact that planets also have a population capacity like orbital habitats do. The problem the people are pointing out is that there is no way to prevent orbital habitat populations to "spill over" onto the planet, which thanks to the way worker availability and agricultural sector size is calculated can result in a massive loss in workforce.



Okay. I get and agree with the perceived issue. See my options for a solution....

What I don't get is the ' I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.'  What mechanic is this that differentiates between the two?  What mechanic solves this issue for orbital bodies?  'Stable' doesn't stop pop from making babies.

I'm not trying to be difficult :)   Aurora constantly teaches me that I need to keep asking questions to learn what I don't know. That statement sounds like there is a mechanic to stop pop from growing on orbital bodies that I am unaware of.

Is the difference one of having habs around a body but no colony on the body?  Makes me curious as to when that is a reasonable action. What is the point of habs if there is no colony housing installations that need workers? 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 17, 2021, 04:01:59 PM
Okay. I get and agree with the perceived issue. See my options for a solution....

What I don't get is the ' I am personally hoping for a population cap mechanic for space stations, which works similarly to what we have for orbital bodies.'  What mechanic is this that differentiates between the two?  What mechanic solves this issue for orbital bodies?  'Stable' doesn't stop pop from making babies.

I'm not trying to be difficult :)   Aurora constantly teaches me that I need to keep asking questions to learn what I don't know. That statement sounds like there is a mechanic to stop pop from growing on orbital bodies that I am unaware of.

Is the difference one of having habs around a body but no colony on the body?  Makes me curious as to when that is a reasonable action. What is the point of habs if there is no colony housing installations that need workers?

    An orbital habitat adds orbital habitation capacity to a planet on top of whatever population capacity the planet has - this means that workers living in habitats will work installations on the surface, hence why there aren't any "ship" component that need workers. More importantly, orbital habitats provide population capacity that is independent of the colony cost of the world in question. This means for planets like Venus it is easier and cheaper to use orbital habitats instead of infrastructure.

    Another important point is how workers are distributed in a planetary work force. There are three sectors; agricultural, service and manufacturing. Service isn't too important for this discussion but it starts at 0% and goes to 70% max as the colony grows in size. Agriculture takes a minimum of 5% of the workforce and for every 1 CC it takes an additional 5% (might be wrong on the specific number but you get the gist) so a colony cost 1 world will need 10% agriculture. Lastly the manufacturing sector is whatever remains - this is the workforce available to work in your factories on the surface.
    The problem with high colony cost worlds is that they might need too much agricultural workers leaving no workers for a useful manufacturing sector. This is where orbital habitats come in. Population living in an orbital habitat requires no agriculture sector, as such you can use orbital habitats on high colony cost worlds that would otherwise not provide a useable workforce.

    So we finally arrive at the population growth issue that people are on about. You are absolutely correct, you can set the planet to "stable" in order to prevent colonists from being brought in but it wont stop people being born. Normally this is fine, but if you have a planet that is colonizable with infrastructure like Venus that also has orbital habitats you encounter a problem. The orbital habitation capacity is independent of the surface population capacity, so if a planet can house 2.5bn people but the orbital habitats can only fit 400m, eventually the orbital habitats will fill up and newborns on that colony will instead go on the surface and automatically build infrastructure to live there.
This causes two problems:
- Unrest starts to rise because the people who initially land on the surface die to the planet (overcrowding) since they haven't built the infrastructure yet to support living on the surface.
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.

So what people are asking for is not an option to stop births in general - it's to allow someone to mark the colony as an orbital only colony - that way people do not go down on the surface automatically and ruin an otherwise viable colony.

Edit: There will always be a colony on a body regardless of whether or not there are orbital habitats present
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 17, 2021, 04:10:04 PM
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.

I have some confusion here, because my understanding has been that OrbHabs always provide 100% of their population as manufacturing, accounted separately from the planet-based population that needs such frivolities as food and drink. In this case, mechanically if a bit of infra and population happen to pop up on the planet those workers would be essentially useless but would not affect the OrbHab population which remains dedicated solely to manufacturing. It seems to me that if this is not the case, OrbHabs are not in fact WAI and this should be a bug report.

However I admit I'm not terribly experienced with OrbHabs (I just can't seem to ever generate a good Venus worth colonizing...) so I'm open to clarification. Of course the unrest is a problem which I readily understand, albeit one not too hard to solve if you stick an infantry battalion on the surface.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 17, 2021, 04:29:15 PM
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.

I have some confusion here, because my understanding has been that OrbHabs always provide 100% of their population as manufacturing, accounted separately from the planet-based population that needs such frivolities as food and drink. In this case, mechanically if a bit of infra and population happen to pop up on the planet those workers would be essentially useless but would not affect the OrbHab population which remains dedicated solely to manufacturing. It seems to me that if this is not the case, OrbHabs are not in fact WAI and this should be a bug report.

However I admit I'm not terribly experienced with OrbHabs (I just can't seem to ever generate a good Venus worth colonizing...) so I'm open to clarification. Of course the unrest is a problem which I readily understand, albeit one not too hard to solve if you stick an infantry battalion on the surface.

I can confirm from experience that it is not considered separately, in fact when a population is living in orbit and the surface the agricultural % is actually weighted - I have a world of 5bn people where 1bn of them live in orbit, the planet is CC 0 and has 4% agriculture, which is less than the 5% minimum it's supposed to have.

Also, the 100% manufacturing isn't true since orbital habs still need a service sector, so they at worst provide 30% of the population as workers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 17, 2021, 04:31:00 PM
- Now that there are people living on the surface the entire population needs an agricultural sector, on high CC planets like Venus this is a disaster because you will actually lose workers.

I have some confusion here, because my understanding has been that OrbHabs always provide 100% of their population as manufacturing, accounted separately from the planet-based population that needs such frivolities as food and drink. In this case, mechanically if a bit of infra and population happen to pop up on the planet those workers would be essentially useless but would not affect the OrbHab population which remains dedicated solely to manufacturing. It seems to me that if this is not the case, OrbHabs are not in fact WAI and this should be a bug report.

However I admit I'm not terribly experienced with OrbHabs (I just can't seem to ever generate a good Venus worth colonizing...) so I'm open to clarification. Of course the unrest is a problem which I readily understand, albeit one not too hard to solve if you stick an infantry battalion on the surface.

I can confirm from experience that it is not considered separately, in fact when a population is living in orbit and the surface the agricultural % is actually weighted - I have a world of 5bn people where 1bn of them live in orbit, the planet is CC 0 and has 4% agriculture, which is less than the 5% minimum it's supposed to have.

Also, the 100% manufacturing isn't true since orbital habs still need a service sector, so they at worst provide 30% of the population as workers.

Good to know, thanks. Another feature about which the C# wiki is out of date then, I think. Fortunately there is nothing complicated about automines so my preferred MO remains the same.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 17, 2021, 04:33:54 PM
I actually really like the way orbital habitats interact with surface workforce, I think in that regard they are perfect and not an underpowered asset thanks to the fact that they can effectively be used to add population capacity to even already habitable worlds.

So on the off-chance that it isn't WAI, I would propose that it become the WAI.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 17, 2021, 04:39:02 PM
I actually really like the way orbital habitats interact with surface workforce, I think in that regard they are perfect and not an underpowered asset thanks to the fact that they can effectively be used to add population capacity to even already habitable worlds.

So on the off-chance that it isn't WAI, I would propose that it become the WAI.

It seems like a reasonable compromise is to keep the split of OrbHab population into Manufacturing and Service sectors - makes sense enough - but correct the weighting of agriculture so it only reflects the surface population. I do like the idea of a large OrbHab "colony" having small groups which conduct project studies of life in such conditions for scientific reasons (i.e. I'm fine with the intrinsic infra + pop growth mechanic), but if it drags down the entire habitat it's too much I think given that a major use case is supposed to be exactly those situations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 17, 2021, 04:47:16 PM
I actually really like the way orbital habitats interact with surface workforce, I think in that regard they are perfect and not an underpowered asset thanks to the fact that they can effectively be used to add population capacity to even already habitable worlds.

So on the off-chance that it isn't WAI, I would propose that it become the WAI.

It seems like a reasonable compromise is to keep the split of OrbHab population into Manufacturing and Service sectors - makes sense enough - but correct the weighting of agriculture so it only reflects the surface population. I do like the idea of a large OrbHab "colony" having small groups which conduct project studies of life in such conditions for scientific reasons (i.e. I'm fine with the intrinsic infra + pop growth mechanic), but if it drags down the entire habitat it's too much I think given that a major use case is supposed to be exactly those situations.

Your fix would certainly eliminate one of the problems caused by a population transitioning from orbital to surface life but I don't like it on the basis of mechanical consistency of OHs.
With your fix, an orbital habitat that with an accompanying surface population needs it's own agricultural sector but one that is alone doesn't need one all of a sudden.

I could literally move the same orbital habitat from world to world and it would be mechanically different even though it has the same design.

So if you want that fix I would say that they should need the 5% agriculture all the time except unlike planets they are fixed at 5% and don't change with CC.

Again I think the system right now works perfectly so I'm going to argue status quo here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 18, 2021, 11:51:25 AM
So do Thermal and EM sensors add up or will only the largest emitter of Thermal or EM be detected?

For instance, if I have 1 ship with a Thermal emittance of 100 and 1 ship with a Thermal emittance of 200, will the total Thermal emittance of the fleet be 200 or 300?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 18, 2021, 11:57:33 AM
As far as I know, each ship will be independenty detected.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 18, 2021, 12:01:00 PM
Each ship does its own independent detection.  So you will see the TH200 one get the contact first and report it.  The TH100 will only be relevant as a backup, if the other is destroyed or if you intend to send it in ahead as a scout
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on February 18, 2021, 07:56:00 PM
So do Thermal and EM sensors add up or will only the largest emitter of Thermal or EM be detected?

For instance, if I have 1 ship with a Thermal emittance of 100 and 1 ship with a Thermal emittance of 200, will the total Thermal emittance of the fleet be 200 or 300?

Also, your detection capability is not the sum of all of your passive sensors in a particular fleet. Your largest single passive sensor is effectively your longest range sensor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 18, 2021, 09:37:28 PM
Yea.  There is no such thing as "fleet" detection.  The game doesn't imply this and I'm not sure if this idea comes from some other game?

But IRL the nimitz and it's escorts don't add up their detection abilities into one super detection. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: liveware on February 18, 2021, 09:52:18 PM
Yea.  There is no such thing as "fleet" detection.  The game doesn't imply this and I'm not sure if this idea comes from some other game?

But IRL the nimitz and it's escorts don't add up their detection abilities into one super detection.

There are real life techniques that work that way:

https://en.wikipedia.org/wiki/Astronomical_interferometer

But Aurora does not work that way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on February 18, 2021, 10:36:35 PM
I'm sorry but that nowhere near the same. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 19, 2021, 01:12:00 AM
Well, realistically you probably could argue that no sensors are black and white so having more sensors would give you more chances to detect something and that some just is in a slightly better spot to register something than some other sensor. The reason things are black and white in the game are game mechanic and making things simple.

It would not be far fetched that you say get the most powerful sensor and the add the SQRT(0.5*SUM) of all the rest of the sensors in the fleet.

So if you have a fleet of 10 ships each with a strength 10 passive thermal sensor the actual strength to find something would become 16.7 instead. In my opinion this would actually make some sense and I think would improve the game to some degree. This should be used for both passive and active sensor strength. The additional strength could obviously be argued if you want to multiply the SUM with 0.5 or say 0.25 or something...

Sure... ships that are not in the same spot should also be able to combine their sensor data... but let's just assume that communication are not instant enough that it is harder for those ships to share data quick enough to benefit from this. It would likely be too complicated otherwise.

Another way this could be done is that whenever each ship make a detection roll there is a random roll made on the sensitivity part of the sensor. Let's say every sensor have a 75-100% to  deviation (not a linear calculation). The more ships you have in possible range the more likely you are to detect something sooner, now it does not matter if the ship is in one spot anymore. The game would also show any findings as if they are within 100% detection range or not by noting the contact with a "?" as long as it is within that 20% deviation of the best sensors in the fleet.

Although you should make it so that there only is one roll for sensor sensitivity once every five minutes or so. If you run a longer time period there could be several rolls per sensor as you should get a more accurate reading over that time frame.

Now it give sensors a sense of more "realism" and using several sensors more of an actual role.

I actually like this second option better.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 19, 2021, 03:43:54 PM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 19, 2021, 04:08:42 PM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.

The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.

However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 19, 2021, 04:27:55 PM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.

The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.

However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.

I may be confused and misunderstood - But I'm pretty sure I've regularly dropped a tractored hull off into an existing fleet. After dropping off the first one as it's own fleet, I've used cycle orders to bulk move stations from one site to another just using 'tractor any ship in fleet' and picking a fleet at the destination to release the tractored hull into it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 19, 2021, 06:54:14 PM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.

The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.

However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.

I may be confused and misunderstood - But I'm pretty sure I've regularly dropped a tractored hull off into an existing fleet. After dropping off the first one as it's own fleet, I've used cycle orders to bulk move stations from one site to another just using 'tractor any ship in fleet' and picking a fleet at the destination to release the tractored hull into it.

If that's how it works, I'll thank you for this useful information.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 19, 2021, 10:13:45 PM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.

The closest way, which I believe requires use of SM, is to create an empty fleet by one of the normal means, and then use the Misc tab of the fleet window to teleport/move it to another location. This seems to be limited to colonies however - I've tried in the past to move harvesters to Jupiter for example and this can't be done - so you will need to create a colony at your destination. Works fine for OM and Terraformers but you're gonna have a bad time using this for fuel harvesters for instance.

I'd like to mention that SM teleporting also works with rendezvous points allowing you to teleport stuff anywhere you want provided you made the waypoint where you want.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 19, 2021, 10:53:15 PM
I'd like to mention that SM teleporting also works with rendezvous points allowing you to teleport stuff anywhere you want provided you made the waypoint where you want.

I've heard this in theory but had a lot of trouble trying to make it work. I did manage to do it just now in a test game, but the waypoint name was incorrect and I had to fiddle around with the movement orders tab to make it show up at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 20, 2021, 01:47:31 AM
I may be confused and misunderstood - But I'm pretty sure I've regularly dropped a tractored hull off into an existing fleet. After dropping off the first one as it's own fleet, I've used cycle orders to bulk move stations from one site to another just using 'tractor any ship in fleet' and picking a fleet at the destination to release the tractored hull into it.
This is how it works ATM. First release to the system body creates a fleet, then you have to make a new cycle order to tug the rest into that newly created fleet. My idea was to have that first ship also being tugged into a new fleet by creating an empty fleet by myself there - so I would have to do a bit less micro.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: WA Lancer on February 20, 2021, 02:06:20 AM
Is there a way to create and import a new list of names for characters?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 20, 2021, 03:48:01 AM
Is there a way to create an empty fleet over a planetary body?

Idea is to create that empty fleet in order to tug orbital mines there. ATM I have to tug the first OM to the planet which auto-creates a fleet there; but it does this for every OM I cycle-tug there. And later I have to "join" the OMs manually into one fleet. So If I could create an empty fleet over a body that would make cycle transfer a bit less micro.

Yes. Newly created fleets are created wherever the headquarters for the selected naval admin command is. Empty fleets can be moved using the misc tab. (If you're in SM mode then you can move fleets with ships in them this way too.) This does not necessarily need to involve waypoints.

And if you use the fleet as the destination for your tugs, the tractored ship will be inserted into the fleet, saving you that step.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 20, 2021, 06:14:51 AM
However this won't really save you any time as we don't have an order for tugs to release tractored ships into a fleet, so you still have to manually drag the released ship into the fleet. There's no functional difference from dragging everything into one of the OM fleets and renaming it.

You can use a fleet as the target of the Release Tractor order and it will be added automatically. That is the best way to cycle tractor orders when you need to move a lot of ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 20, 2021, 06:15:52 AM
Is there a way to create and import a new list of names for characters?

Yes, on the Miscellaneous tab of the Tactical Map.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on February 20, 2021, 09:31:59 AM

If that's how it works, I'll thank you for this useful information.
[/quote]

That's how I do it. I just name first obital as planet/moon name then deploy rest to that fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 21, 2021, 04:33:03 PM
So uh. I have two colonies producing MSP right now, and 24 MSP per facility tech, yet my homeworld is producing around 111 MSP per facility and my other colony produces around 91. What the hell is going on? I don't have governors with crazy production bonus, sector + planet governor give no more than a 20% bonus.

Edit: Just talked to a bunch of people on the Discord channel and they seem to have this issue as well. Possible bug?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 21, 2021, 06:19:03 PM
So uh. I have two colonies producing MSP right now, and 24 MSP per facility tech, yet my homeworld is producing around 111 MSP per facility and my other colony produces around 91. What the hell is going on? I don't have governors with crazy production bonus, sector + planet governor give no more than a 20% bonus.

Edit: Just talked to a bunch of people on the Discord channel and they seem to have this issue as well. Possible bug?

MSP production is actually the amount of BP spent and each BP produces 4 MSP. The tech is labelled badly, but it is working as intended. I've changed the tech description to BP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 21, 2021, 08:39:39 PM
I'd like to mention that SM teleporting also works with rendezvous points allowing you to teleport stuff anywhere you want provided you made the waypoint where you want.

I've heard this in theory but had a lot of trouble trying to make it work. I did manage to do it just now in a test game, but the waypoint name was incorrect and I had to fiddle around with the movement orders tab to make it show up at all.

The waypoint name bug was reported by me and fixed by Steve for 1.13. As for movement order stuff I think the UI needs to refresh it for it to show.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 22, 2021, 12:47:57 AM
[ the amount of BP spent and each BP produces 4 MSP. The tech is labelled badly, but it is working as intended. I've changed the tech description to BP.

Steve, you're a real gem, man. Thanks a bunch.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 22, 2021, 01:37:34 AM
What are the incentives for civilian mining companies to go mining outside of Sol? They plopped quite a number of mining sites in Sol, but even me stabilising a dozen or so systems and building colonies there all over the place, none of the private investors went to build any civilian mining anywhere but in Sol. And as far as I see it there are a lot of small bodies which should fit their general rules of building civilian mines (and no I didn't preoccupy them by building and empty colony there).

So when and how do they begin to mine outside?!?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2021, 01:53:04 AM
What are the incentives for civilian mining companies to go mining outside of Sol? They plopped quite a number of mining sites in Sol, but even me stabilising a dozen or so systems and building colonies there all over the place, none of the private investors went to build any civilian mining anywhere but in Sol. And as far as I see it there are a lot of small bodies which should fit their general rules of building civilian mines (and no I didn't preoccupy them by building and empty colony there).

So when and how do they begin to mine outside?!?

You need to have a colony with 10m pop in the system you want CMCs to spawn in. There also need to be bodies which meet the CMC requirements and score well. The minimum requirement is 10,000+ tons of duranium or gallicite at 0.7 accessibility or better, and then once that criterion is met bodies with more minerals of 0.5 accessibility or better are scored more highly. The Sol system tends to have a lot of good CMC sites due to the sheer number of bodies it contains, so you're likely to have a dozen or two good CMC sites where other systems you colonize early may only have a few if any just due to not having as many bodies to survey.

The CMC mechanics are a bit vague and I haven't been able to replicate the logic completely, which is probably on purpose as Steve doesn't like giving players control over civilians if he can help it, but the above is all taken from Steve's posts so should work okay.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 22, 2021, 02:03:51 AM
You need to have a colony with 10m pop in the system you want CMCs to spawn in.
Ah, I was aware of the rest but not of this parameter. I have a system with quite a number of small interesting civilian mining sites but no large body that I colonised myself. My big colonies are elsewhere. But if they need a colony in that system, it makes sense why they don't mine there... .

Maybe Steve can change this by a per-system-flag: allow civilian mining.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2021, 11:41:51 AM
Maybe Steve can change this by a per-system-flag: allow civilian mining.

This will never, ever happen, because Steve really doesn't like giving players control over civilians more than absolutely necessary. He prefers the civilians to be something the player interacts with, not another lever we can control to make them do our bidding for us.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: QuakeIV on February 22, 2021, 08:49:39 PM
Maybe Steve can change this by a per-system-flag: allow civilian mining.

This will never, ever happen, because Steve really doesn't like giving players control over civilians more than absolutely necessary. He prefers the civilians to be something the player interacts with, not another lever we can control to make them do our bidding for us.

I think you are overselling the point there a bit, but yeah in general he prefers civilians to be fairly autonomous.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 23, 2021, 12:44:22 AM
I think you are overselling the point there a bit, but yeah in general he prefers civilians to be fairly autonomous.
We should be able to execute Chinese-style control over civilians and tell them how to do their business... let's go with Zeitgeist  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 23, 2021, 11:03:45 AM
Yeah I don't think restricting systems to civilian mining is an outlandish request as far as player control over civies is. We are already allowed to ban civilian traffic to planets and even entire systems to begin with - with that amount of power it's actually quite reasonable that you could block civilian mining from appearing where you don't want them. This is especially true since we can actually restrict them from mining on specific bodies already at the cost of cluttering our UI, so all a system flag will do is allow you to do what you can already do, but easier.

Although a pretty copout response - RP is your friend here if you don't want to have this level of control over your civilians. We even have a tool that simulates various government styles to help you with this.

I think what you should not be able to touch regarding civies is their ship construction rate and favored shipping targets (I'm ignoring game settings here cuz you can just turn them off technically).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 23, 2021, 11:27:26 AM
To each his own, #1 is to enjoy your game.  But I personally like the non-control over the Civ. I run an Empire, not a corporation. The point is I can't control every human being and stop them from trying to better themselves. I like that there is that tool I can use to grow my empire, but it is imperfect and adds a feeling of being in charge, but not in complete control. I can always declare Eminent Domain and SM away any Civ's who overstepped their bounds and claim jumped me.

The Expanse TV series captures this setting well I think. Empires are 'in control' of the space lanes....but good luck stopping enterprising Human Beings from making their own way out to where the loot is. I see it as a sign of a healthy empire when I see Civvies starting colonies out in my forward areas. Saves me a lot of freighter micro just buying the minerals (usually 1=1 is by break point, exceptions for shortages) and MD'ing to the designated transport hub of the system. As long as I am steadily buying minerals, they have funds to keep building more ships and make me taxes on the shipping between colonies. Haven't had a Wealth issue buying all the minerals I want using this method. I do make the Tax research tech tree a priority to ensure this works.

When I see a new CMC pop up, it's like a loot box. ( I wish this was a separate 'stop time' event, as opposed to when a CMC grows) Either decent minerals at a decent or sometimes great price, or else a crap spot but gives me free wealth + means that Civ is growing and prob building more ships = more tax revenue.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tornakrelic on February 23, 2021, 12:08:08 PM
Quick question I'm sure has been answered before but I haven't been able to find the answer to.

I know when creating a game, the NPR's start with similar pop/tech/etc. But with generated NPR's (mid game generated from system exploration) I know that the NPR's are generated based off a bell curve of the most powerful and largest player empire at the time of generation. Do they also use a bell curve for tech, or is the NPR generated with basic tech plus tech points for time advanced in game?

I ask because I was planning on starting a campaign where my empire is very technologically advanced compared to the starting NPR's but is much smaller then them, by starting the game with my race having a population where I want the NPR's population to start, then SM my population much smaller while using SM to instant a number of techs.

While this should work with no problem, I was concerned with how newly generated NPR's would be. Will they be generated with the same or better tech's then my empire regardless of my empire's size? This would defeat the possibility of being technologically advanced compared to NPR empires.

I also thought of just starting the campaign with the number of NPR empires I want in the game and changing the chance for new NPRs to Zero, but then spoiler's won't spawn, at least no precursors or ruins / xeno sites, as I've tested that in a previous test campaign (No ruins/xeno sites, precursors, or swarm were ever spawned, while a rift was in a system, it never spit out any invaders).

I can test it myself if someone knows an easy way, maybe using SM or something like it, to check NPR tech levels ( or a way to adjust NPR tech levels?). That way I could create a new test campaign and explore until I start getting spawned NPR's and check their tech levels while having my test empire having all tech's researched to see how they compare.

Sorry for the long post, and thanks in advance to whoever knows the answer!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2021, 01:26:36 PM
Quick question I'm sure has been answered before but I haven't been able to find the answer to.

I know when creating a game, the NPR's start with similar pop/tech/etc. But with generated NPR's (mid game generated from system exploration) I know that the NPR's are generated based off a bell curve of the most powerful and largest player empire at the time of generation. Do they also use a bell curve for tech, or is the NPR generated with basic tech plus tech points for time advanced in game?

I ask because I was planning on starting a campaign where my empire is very technologically advanced compared to the starting NPR's but is much smaller then them, by starting the game with my race having a population where I want the NPR's population to start, then SM my population much smaller while using SM to instant a number of techs.

While this should work with no problem, I was concerned with how newly generated NPR's would be. Will they be generated with the same or better tech's then my empire regardless of my empire's size? This would defeat the possibility of being technologically advanced compared to NPR empires.

I also thought of just starting the campaign with the number of NPR empires I want in the game and changing the chance for new NPRs to Zero, but then spoiler's won't spawn, at least no precursors or ruins / xeno sites, as I've tested that in a previous test campaign (No ruins/xeno sites, precursors, or swarm were ever spawned, while a rift was in a system, it never spit out any invaders).

I can test it myself if someone knows an easy way, maybe using SM or something like it, to check NPR tech levels ( or a way to adjust NPR tech levels?). That way I could create a new test campaign and explore until I start getting spawned NPR's and check their tech levels while having my test empire having all tech's researched to see how they compare.

Sorry for the long post, and thanks in advance to whoever knows the answer!

Probably the easiest way to check this super-quickly will be to go into the DB after an NPR is generated at look at the FS_TechSystem table to see what's been generated for them. It won't give you precise tech levels but you can look at the component names and tell the difference between, say, 15cm lasers and 30cm lasers for instance.

In-game you can also get a rough estimate of NPR tech level from their ship speeds. If they're cruising around at 3000 km/s, they have NPE tech and probably similar everything else. If they're jetting about at 10,000 km/s they probably have something in the fusion areas, so on and so forth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tornakrelic on February 23, 2021, 01:43:26 PM
Thanks!

I'll have to test it and post my findings in a few days.

If anyone already knows how system generated NPR's are assigned a tech level (i.e. is it based on the time passed in game from start, or just on the population size of the largest empire, or is it based on the technology level of the most powerful empire, or the technology level of the most advanced empire, etc.) when they are generated that would save me a half dozen hours or so of testing.

If not I'll post what I find as soon as I find it!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2021, 02:14:33 PM
Thanks!

I'll have to test it and post my findings in a few days.

If anyone already knows how system generated NPR's are assigned a tech level (i.e. is it based on the time passed in game from start, or just on the population size of the largest empire, or is it based on the technology level of the most powerful empire, or the technology level of the most advanced empire, etc.) when they are generated that would save me a half dozen hours or so of testing.

If not I'll post what I find as soon as I find it!

As far as I know, race generation has not changed since VB6, and NPRs will generate based on the player race(s) population at that point in the game, multiplied by a weighted random factor. Population determines research labs (N.B. maximum of 50 regardless of higher pop than 1,250m), factories, etc. and NPR tech is then assigned based on the number of years passed in-game plus twenty, times the number of labs times a factor of 300 which is approximating RP per year. Similar should apply for BP and etc.

Fun fact, this means that if you start off a game and discover a generated NPR very quickly they will have about 50% more RP than you since game-starting RP is based on a factor of 200 RP/year, meaning early generated NPRs can be much scarier than start-of-game NPRs even if they've started late and not had time to expand into other systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 23, 2021, 09:28:21 PM
snip

What if I want to roleplay a Communist planned economy, though? I'd like the option to turn civilian mining off. I tried to remove them as they popped but I've kinda relented after it became too much micro.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2021, 10:28:09 PM
snip

What if I want to roleplay a Communist planned economy, though? I'd like the option to turn civilian mining off. I tried to remove them as they popped but I've kinda relented after it became too much micro.

Place an (empty) colony on every body with at least 10,000 tons of 0.7+ accessibility duranium and/or gallicite, and no CMCs can spawn. Way easier than deleting them because they will keep popping up on the same bodies repeatedly, but CMCs will never spawn on a body you've colonized even if the "colony" is a cocktail flag stuck in a stale brownie from the mess hall of a passing survey ship.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ektor on February 23, 2021, 11:25:59 PM
I tried that in Sol and it clogs up my movement orders list to a very unpleasant degree.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 23, 2021, 11:48:14 PM
The easier fix to simulate this is to SM remove the Duranium. Less clogging up :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 24, 2021, 02:37:59 AM
Just rename them to something else that fits your theme better.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 24, 2021, 03:48:40 AM
snip

What if I want to roleplay a Communist planned economy, though? I'd like the option to turn civilian mining off. I tried to remove them as they popped but I've kinda relented after it became too much micro.

Problem is that even Communists, even the most extreme ones still have "civilian" enterprises to a high degree (just in a very different nature). You probably would have to play a hive mind or something to completely remove civilian free enterprise. Don't underestimate the power of free will, history are plenty of evidence that free will of the individual will prevail in the end, especially in groups of people where ideas and ideologies rarely are something people will ever completely agree upon.

I have no problem with allowing civilian mining in my communistic type governments in my play through, civilian mining is almost always a benefit and rarely a drawback from the economy at large. Even in a communist government you will never find perfect consensus and rich oligarchs will run their own private enterprises that no one can really prevent as they wield too much political power for anyone to do much about it, they just either pay people to shut up or shut them up permanently...  ;) ...this means that civilian companies are basically rich powerful families or people who wield enough political power to practically do whatever they want.

In general you probably would have LESS control over your empire in an authoritarian government as the people in power have to constantly struggle with internal power for control. Law is applied in political power and money and is not as strong as in more liberal government forms. This is why such governments have so much corruption and internal instability.

I'm not against there being a way to restrict civilian mining operations, options is always good. But I don't think human type of authoritarian government is a good reason for it. Even a democratic government cold restrict a system from civilian operation because of some specific reason too, probably even easier than an authoritarian government to be honest if the reasons are good enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 24, 2021, 07:09:20 AM
I would be more interested in allowing mining in systems I don't settle in... . Why should civilians be restricted to only system you settle in on your own? As long as there is a stabilised JP why shouldn't they be allowed to mine what is there? Though I don't want them to spread anywhere... military restriction flag does that but does not allow them to mine in a system I haven't settled in... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 24, 2021, 07:19:15 AM
I would be more interested in allowing mining in systems I don't settle in... . Why should civilians be restricted to only system you settle in on your own? As long as there is a stabilised JP why shouldn't they be allowed to mine what is there? Though I don't want them to spread anywhere... military restriction flag does that but does not allow them to mine in a system I haven't settled in... .

In that case I don't see why we would allow it, they just should automatically do it. We could perhaps restrict them from NOT doing it if we so are inclined to. The question then just is how far from any one specific colony could civilian enterprises open up. Perhaps it should be more of a soft limit, such as the further distance from the nearest colony the less likely there is for a CMC to open up. The chance could also be modified by your overall engine technology. The higher the engine tech the more likely a CMC is to spawn in a more distant system.

If there are no colonies in the same system then perhaps civilian ships need to visit there once in a while too in order to abstractly fetch the minerals to any of your colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 24, 2021, 09:04:19 AM
They could be allowed to build CMCs in systems they fly through visiting your colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 25, 2021, 01:30:06 AM
They could be allowed to build CMCs in systems they fly through visiting your colonies.

That is actually a decent idea.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 25, 2021, 05:10:11 AM
I have no problem with allowing civilian mining in my communistic type governments in my play through...

You don't - some clearly do. I don't see why you are so adamant on limiting people's choices here. It's not like adding the option to stop civies from mining a certain world doesn't already exist. Maybe I want to RP true ideological communism - or maybe I want to RP a hivemind. More importantly - adding that option does not limit the way you want to RP.

I personally care more about having the ability to toggle civilian mines on/off in game settings as I really hate how civilian mines clutter up the menu in the misc tab when I'm teleporting empty fleets around.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 25, 2021, 09:38:34 AM
I have no problem with allowing civilian mining in my communistic type governments in my play through...

You don't - some clearly do. I don't see why you are so adamant on limiting people's choices here. It's not like adding the option to stop civies from mining a certain world doesn't already exist. Maybe I want to RP true ideological communism - or maybe I want to RP a hivemind. More importantly - adding that option does not limit the way you want to RP.

I personally care more about having the ability to toggle civilian mines on/off in game settings as I really hate how civilian mines clutter up the menu in the misc tab when I'm teleporting empty fleets around.

Quoted from the same post...   ???

Quote
I'm not against there being a way to restrict civilian mining operations, options is always good. But I don't think human type of authoritarian government is a good reason for it. Even a democratic government cold restrict a system from civilian operation because of some specific reason too, probably even easier than an authoritarian government to be honest if the reasons are good enough.

What I said is that perfect communistic ideologies with no corruption or favouritism could never exist as long as we have free will, that is all that I said. The only way you can get this perfect utopia is by some form of hive mind system. I literally said that in my post. Any human government form could restrict a system from civilian operations... how successful would depend but that should be a player decision as the game is meant to be RP driven.

I simply was not convinced by the argument but did not think the idea was a bad one.   ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on February 25, 2021, 10:41:33 AM
On the CMC discussion  - don't know squat about programming, but from a gameplay standpoint I don't see anything game breaking in giving the option to disable CMC activity at game start.

But personal opinion about how it stands at the moment - Concerning the Communist/Hive Mind role play, I could see it as still fitting the scope as is. Communism is well known for creating a grey/black market among it's populace. It's the Authoritarian's job to then direct their forces to systematically stomp out the 'criminals' as they make themselves known. Thus requiring more intense micro to maintain this form of government, as history suggests.  A pain in the ass, but seems appropriate to the role play.

Same sort of issue with a Hive Mind. Comes to mind I don't recall reading any books with this theme - But it seems a logical step that even with a 'Hive Mind' species there are still going to be genetic variations amongst the billions of individuals. Some will splinter off and perhaps have some sort of criminal free will they try to hide but can't stop haring off to do something not approved. Requiring the Boss of the Hive to stamp them out as they appear to keep the species on track or whatever. 

But yeah, it's a pain in the ass. Admittedly would be more enjoyable if there was an actual mechanic to handle this - still requiring some micro, but not at the scope it currently is. Some sort of abstract Security Force that you had to fund to at a certain % based on empire size to quell independent operators.  But that seems a lot of work for a mechanic that would only apply to a few types of role play.

As for CMC appearing ion non-colony systems  - I'm probably one of the  more 'passive' players, in that I take what Steve gives me and wrap a story around that, rather than create a story and force Steve's work to fit in to my plans. I'm sure it's a 'time in service' thing. I'm relatively inexperienced and not bored yet with 'vanilla'. So I understand this may sound naïve and is not a 'solution' - just how I play it out in my head. But I see it as a 'Space is big and empty and scary' theme. If I was an independent operator and was setting out to start a CMC, I would always choose a less profitable spot if it was in an already colonized system. So much less dangerous. Do I really want to be the only dozen human beings within light years?  Or do I set up shop in the next system over for 20% less profits but a hell of lot more safe. I'm not starting a CMC  unless there is a local gov't to bail my ass out if I spring an oxy leak. Or the bigger one in my head - Protect me from the Pirates. I see this as how Steve avoided that mess of programming abstract pirate activity by limiting CMC's to 'safe' systems with a local gov't. By definition, any real colony requires PPV - which scares away the outlaws.  Even low quality Security Forces (ground units) to supress PPV the other way still implies enough attention to securiuty in the system to dissuade the criminal element.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 25, 2021, 02:42:03 PM
 - The option to turn CMCs off is something I'd like, if only because I find them annoying sometimes... Other times I'd like to simulate that the empire just, "hasn't gotten there" yet, as in I don't feel my empire has an RP justification for letting civilians out into the wider universe... be that Sol or five jumps from it. So the option to turn it back on again mid-game would be nice too.

 - I'm against having control over them when they're on though. Hive Minds & Communists would, as Jorgen pointed out, and Kylemmie elaborated on, still have some degree of "freedom", but potentially very different views on it. So... set them to hostile and send in the Spahess Mahreens. ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 26, 2021, 09:00:46 AM
Hiya! How do you give a ground unit multiple capabilities (for instance temperature and gravity tolerance)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 26, 2021, 09:19:46 AM
Hiya! How do you give a ground unit multiple capabilities (for instance temperature and gravity tolerance)?

Shift click or control click
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Razgriz7734 on February 26, 2021, 11:11:22 AM
Hi, is it possible to transfer a ship to another player race?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on February 26, 2021, 12:39:07 PM
Not directly, but they can capture it using boarding. You can SM in some boarders (remember to set the target ship to minimum speed so the boarders don't all die) and capture it, but after that it'll have a 1 month overhaul modifier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 26, 2021, 04:11:48 PM
How can I transfer fuel from one fuel tanker to the other? Both are fine refueling other ships - but they can't transfer fuel to the other...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 26, 2021, 07:50:01 PM
How can I transfer fuel from one fuel tanker to the other? Both are fine refueling other ships - but they can't transfer fuel to the other...

You basically cannot. It's not implemented.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 26, 2021, 08:04:35 PM
How can I transfer fuel from one fuel tanker to the other? Both are fine refueling other ships - but they can't transfer fuel to the other...

You basically cannot. It's not implemented.

You can actually. Have all tankers in the same fleet then select the tanker you want refueled - make it so that it's autorefuel is either off or not set to "refuel fleet tankers" and then set all other tankers to "refuel fleet tankers". The tanker that isn't refueling will fill up from the others.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 27, 2021, 03:18:19 AM
You can actually. Have all tankers in the same fleet then select the tanker you want refueled - make it so that it's autorefuel is either off or not set to "refuel fleet tankers" and then set all other tankers to "refuel fleet tankers". The tanker that isn't refueling will fill up from the others.
Yes, that way it works. Thanks.  :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 27, 2021, 04:20:24 AM
You can also have one tanker use the 'Refuel from stationary tanker' order with another tanker as a target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 27, 2021, 05:40:36 AM
I get the feeling that the civilian economy is a "leaky" process. Can't put my finger on it but it seems that stuff is going into the "black market" and does not appear where it should. Is there an issue with the civilian economy?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 27, 2021, 07:27:09 AM
I get the feeling that the civilian economy is a "leaky" process. Can't put my finger on it but it seems that stuff is going into the "black market" and does not appear where it should. Is there an issue with the civilian economy?

I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 27, 2021, 07:40:25 AM
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?

One example is that I had set up to transfer 18 Deep Space Tracking Stations from Earth to 3 different planet, 6 to each. In the end one of them had 6, the other one 3 and the last is now stuffed with 21. Very strange... . I though didn't watch what happened all the time; so I can't put my finger on it why and how this happened. I am sure that I didn't mistype the demand numbers... ;-)

I am sending things with the civilians all the time and had a feeling something is off for quite a while now. Automated mines for example I tend to send in blocks of 10. Though I have several colonies with like 54 AMs, another one 32, and so on... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 27, 2021, 07:52:12 AM
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?

One example is that I had set up to transfer 18 Deep Space Tracking Stations from Earth to 3 different planet, 6 to each. In the end one of them had 6, the other one 3 and the last is now stuffed with 21. Very strange... . I though didn't watch what happened all the time; so I can't put my finger on it why and how this happened. I am sure that I didn't mistype the demand numbers... ;-)

I am sending things with the civilians all the time and had a feeling something is off for quite a while now. Automated mines for example I tend to send in blocks of 10. Though I have several colonies with like 54 AMs, another one 32, and so on... .

Oh this is a known issue - civilians will tend to overfill orders that you put. I think if an order gets filled while ships are on their way they don't cancel. So civies that pick up stuff for the same contract will end up overfilling your orders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 27, 2021, 07:56:16 AM
Oh this is a known issue - civilians will tend to overfill orders that you put. I think if an order gets filled while ships are on their way they don't cancel. So civies that pick up stuff for the same contract will end up overfilling your orders.
I see. Any hope of this getting fixed - or is there some kind of workaround so I can minimize it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 27, 2021, 08:14:52 AM
Oh this is a known issue - civilians will tend to overfill orders that you put. I think if an order gets filled while ships are on their way they don't cancel. So civies that pick up stuff for the same contract will end up overfilling your orders.
I see. Any hope of this getting fixed - or is there some kind of workaround so I can minimize it?

The only workaround I know is to not use civilian contracts and use state freighters. As for a fix you'd have to ask Steve, the problem has been discussed a few times on the forums.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 27, 2021, 08:52:52 AM
I've got no clue what you're talking about. Could you elaborate? What specifically about civies is off?

One example is that I had set up to transfer 18 Deep Space Tracking Stations from Earth to 3 different planet, 6 to each. In the end one of them had 6, the other one 3 and the last is now stuffed with 21. Very strange... . I though didn't watch what happened all the time; so I can't put my finger on it why and how this happened. I am sure that I didn't mistype the demand numbers... ;-)

I am sending things with the civilians all the time and had a feeling something is off for quite a while now. Automated mines for example I tend to send in blocks of 10. Though I have several colonies with like 54 AMs, another one 32, and so on...


Yes... there is an issue with how the civilians use supply and demand. If you want it to behave properly you usually need to put a supply and demand relationship as 1:1. In you r case first one with a supply 6 and demand 6 and then repeat thing three times after each one is finished.

If I for example set a world to supply 100 mines and then give a demand of 50 mines to one world they can easily end up with 60 mines and not 50.

In my opinion the supply and demand system could perhaps need some love and be better. I would really want to say that put all mines above 100 as automatic supplied on a world for example. Then I could give a demand of 1000 mines on three other planets and this one planet would automatically supply mines whenever they are built but will always retain 100 mines itself. It should work like when you put a cap in minerals.

I see no reason why I need to continually go into a world and set supply and demand once every few months... I usually have a list of worlds I need to set supply and demand on each year and do this on the first of every year. This is work I should not have to be doing to be honest.

I also think that civilians should a bit more randomly chose which demand to carry cargo to. They seem to be very laser focused on one demand before another and I don't actually like this behavior.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 27, 2021, 01:31:03 PM
So I understand that Maneuver or something like that is actually a trait that Ground Units have that is hidden for some reason. How do you increase it and what does it do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 27, 2021, 01:33:23 PM
So I understand that Maneuver or something like that is actually a trait that Ground Units have that is hidden for some reason. How do you increase it and what does it do?

The maneuver skill on ground forces officers improves the chance for a unit to make a breakthrough if they have the possibility to do so. While the breakthrough stat is hidden, it's not too hard to know the base stats - all vehicle types get full chance, infantry get something like half chance, and statics cannot break through. The basic breakthrough chance is essentially determined by the defending formation(s) having low morale, so essentially the maneuver skill lets you break through against a formation with a bit higher morale than you would otherwise.

Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 27, 2021, 02:45:53 PM
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.

Not just that, a breakthrough attack can also target formations in the support position through the enemy frontline IIRC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 27, 2021, 02:52:28 PM
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.

Not just that, a breakthrough attack can also target formations in the support position through the enemy frontline IIRC.

As far as I know, any unit in front line attack stance can do this, formations in support and rear echelons simply have reduced target profiles (25% and 5% respectively). It is not unique to breakthroughs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 27, 2021, 04:34:43 PM
Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.

Not just that, a breakthrough attack can also target formations in the support position through the enemy frontline IIRC.

As far as I know, any unit in front line attack stance can do this, formations in support and rear echelons simply have reduced target profiles (25% and 5% respectively). It is not unique to breakthroughs.

If so, maybe a commander skill called "flanking" or "covert ops" should exist that gives the commanders formation a bonus modifier to that target profile. So certain commanders are better at hitting targets behind the lines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 27, 2021, 05:58:32 PM
I also think that civilians should a bit more randomly chose which demand to carry cargo to. They seem to be very laser focused on one demand before another and I don't actually like this behavior.
Yes, they seem to have an internal priority which doesn't seem to make that much sense. If I enter 1 MD and 20 AMs they usually first ship the AMs and then the MD. If so happens I add some DSTS for a different planet, that all of a sudden gets shipped first... .

Some kind of priority attribute for what you want to be shipped first would be nice. Or FIFO system would do...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 28, 2021, 05:48:50 AM
I positioned an elint equipped ship close to a planet - and now I am getting messages that the attempts to establish communication are blocked (I think they are Rahkas). I had thought that I would need the diplomatic module for communications, not the elint module...  ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Caesar on February 28, 2021, 11:06:35 AM
I positioned an elint equipped ship close to a planet - and now I am getting messages that the attempts to establish communication are blocked (I think they are Rahkas). I had thought that I would need the diplomatic module for communications, not the elint module...  ???

You need neither. What you need is an active sensor (or transponder!!) contact on a ship, or an EM contact on a population. This needs to go both ways and yields four scenarios that work for communications:

- You detect their ship (w. active sensor), they detect your ship (w. active sensor)
- You detect their ship (w. active sensor), they detect your population (w. EM sensor)
- You detect their population (w. EM sensor), they detect your ship (w. active sensor)
- You detect their population (w. EM sensor), they detect your population (w. EM sensor)

In all four of those cases both parties need to be attempting communications.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 28, 2021, 11:10:04 AM
The above is true. The diplo module only exists for increasing your opinion of them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 28, 2021, 11:16:35 AM
So I understand that Maneuver or something like that is actually a trait that Ground Units have that is hidden for some reason. How do you increase it and what does it do?

The maneuver skill on ground forces officers improves the chance for a unit to make a breakthrough if they have the possibility to do so. While the breakthrough stat is hidden, it's not too hard to know the base stats - all vehicle types get full chance, infantry get something like half chance, and statics cannot break through. The basic breakthrough chance is essentially determined by the defending formation(s) having low morale, so essentially the maneuver skill lets you break through against a formation with a bit higher morale than you would otherwise.

Breakthroughs mechanically are just a second chance to attack an enemy formation. The enemy does not get a chance to fire back so these usually are a way to cause massive casualties once the enemy morale is low enough.

Well regardless of how simple it is, the game should tell you the units breakthrough value. How are you supposed to even know it exists if it doesn't say?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 28, 2021, 05:26:25 PM
Another ground forces related question. Is there a way to select only a portion of a a particular unit type when manually transferring units between formations on the Order of battle tab. I have some infantry companies I want to upgrade. I've moved the obsolete kit out, set the replacement formation and selected the replacement template for the receiving unit. When the company receives reinforcements, they are not distributed like the formation template. Instead I have 40 of an AT unit in the company (should be 10) and 20 of an AA unit (should be 10) and only 80 basic infantry (should be 100).The replacement formation has enough unit to provide, but they aren't matching the formation. Is there a way to break 10 AT (or any other number) out of the group of 40 I currently have?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 28, 2021, 06:58:18 PM
Another ground forces related question. Is there a way to select only a portion of a a particular unit type when manually transferring units between formations on the Order of battle tab. I have some infantry companies I want to upgrade. I've moved the obsolete kit out, set the replacement formation and selected the replacement template for the receiving unit. When the company receives reinforcements, they are not distributed like the formation template. Instead I have 40 of an AT unit in the company (should be 10) and 20 of an AA unit (should be 10) and only 80 basic infantry (should be 100).The replacement formation has enough unit to provide, but they aren't matching the formation. Is there a way to break 10 AT (or any other number) out of the group of 40 I currently have?

On the top of the tree view you've got a bunch of checkboxes, you want to check 2 of them - "show element" and "amount popup". This will allow you to drag and drop a certain amount of an element onto a different formation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 01, 2021, 12:38:45 AM
You need neither. What you need is an active sensor (or transponder!!) contact on a ship, or an EM contact on a population. This needs to go both ways and yields four scenarios that work for communications:

- You detect their ship (w. active sensor), they detect your ship (w. active sensor)
- You detect their ship (w. active sensor), they detect your population (w. EM sensor)
- You detect their population (w. EM sensor), they detect your ship (w. active sensor)
- You detect their population (w. EM sensor), they detect your population (w. EM sensor)

In all four of those cases both parties need to be attempting communications.
So the communication attempts happen because not only I can see their colony but they also can see my (supposed) stealth elint ship...  :o - oops...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 02, 2021, 04:04:08 PM
I have the following space station:

Code: [Select]
Brazil Base class Fuel Depot      25,840 tons       30 Crew       552.9 BP       TCS 517    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 103      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 13    Max Repair 20 MSP

Fuel Capacity 25,000,000 Litres    Range N/A
Refueling Capability: 50,000 liters per hour     Complete Refuel 500 hours

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

I transferred fuel to these stations with these ships:
Code: [Select]
Fleetwood Mk.4 class Fuel Transport      13,500 tons       50 Crew       202.8 BP       TCS 270    TH 200    EM 0
740 km/s      Armour 1-50       Shields 0-0       HTK 16      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 9    Max Repair 25 MSP

Negi Turbines C5-100.0 1.250t INP Engine (2)    Power 200    Fuel Use 3.84%    Signature 100    Explosion 4%
Fuel Capacity 10,009,000 Litres    Range 3,471.9 billion km (54302 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 125 hours

This design is classed as a Commercial Vessel for maintenance purposes

It always worked. However, with my new design this base isn't refueled any more:
Code: [Select]
Macwood Mk.5 class Fuel Transport      60,000 tons       210 Crew       657 BP       TCS 1,200    TH 2,250    EM 0
1875 km/s      Armour 1-136       Shields 0-0       HTK 109      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 6    Max Repair 25 MSP

Negi Turbines C6-150.0 2.400t ID Engine (15)    Power 2250    Fuel Use 0.86%    Signature 150    Explosion 2%
Fuel Capacity 22,412,000 Litres    Range 7,856.4 billion km (48496 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 280 hours

This design is classed as a Commercial Vessel for maintenance purposes

All three have the tanker-bit set and the ships in the fleet are set to "no auto refuel". But the command "Refuel from own tankers" is doing nothing with a ship from the new design. Any ideas what I am missing?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 03, 2021, 02:34:55 AM
Is there a way for multiple nations starting on earth that all retain the default naming of the sol system? Or can I copy some entries in the DB so they all have identical names for the system bodies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on March 03, 2021, 07:38:42 AM
I have the following space station

Fuel Capacity 25,000,000 Litres    Range N/A
Refueling Capability: 50,000 liters per hour     Complete Refuel 500 hours


All three have the tanker-bit set and the ships in the fleet are set to "no auto refuel". But the command "Refuel from own tankers" is doing nothing with a ship from the new design. Any ideas what I am missing?

I had this same problem with my tanker space stations.
In the end I just tugged them to nearest fuel planet then tugged them back.
Which is a pain..
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on March 03, 2021, 07:42:31 AM
I have the following space station:

Code: [Select]
Brazil Base class Fuel Depot      25,840 tons       30 Crew       552.9 BP       TCS 517    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 103      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 13    Max Repair 20 MSP

Fuel Capacity 25,000,000 Litres    Range N/A
Refueling Capability: 50,000 liters per hour     Complete Refuel 500 hours

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

I transferred fuel to these stations with these ships:
Code: [Select]
Fleetwood Mk.4 class Fuel Transport      13,500 tons       50 Crew       202.8 BP       TCS 270    TH 200    EM 0
740 km/s      Armour 1-50       Shields 0-0       HTK 16      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 9    Max Repair 25 MSP

Negi Turbines C5-100.0 1.250t INP Engine (2)    Power 200    Fuel Use 3.84%    Signature 100    Explosion 4%
Fuel Capacity 10,009,000 Litres    Range 3,471.9 billion km (54302 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 125 hours

This design is classed as a Commercial Vessel for maintenance purposes

It always worked. However, with my new design this base isn't refueled any more:
Code: [Select]
Macwood Mk.5 class Fuel Transport      60,000 tons       210 Crew       657 BP       TCS 1,200    TH 2,250    EM 0
1875 km/s      Armour 1-136       Shields 0-0       HTK 109      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 6    Max Repair 25 MSP

Negi Turbines C6-150.0 2.400t ID Engine (15)    Power 2250    Fuel Use 0.86%    Signature 150    Explosion 2%
Fuel Capacity 22,412,000 Litres    Range 7,856.4 billion km (48496 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 280 hours

This design is classed as a Commercial Vessel for maintenance purposes

All three have the tanker-bit set and the ships in the fleet are set to "no auto refuel". But the command "Refuel from own tankers" is doing nothing with a ship from the new design. Any ideas what I am missing?

It shouldn't work at all.
Refueling system is able to pull/push fuel from a colony, but it is not able to push fuel to another ship, that is not in a fleet with it.
Other ships are able to pull from stationary tankers.
"Refuel from own tankers" is an order for a fleet with tankers. When a fleet stops it will refuel from tankers that are in the same fleet.

For such a station to work, you need to give it an order to pull fuel from a tanker that sits on top of it or add a refueling hub to that station design.
Then you'll be able to push fuel to it just like to a colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 03, 2021, 08:18:38 AM
Is there a way for multiple nations starting on earth that all retain the default naming of the sol system? Or can I copy some entries in the DB so they all have identical names for the system bodies?

In the System View window there should be a button called "Rename Sol Bodies" or similar which should do this for you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 03, 2021, 08:55:26 AM
Is there a way for multiple nations starting on earth that all retain the default naming of the sol system? Or can I copy some entries in the DB so they all have identical names for the system bodies?

In the System View window there should be a button called "Rename Sol Bodies" or similar which should do this for you.
Yepp, it only shows in SM mode, but yes, it is there. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 03, 2021, 09:00:06 AM
It shouldn't work at all.
The refueling system is able to pull/push fuel from a colony, but it is not able to push fuel to another ship, that is not in a fleet with it.
Man, as much as I like the new fuel system, the handling is so annoying... especially when you want to automate things... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 05, 2021, 03:59:32 PM
Am I under the wrong impression that there is an option to refit fighter crafts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 05, 2021, 04:53:44 PM
Am I under the wrong impression that there is an option to refit fighter crafts?

 - There should be, if there isn't I'd imagine that's a bug. You can build fighters in a shipyard too, AFAIK.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 05, 2021, 06:55:37 PM
Am I under the wrong impression that there is an option to refit fighter crafts?

You totally can but you have to do it in a shipyard tooled for that fighter class. You can't refit from planetary fighter factories. Fortunately this isn't too annoying if you can get a 1,000-ton yard with a couple extra slipways and just keep retooling it to the next class you want to refit to.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on March 05, 2021, 09:13:37 PM
Has anyone thought of using towed stations with cryopods to move colonists?  Seems like you could move huge numbers quickly this way since the station could be gigantic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 05, 2021, 09:42:40 PM
Has anyone thought of using towed stations with cryopods to move colonists?  Seems like you could move huge numbers quickly this way since the station could be gigantic.

I've certainly never seen it done. It could certainly work, but for any non-CC 0.0 world the limit on colonization is as much infrastructure as it is how fast you can deliver colonists.

There's also the problem of getting the thing through an un-gated jump point. I get the impression that if the JPs are gated, most players let the civilians handle things so the giant colony cube may end up being a resource sink more than anything else.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Polestar on March 06, 2021, 10:38:53 AM
Has anyone thought of using towed stations with cryopods to move colonists?  Seems like you could move huge numbers quickly this way since the station could be gigantic.
Absolutely. In fact, in my last game, I only moved colonists in towed stations. My tugs would flexibly swap out cargo and passenger stations as needed, with side-trips to haul asteroid miners and even major military bases. It was a long time before I even started to build freighters.

A towed passenger station:
Code: [Select]
Towed - 1m Passenger class Spaceliner      355,563 tons       3,010 Crew       14,921.4 BP       TCS 7,111    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 388      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 26    Max Repair 100 MSP
Cryogenic Berths 1,000,000    Cargo Shuttle Multiplier 600   
Plotarchis    Control Rating 1   BRG   
Intended Deployment Time: 3 months   


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

A magnetic pulse-engined tug:
Code: [Select]
Atlas class Tug      329,525 tons       1,940 Crew       5,803 BP       TCS 6,590    TH 30,720    EM 0
4661 km/s      Armour 1-424       Shields 0-0       HTK 558      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 11    Max Repair 115.2 MSP
Tractor Beam     
Plotarchis    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Peregrinatio MP 160 (40)    Power 30720    Fuel Use 0.62%    Signature 768    Explosion 3%
Fuel Capacity 4,000,000 Litres    Range 354.6 billion km (880 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 06, 2021, 10:46:25 AM
You totally can but you have to do it in a shipyard tooled for that fighter class. You can't refit from planetary fighter factories. Fortunately, this isn't too annoying if you can get a 1,000-ton yard with a couple of extra slipways and just keep retooling it to the next class you want to refit to.
I guess the fighters fall under the same limitations for a refit as normal ships, right? I had created newer fighters and can't refit them when tooled for the new class. I can only select a similar small fighter class ship as a source; not the old fighter class I want to upgrade... . Annoying.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 06, 2021, 10:52:50 AM
You totally can but you have to do it in a shipyard tooled for that fighter class. You can't refit from planetary fighter factories. Fortunately, this isn't too annoying if you can get a 1,000-ton yard with a couple of extra slipways and just keep retooling it to the next class you want to refit to.
I guess the fighters fall under the same limitations for a refit as normal ships, right? I had created newer fighters and can't refit them when tooled for the new class. I can only select a similar small fighter class ship as a source; not the old fighter class I want to upgrade... . Annoying.

Is there a big tonnage difference? Refits are limited to +/- 20% tonnage change in C# to avoid some of the weirder situations people exploited in VB6.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: misanthropope on March 06, 2021, 11:08:55 AM
barkthorn:

the basic premise is flawed.  a gigantic cryogenics station moves very slowly under tug, and would offer nearly no improvement over a moderate sized (and vastly cheaper) pod.  this isn't like (eg) terraforming where you ship once and then leave it to grind for a decade.

i do tug-pod logistics almost exclusively, and colony pods in my experience are very expensive and offer only situational advantages over just letting the civs do it.  if you've excavated or captured enough cryo units to diffray the costs, then it's worth the build capacity just to be able to exert direct control- because the civs really are a bunch of clowns.  if you're managing several species the clownification intensifies, and player-controlled shipping becomes more valuable
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 06, 2021, 12:39:23 PM
if you're managing several species the clownification intensifies,

This is key, civilian colonist shipping becomes useless when you become a multi-species empire because they'll pick up aliens and then not have valid colonies to drop them off to, which means the civie colony ships just idle with aliens in storage.

I get around it by taking over non-human transportation myself by switching all alien colonist sources to stable. It helps that I usually RP aliens as second-class citizens who only get to live where I tell them to.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 06, 2021, 03:04:29 PM
Is there a big tonnage difference? Refits are limited to +/- 20% tonnage change in C# to avoid some of the weirder situations people exploited in VB6.
Yes, the first class was pretty small. At that low tonnage, you are pretty quickly above the 20% limit, unfortunately.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on March 08, 2021, 02:04:58 PM
Can ship commanders get medals for destroying ground units?  Can ground commanders commanding STO's get medals for destroying ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 08, 2021, 02:46:17 PM
Can ship commanders get medals for destroying ground units?  Can ground commanders commanding STO's get medals for destroying ships?

Yes and Yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on March 08, 2021, 08:35:14 PM
Can ship commanders get medals for destroying ground units?  Can ground commanders commanding STO's get medals for destroying ships?

Yes and Yes

Until I build some real heavy hitting warships, my STO commanders are often my most decorated officers when it comes to tonnage destroyed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MuthaF on March 11, 2021, 06:53:38 AM
[rewritten/resolved]
ok. . .   i've identified the issue causing slowdowns to max 6hrs interval, its actually single damaged Salvager. [check for NPR's damaged ships]
I wanted to make simple procedure to delete problematic ships from DB with all related records, but after deleting all data referencing to shipid/fleetid, game was still generating several null references from functions i couldnt identify...
Which left me to just change NPR in question to Human player, deleting that fleet, saving game and returning NPR to NPR.  No errors detected, hopefully NPR will work on..

Leaving this for a chance it will help somobody or if somebody wants to share all fleet/ship relevant tables to delete..

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on March 11, 2021, 11:51:58 PM
[rewritten/resolved]
ok. . .   i've identified the issue causing slowdowns to max 6hrs interval, its actually single damaged Salvager. [check for NPR's damaged ships]
I wanted to make simple procedure to delete problematic ships from DB with all related records, but after deleting all data referencing to shipid/fleetid, game was still generating several null references from functions i couldnt identify...
Which left me to just change NPR in question to Human player, deleting that fleet, saving game and returning NPR to NPR.  No errors detected, hopefully NPR will work on..

Leaving this for a chance it will help somobody or if somebody wants to share all fleet/ship relevant tables to delete..

The DB doesn't have any foreign keys or relations set, so I'd be careful deleting stuff from the DB directly. There's a delete ships function in the game (requires you to set that empire as playable so you can select it), which presumably does the needful with any related entries.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on March 12, 2021, 07:03:34 AM
Is it possible to stack more than 1 capability on an infantry unit using the Unit Class Design tab on the Ground Units window? For fluff reasons I'd like to create some genetically enhanced uber soldiers :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 12, 2021, 07:06:19 AM
Is it possible to stack more than 1 capability on an infantry unit using the Unit Class Design tab on the Ground Units window? For fluff reasons I'd like to create some genetically enhanced uber soldiers :)

Ctrl or shift-click the capabilities and it should add multiple. You can't have multiple gene mods on an infantry unit though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on March 12, 2021, 12:19:19 PM
You can't have multiple gene mods on an infantry unit though.
Well, you kinda can.  You can add multiple gene mods, but only one actually works.  You will pay for all of them though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on March 13, 2021, 08:25:16 AM
Quick question because I have yet to see it but does NPRs use ground support fighters?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 13, 2021, 08:25:44 AM
No, not yet. I will get around to it eventually.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on March 13, 2021, 09:01:29 AM
Cool.  I wouldn’t mind seeing atmospheric combat between GSFs at some point in the future because that would be a fun variable. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 13, 2021, 02:03:41 PM
Is there an explanation as to how exactly "Protection Required/Actual" in combination with "Police Strength / Resistance" works? Are they dependent on each other or not?

Example: I have a colony with 88.45 million people living there. The game tells me: Required Protection: 60 - Actual: 0 - Police Strength: 30 - Resistance: 58 - but the colony is fine and at 100% Stability. How can I deduce as to how much Police Strength I do need so the colony stays stable? I had thought at least equal to "Resistance" but obviously not. Or is it dependent upon "Protection"? If so it does not affect stability in this case... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 13, 2021, 02:38:02 PM
Is there an explanation as to how exactly "Protection Required/Actual" in combination with "Police Strength / Resistance" works? Are they dependent on each other or not?

Example: I have a colony with 88.45 million people living there. The game tells me: Required Protection: 60 - Actual: 0 - Police Strength: 30 - Resistance: 58 - but the colony is fine and at 100% Stability. How can I deduce as to how much Police Strength I do need so the colony stays stable? I had thought at least equal to "Resistance" but obviously not. Or is it dependent upon "Protection"? If so it does not affect stability in this case... .

"Protection" indicates how threatened a population feels in the absence of nice, big warships with impressive-looking guns to protect them from big bad space aliens. The "actual" value is the sum of PPV values of all warships in the system, and all colonies in a system feel protected by all ships in a system, even if the ships are on a nice warm resort world in the inner system and the colony happens to be on an iceball with 30b km orbital radius.

Police and Resistance indicate the ability of ground forces at the colony to keep the population under control, while resistance can exist for various reasons, including but not limited to a lack of PPV in-system. Other causes include overpopulation and I believe being a recently-conquered population in need of subjugation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 13, 2021, 03:57:06 PM
"Protection" indicates how threatened a population feels in the absence of nice, big warships with impressive-looking guns to protect them from big bad space aliens. The "actual" value is the sum of PPV values of all warships in the system, and all colonies in a system feel protected by all ships in a system, even if the ships are on a nice warm resort world in the inner system and the colony happens to be on an iceball with 30b km orbital radius.

Police and Resistance indicate the ability of ground forces at the colony to keep the population under control, while resistance can exist for various reasons, including but not limited to a lack of PPV in-system. Other causes include overpopulation and I believe being a recently-conquered population in need of subjugation.
Thanks. So I basically only need the police strength if one of the triggers makes a population grow angry and when they are the police strength tells me how quickly I can counter the resistance or can slow them down until they declare independence. Fine. I am wondering though why that population from my example isn't worried about the missing protection and shouldn't that trigger them to being angry?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 13, 2021, 04:11:53 PM
"Protection" indicates how threatened a population feels in the absence of nice, big warships with impressive-looking guns to protect them from big bad space aliens. The "actual" value is the sum of PPV values of all warships in the system, and all colonies in a system feel protected by all ships in a system, even if the ships are on a nice warm resort world in the inner system and the colony happens to be on an iceball with 30b km orbital radius.

Police and Resistance indicate the ability of ground forces at the colony to keep the population under control, while resistance can exist for various reasons, including but not limited to a lack of PPV in-system. Other causes include overpopulation and I believe being a recently-conquered population in need of subjugation.
Thanks. So I basically only need the police strength if one of the triggers makes a population grow angry and when they are the police strength tells me how quickly I can counter the resistance or can slow them down until they declare independence. Fine. I am wondering though why that population from my example isn't worried about the missing protection and shouldn't that trigger them to being angry?

What's happening is that you've got enough police to counter the unrest that is being generated. You do not need 100% unrest reduction in order to successfully maintain order, as the colony grows the amount of unrest generating will go up because of more PPV being needed but also policing will become less effective since larger populations need police.

Unfortunately the game does not tell you the % unrest being generated in the planet summary and you have to eyeball it when the unrest starts to reduce stability so I can't give you a good answer on how much police you need. Just make sure that the policing % unrest reduction is higher that the % unrest increase that you'd expect.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 14, 2021, 03:30:47 PM
What's happening is that you've got enough police to counter the unrest that is being generated. You do not need 100% unrest reduction in order to successfully maintain order, as the colony grows the amount of unrest generating will go up because of more PPV being needed but also policing will become less effective since larger populations need police.

Unfortunately the game does not tell you the % unrest being generated in the planet summary and you have to eyeball it when the unrest starts to reduce stability so I can't give you a good answer on how much police you need. Just make sure that the policing % unrest reduction is higher that the % unrest increase that you'd expect.
I see. Keeping it close to 100% should suffice (I hope :) ). So you don't get any log messages like it has been in VB6. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 14, 2021, 05:12:53 PM
What's happening is that you've got enough police to counter the unrest that is being generated. You do not need 100% unrest reduction in order to successfully maintain order, as the colony grows the amount of unrest generating will go up because of more PPV being needed but also policing will become less effective since larger populations need police.

Unfortunately the game does not tell you the % unrest being generated in the planet summary and you have to eyeball it when the unrest starts to reduce stability so I can't give you a good answer on how much police you need. Just make sure that the policing % unrest reduction is higher that the % unrest increase that you'd expect.
I see. Keeping it close to 100% should suffice (I hope :) ). So you don't get any log messages like it has been in VB6. Thanks.

I usually have way less than that (<30%) and it works perfectly fine for overpopulation and PPV. Occupation and subjugation is different though since they generate unrest much quicker. You could probably get by with 15-20% policing because you usually are looking at 1.2-2% unrest per month from PPV/overpopulation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on March 14, 2021, 09:40:18 PM
until they declare independence

Unfortunately, this won't happen as the game does not handle well the process so Steve has not introduced an automatism to do that at a certain threshold and you could run a colony even at 0%.

You still suffer heavy penalties though.

You can declare independence manually though, although the new entity will always be player controlled.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on March 17, 2021, 01:56:38 PM
I have discovered a system called "WISE 2348-1028[2]". never seen the [2] before. But apparently there are quite a few such system names in the database. I'm just curious what does that mean?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on March 17, 2021, 02:42:53 PM
Wide-field Infrared Survey Explorer Catalog of Periodic Variable Stars
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on March 17, 2021, 02:55:18 PM
My question was about the [2]. ::)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on March 17, 2021, 04:34:58 PM
My question was about the [2]. ::)

I've not used 'Known Star names' in awhile, but I don't recall ever seeing that.  I'm clueless when it comes to DB stuff, but I can't help but ask.....I know it's a 'did you unplug it and reboot' type response.... but could you verify that those extra [2]'s etc appear in a   clean download/install?  I'd look, but I'd have to spend a day learning how :)

Edit: "Clean' as in a fresh new download - not implying anything except maybe a corrupted download
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 17, 2021, 04:37:19 PM
My question was about the [2]. ::)

I've not used 'Known Star names' in awhile, but I don't recall ever seeing that.  I'm clueless when it comes to DB stuff, but I can't help but ask.....I know it's a 'did you unplug it and reboot' type response.... but could you verify that those extra [2]'s etc appear in a clean download/install?  I'd look, but I'd have to spend a day learning how :)

They do appear in my install as well. Probably a weird holdover from something Steve was doing years ago.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 18, 2021, 02:00:11 PM
Is there another star called "WISE 2348-1028"? The [2] could be trying to differentiate from the duplicate name. Though idk how many star systems you've explored in your game or how many unique star names are available in a known stars game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 18, 2021, 02:25:55 PM
Is there another star called "WISE 2348-1028"? The [2] could be trying to differentiate from the duplicate name. Though idk how many star systems you've explored in your game or how many unique star names are available in a known stars game.

I checked, and the only star by that name in the DB is the one with [2]. Several more examples exist, and all are WISE stars.
There are half a dozen stars with this odd feature in their names, and [2] is the only number used in this way. Another half-dozen stars have parentheses instead:
I didn't find any names with braces.

The one clue here is Zeta Reticuli which has a (1) and (2) name in the DB, suggesting that it might be two halves of a widely-spread binary star system. A quick Google confirms that Zeta Reticuli consists of two stars separated by roughly 560 billion km which is only 0.06 LY but far enough apart that there'd be really no point in having both stars in a single system - the space is all but uncrossable except with Lagrange Points, and the latter just makes the whole thing exceedingly silly. The next three stars with parentheses are real stars which actually have that number in their names, as they share the same name otherwise with one or more additional stars. The parentheses however seem to be a Steve addition rather than the "correct" format, similar to hyphenated names like Pi-3 Orionis. The Giclas star I have no idea about as nothing comes up on a search

Returning the the question of the WISE [2] stars, however, nothing useful comes up on Google. Several of the stars have Wiki entries in the Dutch language, oddly enough, but that's about it other than trawling the astrometric databases which is way more trouble than I want to go to today. Assuming none of these are second components of binary systems (none has a pair with the same WISE identifier in the DB), my best guess is that Steve at some point was editing the DB, added the [2] to a few new entries for stars he was modifying, deleted the old ones, and forgot to fix the names.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 19, 2021, 05:14:44 AM
I had a brief and amateurish look at astronomical databases WISE 2348-1028 seems not to be a binary rather a fairly distant and faint star. So no clue there to the 2 I have to agree with nuclearslurpee it is probably a database artifact
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on March 19, 2021, 10:41:25 PM
my guess was that Steve dumped star system names from a catalog and processed them by a script into the database, and some names may have had remarks or notes indicating a link or a reference (similarly to wikipedia), and these may have slipped through the script. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on March 21, 2021, 12:44:24 AM
I'm going to ask my annual 'Why Use Carriers Instead of Missiles' question cuz while I think carriers are cool using long-range missiles seems a lot more straightforward and less risky. A lot less finicky to use too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 21, 2021, 01:39:23 AM
I'm going to ask my annual 'Why Use Carriers Instead of Missiles' question cuz while I think carriers are cool using long-range missiles seems a lot more straightforward and less risky. A lot less finicky to use too.

 - 1. You can load a carrier with gunz via fighters.

 - 2. You can load a carrier with sensorz via fighters.

 - 3. You can use accurate, short range missiles with bigga warheadz at a greater range by strapping them to fighters to improve their range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 21, 2021, 12:18:18 PM
I'm going to ask my annual 'Why Use Carriers Instead of Missiles' question cuz while I think carriers are cool using long-range missiles seems a lot more straightforward and less risky. A lot less finicky to use too.

 - 1. You can load a carrier with gunz via fighters.

 - 2. You can load a carrier with sensorz via fighters.

 - 3. You can use accurate, short range missiles with bigga warheadz at a greater range by strapping them to fighters to improve their range.

Also the fact that the carrier itself can be outdated and still be combat effective since its easier and cheaper to upgrade fighters with new weapons and sensors and missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on March 23, 2021, 04:59:42 AM
Hey there.

I have developed a small buoy as early detection array to place in a Jump Point (just for fun). The problem is that I placed the first one very far from the JP so I want to recover.. or destroy it.

I can't see how to assign a Fire Control to it in order to destroy or to recover.. how can I do it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on March 23, 2021, 09:07:44 AM
You cannot recover or destroy missiles once deployed. The buoy is a missile, so it's there forever.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on March 23, 2021, 11:00:39 AM
Hey there.

I have developed a small buoy as early detection array to place in a Jump Point (just for fun). The problem is that I placed the first one very far from the JP so I want to recover.. or destroy it.

I can't see how to assign a Fire Control to it in order to destroy or to recover.. how can I do it?
Sensor bouys at the JP are a good idea, unfortunately there isn't an easy way to remove it at the moment.

1) You could edit the DB to remove it, this is difficult if you don't know what you are doing and potentially could break the game. Also you'd give up the ability to report bugs from that game.

2) You can use SM mode to create a new player race, spawn a ship in the right place, make it hostile, shoot the missile and then delete the ship. This takes quite a bit of work but isn't risky like DB editing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on March 24, 2021, 11:15:47 PM
What does the "VC" after ship commander name mean? I just noticed it. There are either none, or one two or three VC's.
https://imgur.com/a/7fCN6sK (https://imgur.com/a/7fCN6sK)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 24, 2021, 11:28:24 PM
What does the "VC" after ship commander name mean? I just noticed it. There are either none, or one two or three VC's.
https://imgur.com/a/7fCN6sK (https://imgur.com/a/7fCN6sK)

It corresponds to a medal they've been awarded, where the letter code/abbreviation can be set as shown in the attached screenshot.

"VC" for Victoria Cross is the default if you've not yet made a medal (or selected one upon loading the save). Probably what has happened is you've had a few medals awarded but not changed the abbreviation when you made the medals.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on March 24, 2021, 11:47:43 PM
oh, indeed! thanks!
i don't like the ui. so hard to spot things that can/should be changed. :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 25, 2021, 04:18:10 AM
oh, indeed! thanks!
i don't like the ui. so hard to spot things that can/should be changed. :(

It's not an uncommon complaint, but in general if it’s green then you should try changing it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on March 25, 2021, 01:44:21 PM
Are different AI predisposed to one type of doctrine or the other?

For instance, do their racial attributes or government type influence them to use carriers ahead of beams? Or mesons instead of missiles?

Or do they just learn from the player and try to counter as best they can?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 25, 2021, 01:58:26 PM
Are different AI predisposed to one type of doctrine or the other?

For instance, do their racial attributes or government type influence them to use carriers ahead of beams? Or mesons instead of missiles?

Or do they just learn from the player and try to counter as best they can?

The AIs are randomly assigned a particular approach to building ships, from which they generally will not deviate as the game goes along. They will adjust their tactics based on intel about your capabilities but their general weapon loadouts, use of shields, engine fraction, etc. will not change.

NPRs will also never use carriers, although certain races might use FACs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 25, 2021, 04:53:41 PM
Is it possible to rename the TN-Minerals in the DB or are those names hard coded?

 - It is very possible, AuroraMod even has an interface for it! However, AuroraMod isn't going to be supported past 1.12, sadly enough. But! If you're willing to edit the DB, they are not hardcoded, and so you can do so. :) I'd check with Steve on it though, just to be sure, as breaking things isn't very good. Also, know that by doing so I'm like 99.9% sure that you'll lose the option of submitting bug reports. :(
In which DB are the names of the minerals saved? I can't find them... any help appreciated. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 25, 2021, 05:37:08 PM
Is it possible to rename the TN-Minerals in the DB or are those names hard coded?

 - It is very possible, AuroraMod even has an interface for it! However, AuroraMod isn't going to be supported past 1.12, sadly enough. But! If you're willing to edit the DB, they are not hardcoded, and so you can do so. :) I'd check with Steve on it though, just to be sure, as breaking things isn't very good. Also, know that by doing so I'm like 99.9% sure that you'll lose the option of submitting bug reports. :(
In which DB are the names of the minerals saved? I can't find them... any help appreciated. Thanks.

I don't believe it is in the DB.

Just because AuroraMod changed it doesn't mean it is in the DB, as AuroraMod I'm fairly sure also involved some hacking of the EXE which is why the dev decided to stop supporting it as Steve's code changes were too much work to keep up with.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 25, 2021, 07:25:51 PM
Just because AuroraMod changed it doesn't mean it is in the DB, as AuroraMod I'm fairly sure also involved some hacking of the EXE which is why the dev decided to stop supporting it as Steve's code changes were too much work to keep up with.

Auroramod is exclusively an exe mod. It does not tamper with the DB in any way whatsoever.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 26, 2021, 03:37:21 AM
 - So how do we set formations to direct support? The drag and drop method just assigns them as subordinates if their size is smaller than the biggest HQ of the formation I want them to support, which makes dividing up my Medium AA and Bombardment a real pain. On the other hand, f I combine them, and they are bigger than the biggest HQ of the formation I want them to support, the game yells at me and says I can't do that.

 - What do? ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on March 26, 2021, 06:43:38 AM
I'm trying to make a design capable to be built in a shipyard that has retooled to a previous design. What is the formule to achieve it?

I have tried many things, but none of them seems to work. To be more clear, I want to build a colony ship using the same shipyard I used to build a light freighter.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 26, 2021, 06:48:00 AM
I'm trying to make a design capable to be built in a shipyard that has retooled to a previous design. What is the formule to achieve it?

I have tried many things, but none of them seems to work. To be more clear, I want to build a colony ship using the same shipyard I used to build a light freighter.

Thanks!
Don't know the exact numbers. But you can create a "Master Class" with the tool in that forum topic. If it is possible it spits you out a "to tool for class" that is then able to construct all ships you want to build in that shipyard.

http://aurora2.pentarch.org/index.php?topic=10999.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on March 26, 2021, 06:52:34 AM
It does not help me a lot... but thanks!! :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 26, 2021, 12:57:29 PM
- So how do we set formations to direct support? The drag and drop method just assigns them as subordinates if their size is smaller than the biggest HQ of the formation I want them to support, which makes dividing up my Medium AA and Bombardment a real pain. On the other hand, f I combine them, and they are bigger than the biggest HQ of the formation I want them to support, the game yells at me and says I can't do that.

 - What do? ???

The drag/drop should work if the two formations have the same HQ size, or if the supporting formation HQ is larger than/superior to the HQ of the supported formation. It will not work if you want to have a supporting formation with a smaller HQ support a formation with a larger HQ. Also both formations must be in the same HQ hierarchy in order to have a support relationship. You can't assign "loose" formations to support each other.

In your case it sounds like you need to put the (smaller) front line formation and the (larger) support formation under the same superior HQ and then drag the support formation to the front-line formation. Alternatively you could retool the support formation to act as a superior HQ, and then it can support its subordinates with no problem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 26, 2021, 01:09:33 PM
I'm trying to make a design capable to be built in a shipyard that has retooled to a previous design. What is the formule to achieve it?

I have tried many things, but none of them seems to work. To be more clear, I want to build a colony ship using the same shipyard I used to build a light freighter.

Thanks!

For a ship to be built out a shipyard tooled for another class, two things must be true:

The refit cost to refit from Class A to Class B (in this case, Class A is the shipyard class) is the cost of all new components on Class B which are not present on Class A, multiplied by 1.2x (i.e. there is a 20% premium), multiplied again by the relative difference in size/displacement. This latter factor is calculated as [ 1.0 + ABS(Size_B - Size_A) / Size_A ].

The most common example is to have a colony ship and a cargo freighter. Say that both displace about 40,000 tons with the colony ship being about 200 tons larger due to extra crew quarters. The colony ship costs 1500 BP and the freighter costs 500 BP. It would be impossible to build the colony ship from a yard tooled for the freighter, since the cost of the cryogenic chambers alone is greater than the entire BP cost of the freighter. However, a standard 25 kT cargo hold costs only 50 BP, so the cost to refit from a colony ship to a freighter is quite small:
As this is much less than 20% of the build cost for a colony ship, a yard tooled for the colony ship can also build freighters. Again, this does not work both ways - a yard tooled for the freighter cannot also build the colony ship.

Once you get familiar with these rules you can use them to design "bridge classes" allowing you to for example build a warship and its jump-capable variant out of the same shipyard. In the early and mid game this is essential to build all the classes you need for a strong fleet, though in the late game you can easily just throw another dozen shipyards at the problem instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: KriegsMeister on March 27, 2021, 04:27:45 PM
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries. 

My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome.  This is mainly for my own liking of logistical webs.  Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly. 

And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 27, 2021, 04:40:00 PM
 - Just a friendly reminder: You can create a medal with negative promotion score. Very useful for managing officers. I like to assign a -900 promotion score medal to every commander for their first assignment... but I'm OCD as hell, so... heh. ;D Good to use for Fighter Jocks! :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 27, 2021, 04:47:30 PM
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries. 

My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome.  This is mainly for my own liking of logistical webs.  Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly. 

And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.

For components, the main reason you can't find a list is that the ones that you design have too many variations to put into a neat table format. Engines, weapons, sensors, etc.

The limit to components not buildable by industry are mainly the smaller components that you don't design yourself which can be thought of as "hardwired" into the ship due to how integral they are. So crew quarters, engineering spaces, fuel storage, and some others. Conceptually, larger systems like engines, weapons, sensors, etc. would be mounted into designed spaces or hardpoints in the hull and can be built separately.

In practice as a rule of thumb any component you can design should be buildable with industry - engines, weapons, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on March 27, 2021, 07:01:42 PM
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries. 

My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome.  This is mainly for my own liking of logistical webs.  Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly.

And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces.

I made a list of which minerals are used in which components in excel, I've attached it to this post. It has installations on it as well. Because the cost of components scales with tech it only has costs for the installations.

Most components can be produced with industry, I think the only ones which can't are armour, fuel, engineering bays and life support. I think of these as components which are integrated into the hull.

2 small warnings, I made the sheet for Aurora VB and updated it for C# so it might be inaccurate if I missed some changes.
While producing components on specific planets is a wonderfully flavourfull RP idea, I think it will add a lot of micromanagement, so be prepared.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: KriegsMeister on March 27, 2021, 07:22:26 PM
Quote from: Migi link=topic=11545. msg150004#msg150004 date=1616889702
Quote from: KriegsMeister link=topic=11545. msg149989#msg149989 date=1616880465
Hello, fairly newish to the game and still learning lots from reading these forums as well as my own discoveries.   

My question(s) for the day relates to components and modules, specifically does anyone know/have a chart or diagram that lists all the TN mineral costs for them? I found one pretty easily for installations but trying to find one for ship parts is proving more troublesome.   This is mainly for my own liking of logistical webs.   Rather than just shipping all minerals to one central construction facility (earth), I want to set up colonies that focus on construction on one or more ship components depending on minerals available on the planet, and then ship those components to a shipyard colony for assembly. 

And as a side question is there a limit to what components can be built by industry? I've noticed that not everything is listed such as fuel storage and engineering spaces. 

I made a list of which minerals are used in which components in excel, I've attached it to this post.  It has installations on it as well.  Because the cost of components scales with tech it only has costs for the installations.

Most components can be produced with industry, I think the only ones which can't are armour, fuel, engineering bays and life support.  I think of these as components which are integrated into the hull.

2 small warnings, I made the sheet for Aurora VB and updated it for C# so it might be inaccurate if I missed some changes.
While producing components on specific planets is a wonderfully flavourfull RP idea, I think it will add a lot of micromanagement, so be prepared.
I appreciate it, and yes that is the intent, trying to make the logistic network more interesting than "mass driver minerals to earth, if outside sol mass driver to 1 planet then jump ship to earth".  As well as give colonies more to do other than mine and be fruitful.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 28, 2021, 03:26:00 AM
Do I need to do something special in order for the aether rifts to be reduced? I investigated all known ruins and dig sites, uncovered all installations etc. Something that I am missing to increase the reduction rate?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on March 28, 2021, 03:34:40 AM
it's a static 10 ancient constructs to reduce the rift growth rate to 0% and they shrink by 10% of that rate for every active ancient construct in the game beyond that. If you don't have 10 or more on your map, tough luck.

Edit: it's not a fixed 10% per construct, but 10% of that construct's research bonus. So 6% rift growth reduction for a 60% research speed construct.

Relevant change thread (http://aurora2.pentarch.org/index.php?topic=11306.msg131565#msg131565), and for the ever-helpful changes index (http://aurora2.pentarch.org/index.php?topic=10666.0).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 28, 2021, 12:24:06 PM
Ah, there it is. Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 28, 2021, 12:47:42 PM
Ah, there it is. Thanks.

Not explicitly mentioned, so something I've had to piece together, is that to activate a dormant construct apparently requires a population of 1 million on the body. For a long while I was wondering why my Xeno brigade was taking so long to figure out what the thing was until I stumbled upon that little tidbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on March 29, 2021, 05:20:32 AM
Wait. Have I understand correctly, that I'll have no warning about construct existance there until there's a 1-mln colony of mine?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on March 29, 2021, 05:28:32 AM
My Xeon Brigade was capable of determining what is was without a population. Maybe your Xeon was so small it simply and coincidently took that long until your colony was that big. What I know is that your Xeno Brigades need to be around 100 points so that your chances of discovering what the ruins are can be determined within one year. It though is random, so you don't know when it will happen.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on March 29, 2021, 10:28:39 AM
Wait. Have I understand correctly, that I'll have no warning about construct existance there until there's a 1-mln colony of mine?

No. You can spot Dormants as soon as you see a system's bodies. Don't even have to scan. Just pop in.

A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.

The 1 Mil pop mark is to activate the Research/Rift bonuses from the Dormant. Once you have 1 Mil pop on that Colony, you get an Empire Wide Research Bonus for that specialty (10% I think?) regardless of whether you've moved labs there for the entire bonus.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 29, 2021, 11:17:30 AM
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.

I've yet to have my Xeno unit actually determine the type of a dormant construct on their own, even parked on a planet surface for several years. Other forum posts seemed to indicate that the 1m pop was necessary to uncover its type.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 29, 2021, 12:27:00 PM
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.

I've yet to have my Xeno unit actually determine the type of a dormant construct on their own, even parked on a planet surface for several years. Other forum posts seemed to indicate that the 1m pop was necessary to uncover its type.

This is the first I've heard of this issue since I've had no trouble identifying constructs without populations. Note that my expedition formations all have XENO, CON and GEO together to help with micro.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on March 29, 2021, 02:51:29 PM
A Xeno Ground Unit can investigate and determine the Dormant's specifics without any pop present.

I've yet to have my Xeno unit actually determine the type of a dormant construct on their own, even parked on a planet surface for several years. Other forum posts seemed to indicate that the 1m pop was necessary to uncover its type.

Perhaps I'm misremembering, but I recall not making a decision on actual colonists until after I've seen the Dormants specialty and %.  I'm pretty sure I remember popping two PP Constructs and deciding to colonize (with real pop) just the better one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 29, 2021, 03:35:11 PM
This is the first I've heard of this issue since I've had no trouble identifying constructs without populations. Note that my expedition formations all have XENO, CON and GEO together to help with micro.
Perhaps I'm misremembering, but I recall not making a decision on actual colonists until after I've seen the Dormants specialty and %.  I'm pretty sure I remember popping two PP Constructs and deciding to colonize (with real pop) just the better one.

Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 29, 2021, 05:55:11 PM
Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.

Yes, as Steve wrote:

The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).

However, the implications of this are not all that obvious. Assuming that your 15kt formation consists of 47 xenoarchaeology vehicles each providing 1 Xenoarchaeology Point, that your construction phase length is the default 430000 seconds, and that you're clicking the 5–day button, then the chance per construction cycle is p = 47% * 432000/31556952 = 0.6434%. With a little arithmetic, you will find that the percentage chance that you won’t have completed the job after n construction cycles is (1−p)n.

Thus, after 120 5–day construction cycles the chance that you won’t have completed the job is pretty good: 46.089%.

On the other hand, if you were clicking the 30–days button, then the chance of completion per cycle would be p = 47% * 2592000/31556952 = 3.8604%. After 20 cycles, the chance of not completing the job is 45.503%.

Give it a little more time. Just be aware that it isn’t linear; if you’re really unlucky it could take 10 times this long. You can see a graph of the chance of not completing the job (https://www.wolframalpha.com/input/?i=%281-%2847+*+432000%2F3155695200%29%29%5En+for+n+from+0+to+1000), or if you prefer, a graph of the chance of success (https://www.wolframalpha.com/input/?i=%281-%281-%2847+*+432000%2F3155695200%29%29%5En%29+for+n+from+0+to+1000).

To guarantee a 90% chance of success, you’ll need to wait up to 357 5–day cycles. 99% chance of success will require waiting up to 714 cycles, and so on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 29, 2021, 08:19:52 PM
This is the first I've heard of this issue since I've had no trouble identifying constructs without populations. Note that my expedition formations all have XENO, CON and GEO together to help with micro.
Perhaps I'm misremembering, but I recall not making a decision on actual colonists until after I've seen the Dormants specialty and %.  I'm pretty sure I remember popping two PP Constructs and deciding to colonize (with real pop) just the better one.

Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.

Sometimes it happens in a couple years, other times I've had it take close to a decade. It varies wildly because of the random nature. The above post explains the maths behind it quite nicely.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 29, 2021, 11:12:08 PM
Either of you happen to have an estimate of how long it took for your xeno teams to work out what type the construct was? I've had a solid 15 kT of xeno vehicles on-site for about 20 months now, and it only took them one month to study the rest of the ruins on that planet.

Yes, as Steve wrote:

The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).

However, the implications of this are not all that obvious. Assuming that your 15kt formation consists of 47 xenoarchaeology vehicles each providing 1 Xenoarchaeology Point, that your construction phase length is the default 430000 seconds, and that you're clicking the 5–day button, then the chance per construction cycle is p = 47% * 432000/31556952 = 0.6434%. With a little arithmetic, you will find that the percentage chance that you won’t have completed the job after n construction cycles is (1−p)n.

Thus, after 120 5–day construction cycles the chance that you won’t have completed the job is pretty good: 46.089%.

On the other hand, if you were clicking the 30–days button, then the chance of completion per cycle would be p = 47% * 2592000/31556952 = 3.8604%. After 20 cycles, the chance of not completing the job is 45.503%.

Give it a little more time. Just be aware that it isn’t linear; if you’re really unlucky it could take 10 times this long. You can see a graph of the chance of not completing the job (https://www.wolframalpha.com/input/?i=%281-%2847+*+432000%2F3155695200%29%29%5En+for+n+from+0+to+1000), or if you prefer, a graph of the chance of success (https://www.wolframalpha.com/input/?i=%281-%281-%2847+*+432000%2F3155695200%29%29%5En%29+for+n+from+0+to+1000).

To guarantee a 90% chance of success, you’ll need to wait up to 357 5–day cycles. 99% chance of success will require waiting up to 714 cycles, and so on.

While informative, I do want to clarify that my issue is not with deciphering the ruins (I've had pleasantly quick results with this in fact) but rather the dormant construct. If that follows the same logic, then I suppose there's nothing else for it but to wait another couple of years. Would be damn nice if that could be documented somewhere though, as there's no reason to assume that the dormant construct follows the same rule as the ruins.

I do want to note for your edification that my 15 kT formation contains 60 2xXEN vehicles, however, thus I think my odds are a bit brighter than indicated.  The 47 figure would be accurate for 2xCON vehicles.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: thefinn on March 30, 2021, 02:04:09 AM
I recently turned off maintenance just to see what the game was like without worrying about it. 

I only got as far as making a couple of cargo ships and a geological scanner, and I realised all my Gallicite (spelling?) was being spent on "maintenance"

After getting rid of a ship I confirmed it was for the ships which were just orbiting Earth.   It ran about -2000/month which emptied everything I had pretty quick and couldn't make more ships. 

Is this is feature or what? I'd like to know where I went wrong here?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on March 30, 2021, 02:42:08 AM
Is there a chance that a old and extinct civilization (Ruins) have explored more than one star? (I have now a ruin on Mars, Kingdom of Hammer and also the same on Epsilon Eridani, 1 jump away) ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on March 30, 2021, 02:51:28 AM
I recently turned off maintenance just to see what the game was like without worrying about it. 

I only got as far as making a couple of cargo ships and a geological scanner, and I realised all my Gallicite (spelling?) was being spent on "maintenance"

After getting rid of a ship I confirmed it was for the ships which were just orbiting Earth.   It ran about -2000/month which emptied everything I had pretty quick and couldn't make more ships. 

Is this is feature or what? I'd like to know where I went wrong here?

I'm not sure I understand your question entirely but it is your maintenance facilities that build Supplies which a large part of the cost is Gallicite. Each Supply point have a cost of 0.1 Gallicite, 0.1 Duranium and 0.05 Uridium. If you build more Supply than you need you always can turn of production of it at the industry tab.

You don't spend Gallicite on maintenance you only spend Supply on maintenance but you spend Gallicite building Supply.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 30, 2021, 07:37:22 AM
While informative, I do want to clarify that my issue is not with deciphering the ruins (I've had pleasantly quick results with this in fact) but rather the dormant construct. If that follows the same logic, then I suppose there's nothing else for it but to wait another couple of years. Would be damn nice if that could be documented somewhere though, as there's no reason to assume that the dormant construct follows the same rule as the ruins.

Yes, ancient constructs follow the same rules as ruins (and I intended to mention this explicitly). It’s documented here: http://aurora2.pentarch.org/index.php?topic=11306.msg131565#msg131565

They even run concurrently, when both are present.

I do want to note for your edification that my 15 kT formation contains 60 2xXEN vehicles, however, thus I think my odds are a bit brighter than indicated.  The 47 figure would be accurate for 2xCON vehicles.  ;)

Oops. I guess I pulled the wrong mass somehow. Anyway, you can easily use WolframAlpha to rerun the numbers with 60 points instead of 47; it will indeed be a steeper graph.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kylemmie on March 30, 2021, 12:45:24 PM
I recently turned off maintenance just to see what the game was like without worrying about it. 

I only got as far as making a couple of cargo ships and a geological scanner, and I realised all my Gallicite (spelling?) was being spent on "maintenance"

After getting rid of a ship I confirmed it was for the ships which were just orbiting Earth.   It ran about -2000/month which emptied everything I had pretty quick and couldn't make more ships. 

Is this is feature or what? I'd like to know where I went wrong here?

Turn off the maintenance production. Bottom of the industry tab maybe?  Never played that way - but if it is truly no maintenance required for anything, I'd kill any Maintenance Production Facilities to save on worker pop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 30, 2021, 04:04:33 PM
but if it is truly no maintenance required for anything, I'd kill any Maintenance Production Facilities to save on worker pop.

It is not "truly no maintenance". Damage control will still use maintenance supplies and by 1.13 it will also be used to repair parasites even in a no maintenance game. So your need for MSP will be massively reduced however it will not be 0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Fray on April 01, 2021, 09:24:02 AM
Do tactical officers affect the chance to hit of missiles, or only beams?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 01, 2021, 09:59:13 AM
Do tactical officers affect the chance to hit of missiles, or only beams?

I want to believe yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 01, 2021, 11:35:22 AM
Do tactical officers affect the chance to hit of missiles, or only beams?

I want to believe yes

I'm fairly certain I have seen it have an effect, since I've seen missiles launched from identical ships have different hit% chances in the same fleet-wide volley, but I've not correlated this with Tactical skills explicitly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on April 07, 2021, 08:42:46 AM
So I'm just curious... I have looked at the database and found an actual NPR that spans multiple systems and have a lot of populations, mostly on asteroids. most if not all of them have 0 pop though. But the weird thing is, this race has ZERO ships or fleets whatsoever. How did they discover other systems and made those colonies there? Maybe another NPR destroyed them all, but not their colonies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on April 07, 2021, 03:37:01 PM
So I'm just curious... I have looked at the database and found an actual NPR that spans multiple systems and have a lot of populations, mostly on asteroids. most if not all of them have 0 pop though. But the weird thing is, this race has ZERO ships or fleets whatsoever. How did they discover other systems and made those colonies there? Maybe another NPR destroyed them all, but not their colonies?

That's kind of wierd, you might be able to reconstruct what happened by looking at the log for that race.
If something still seems off you could post it in the bugs thread and Steve might take a look at it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: zirman on April 07, 2021, 05:54:43 PM
Admirals, Officers, Gents i need a little help!!
I was used to play the game but are some years i'm missing..Now i'm back and i find this interesting C# version!

Cutting short my question is: where are Grav Sensors?? i made the Research for Geo Sensors, and i already have a Geoship surveying Sol, but i can't find the Grav Sensors either among the researches or among the components....
Please help!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 07, 2021, 05:57:33 PM
Admirals, Officers, Gents i need a little help!!
I was used to play the game but are some years i'm missing..Now i'm back and i find this interesting C# version!

Cutting short my question is: where are Grav Sensors?? i made the Research for Geo Sensors, and i already have a Geoship surveying Sol, but i can't find the Grav Sensors either among the researches or among the components....
Please help!

You have to research Jump Point Theory first...bit annoying, it's 5,000 RP to do nothing practical, but it is what it is. After that grav sensors are 2k RP in the Sensors category.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: zirman on April 07, 2021, 06:30:10 PM
Admirals, Officers, Gents i need a little help!!
I was used to play the game but are some years i'm missing..Now i'm back and i find this interesting C# version!

Cutting short my question is: where are Grav Sensors?? i made the Research for Geo Sensors, and i already have a Geoship surveying Sol, but i can't find the Grav Sensors either among the researches or among the components....
Please help!

You have to research Jump Point Theory first...bit annoying, it's 5,000 RP to do nothing practical, but it is what it is. After that grav sensors are 2k RP in the Sensors category.

Thanks man!!! I will lunch the R&D project straight away!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 08, 2021, 06:10:16 AM
So I'm just curious... I have looked at the database and found an actual NPR that spans multiple systems and have a lot of populations, mostly on asteroids. most if not all of them have 0 pop though. But the weird thing is, this race has ZERO ships or fleets whatsoever. How did they discover other systems and made those colonies there? Maybe another NPR destroyed them all, but not their colonies?

That's kind of wierd, you might be able to reconstruct what happened by looking at the log for that race.
If something still seems off you could post it in the bugs thread and Steve might take a look at it.
Do the zero pop colonies have facilities on them? They could be automated mining posts or listening posts or fuel depots. Or they could be remains of colonies that got bombed by someone else. The colony designation doesn't go away even if there is nothing on the rock.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 08, 2021, 11:23:06 AM
i'm a bit confused, probably this question was solved previously. This is the first time this happened to me, and maybe I'm missing something.

I stablished contact with an alien specie (No spoilers) and we have started conversations... but the diplomacy rating does not increase. I have sit a DIP ship next to another of their ships for ages and nothing is happening.

What am I missing?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 08, 2021, 11:43:12 AM
i'm a bit confused, probably this question was solved previously. This is the first time this happened to me, and maybe I'm missing something.

I stablished contact with an alien specie (No spoilers) and we have started conversations... but the diplomacy rating does not increase. I have sit a DIP ship next to another of their ships for ages and nothing is happening.

What am I missing?

Diplo ships improve another race's opinion of yours, but not vice versa. If the NPR has not parked one of their own diplo ships near yours you will not see the same effect, although you should be having an effect on the NPR nevertheless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 08, 2021, 11:44:25 AM
I have nothing in the events since we stablished communication.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 08, 2021, 11:53:49 AM
I have nothing in the events since we stablished communication.

This is because your diplo ship improves the NPR's opinion of you. The NPR would be getting event notifications, not you. If the NPR had a diplo ship in range of one of your own ships then you would get notifications that this ship was improving your opinion of the NPR.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on April 08, 2021, 12:37:39 PM
Do the zero pop colonies have facilities on them? They could be automated mining posts or listening posts or fuel depots. Or they could be remains of colonies that got bombed by someone else. The colony designation doesn't go away even if there is nothing on the rock.
as far as i can tell, none of the colonies have anything on them, except for two: the capital has 0.00142395685862664 population (i guess that's in millions?) with a colony cost of 1.0944, but no radiation or dust. the other one has a similar low number of pops and colony cost 2. the race also have commanders and some 55k academy crewmembers but I don't know where those are. their hoeworld ID is 0, like for the swarm.
they have very few log entries (45) and all of them seem to be just those commander bonus changes and retirements. first log is at 5671778350.0, last is 5827190355.0.  current time is 5828371155.0, so their last log is not that old, they are still active.
two of their systems is also known for another race (who I am allied with), yet they haven't seem to had contact with any other race.
Weird.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on April 08, 2021, 01:22:09 PM
There is bug that allows NPRs to be spawned on worlds that do not have colony cost 0 for them, it seems that this NPR was hit by this bug. This possibly screwed the NPR to create this situation?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on April 08, 2021, 01:37:27 PM
I don't know, probably. Definitely seems to be a bug somehow.
I was trying to trace back jump points to a system that I also know and then go and find them, but I gave up on this, it's tedious. Is there a simpler way to find a path to a given system?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 08, 2021, 02:18:18 PM
For me the NPRs spawn on otherwise cost 0 worlds with a tinge of chlorine gas for some reason. It's why I always SM check NPR homeworlds when I discover an NPR so that I can SM fix things.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 08, 2021, 03:07:30 PM
 - What does "Ban Body" do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 08, 2021, 06:15:01 PM
Prevent civilians from using that planetary body as destination for anything.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 08, 2021, 06:55:28 PM
Prevent civilians from using that planetary body as destination for anything.

 - Does it stop CMCs from forming on them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 08, 2021, 08:59:34 PM
Prevent civilians from using that planetary body as destination for anything.
- Does it stop CMCs from forming on them?
Yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 08, 2021, 09:04:56 PM
Prevent civilians from using that planetary body as destination for anything.
- Does it stop CMCs from forming on them?
Yes

Hell yeah!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on April 08, 2021, 09:35:26 PM
I don't know, probably. Definitely seems to be a bug somehow.
I was trying to trace back jump points to a system that I also know and then go and find them, but I gave up on this, it's tedious. Is there a simpler way to find a path to a given system?

There won’t even be a path between you if you haven’t discovered any systems in common. A fairly simple SQL query should give you a list of all systems you have in common.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 09, 2021, 01:06:37 AM
Is it possible to "sell" components to another player race in exchange of TN minerals?

For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.

(I guess I would make some exchange rate depending the availability of minerals)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on April 09, 2021, 02:41:31 AM
Is it possible to "sell" components to another player race in exchange of TN minerals?

For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.

(I guess I would make some exchange rate depending the availability of minerals)
That would honestly be a great addition for a multiplayer game... one specialises one thing, the other the next thing and they trade components to build better ships. Though probably not possible to implement quickly with the actual game code, I would love to be able to do this... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 09, 2021, 04:51:32 AM
Is it possible to "sell" components to another player race in exchange of TN minerals?

For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.

(I guess I would make some exchange rate depending the availability of minerals)
You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on April 09, 2021, 05:21:50 AM
You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.

can't one just build a ship with the component to trade, transfer it to the other party, who then scrap it for components?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 09, 2021, 06:06:22 AM

can't one just build a ship with the component to trade, transfer it to the other party, who then scrap it for components?

Hmm... that is a very nice idea. Something like a "container" for the trade.

And how about the payment? How can we transfer TN minerals?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 09, 2021, 09:04:30 AM

can't one just build a ship with the component to trade, transfer it to the other party, who then scrap it for components?

Hmm... that is a very nice idea. Something like a "container" for the trade.

And how about the payment? How can we transfer TN minerals?

It might be possible to "trade" components by dropping them off at an empty colony which is then "invaded" by ground forces of the other power. I'm not sure if component stockpiles transfer in this case but missile stockpiles do so it should work the same way.

Otherwise there's always DB editing if you don't mind never submitting another bug report...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on April 09, 2021, 10:05:43 AM
Hmm... that is a very nice idea. Something like a "container" for the trade.

And how about the payment? How can we transfer TN minerals?

sorry, I wrongly remembered seeing that option for fleets as well, but I was wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 09, 2021, 04:05:20 PM
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jethro_E7 on April 10, 2021, 03:29:13 AM
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons.   I go to the build ground unit section, select static, and it just isn't there.   
I thought I had the prerequisites, but I must be missing something.   
What is it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on April 10, 2021, 04:14:21 AM
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons.   I go to the build ground unit section, select static, and it just isn't there.   
I thought I had the prerequisites, but I must be missing something.   
What is it?

I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on April 10, 2021, 04:25:58 AM
Is it possible to "sell" components to another player race in exchange of TN minerals?

For example, the race A has developed a new engine and race B wants a few of them. Is it possible to make (via SM or diplomacy) somekind of transaction like 5 M-ID150-100 in exchange of 1300 duranium tons.

(I guess I would make some exchange rate depending the availability of minerals)
You cannot trade components between factions. Ships and technology yes, components nope. You can use SM mode to adjust wealth and facilities to simulate "trade" in those but even SM doesn't let you make components.

Is it actually possible to transfer ships and technology in C#... I have waited for this before starting any true multi-faction campaigns as I see this as a necessary thing to have. I know I can do it in the DB but that is not optimal solution?

I also have yet to find a way to edit wealth either which is a but odd... useful for use as money between factions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jethro_E7 on April 10, 2021, 05:06:02 AM
Quote from: froggiest1982 link=topic=11545. msg150308#msg150308 date=1618046061
Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons.    I go to the build ground unit section, select static, and it just isn't there.   
I thought I had the prerequisites, but I must be missing something.   
What is it?

I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.

Thanks for trying to help, I seem to have developed that - I tried both gauss and lasers, but no luck. .   
What else could it be?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 10, 2021, 05:13:40 AM
The only way to "trade" ships is by boarding them. SM in a boarding ship, SM in a boarding party, load it, move the ship to wherever it needs to be, set the target ships speed to 1 so your boarders don't all die, board the ship, click until the crew is dead, and voila! You now have a ship that traded hands from one empire to another. It still has a hole in it's armor and a 1-month abandon-overhaul modifier tho.

Trading components via drops and invasions of uninhabited rocks is also something that works.

Quote from: froggiest1982 link=topic=11545. msg150308#msg150308 date=1618046061
Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons.    I go to the build ground unit section, select static, and it just isn't there.   
I thought I had the prerequisites, but I must be missing something.   
What is it?

I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.

Thanks for trying to help, I seem to have developed that - I tried both gauss and lasers, but no luck. .   
What else could it be?

Do you have the other techs that go into a functional weapons, beam fire controls, active sensors and reactors?

Otherwise, just to be sure, you go to the unit class design tab, hit static (only static), hit STO-Weapon, and then select something from the list that should populate.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 10, 2021, 05:23:32 AM
I also have yet to find a way to edit wealth either which is a but odd... useful for use as money between factions.

Oho - turns out the green numbers in Wealth / Trade are NOT modifiable in SM mode, which I thought they were. Well, that leaves us technology and facilities (including shipyards) unless you want to do component/ship trades via combat. I assume this has been brought up in Suggestions multiple times now - being able to trade wealth would be very useful for multi-faction games.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jethro_E7 on April 10, 2021, 05:37:51 AM
Right - Needed to develop the active search sensor. . .    ::)
Thanks so much, the feedback helped me methodically track it back. .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 10, 2021, 11:11:12 AM
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.

Where? I don't see it.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 10, 2021, 12:02:37 PM
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.

Where? I don't see it.

Thanks!

Not literal trading, but you can in SM mode change mineral stocks for any (player race) colony. Economics screen --> Mining tab --> uncheck "Double-click Sets Reserve Amount" at lower-left --> double click any resource to set the stockpile.

Just add +X to one race and take away -X from another race to "trade" minerals.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on April 10, 2021, 04:35:02 PM
The only way to "trade" ships is by boarding them. SM in a boarding ship, SM in a boarding party, load it, move the ship to wherever it needs to be, set the target ships speed to 1 so your boarders don't all die, board the ship, click until the crew is dead, and voila! You now have a ship that traded hands from one empire to another. It still has a hole in it's armor and a 1-month abandon-overhaul modifier tho.

Trading components via drops and invasions of uninhabited rocks is also something that works.

Quote from: froggiest1982 link=topic=11545. msg150308#msg150308 date=1618046061
Quote from: Jethro_E7 link=topic=11545. msg150307#msg150307 date=1618043353
I'm getting a little frustrated as I can't seem to find a way to build surface to orbit weapons.    I go to the build ground unit section, select static, and it just isn't there.   
I thought I had the prerequisites, but I must be missing something.   
What is it?

I seem to remember that until you have a suitable weapon (not the tech) researched (such as a laser) you cannot build any STO.

Thanks for trying to help, I seem to have developed that - I tried both gauss and lasers, but no luck. .   
What else could it be?

Do you have the other techs that go into a functional weapons, beam fire controls, active sensors and reactors?

Otherwise, just to be sure, you go to the unit class design tab, hit static (only static), hit STO-Weapon, and then select something from the list that should populate.

To be honest I think it is probably much easier to trade race technology and ships by modifying the database directly... I have done that a few times on the games that I have played. For ships you just change the race they belong to and make sure they are under the main admin when transferred. Strip of any officers also before you do that as well to be sure you don't end up with some errors or corruptions.

For technology you just duplicate a technology and then transfer it to the race you wan to have it... I do this with licensed production of components for example.

I really do hope that Steve will add in the possibility to transfer race technology, ships and modify Wealth so you don't have to mess with the database to so anymore.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on April 10, 2021, 04:39:35 PM
You can "trade" minerals via SM mode. You can edit the size of mineral stockpile for each player faction. So just deduct X amount from A and add X amount to B.

Where? I don't see it.

Thanks!

Not literal trading, but you can in SM mode change mineral stocks for any (player race) colony. Economics screen --> Mining tab --> uncheck "Double-click Sets Reserve Amount" at lower-left --> double click any resource to set the stockpile.

Just add +X to one race and take away -X from another race to "trade" minerals.

In my opinion there should be an optional screen in the diplomacy area to trade things between player controlled empires... you should be able trade race technology, ships and Wealth at a minimum there... minerals might be a bit tricky as they are planet based. But allow us to at least unload minerals and facilities with any player race with have a trade pact with, that way we can do this in game properly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 11, 2021, 12:13:10 AM
I'm testing in my 2 races playthrought (15% research rate).

Race A have developed Grav Sensors and Race B wants 4 of them.

I will create a "container" ship that includes 2 x Grav Sensors each. The cost for it is (because of the duranium armour and the crew quarters, I consider that the "manipulation cost"):

Duranium 7.9
Mercassium 4.5
Uridium 200
Total: 212.40

Wealth: 212.40

My question is.. are those 212.40 wealth removed from the race A plus the minerals? Or does it take just the minerals and the wealth value is informative?

(for those of you who are asking what will be the payment, it will be 2000 Corundium, there is a bit of lack in that mineral, and 400 uridium. Also, as the retool to the container takes less than a day, I will create it using SM after waiting the time that would be needed using the construction capacity to build them.. one month).

EDIT: I'm trying to find the way to transfer the container to the other race, and I can't find it. How can I transfer it? (the transfer button on misc. tab is no longer there)

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 11, 2021, 06:18:00 AM
EDIT: I'm trying to find the way to transfer the container to the other race, and I can't find it. How can I transfer it? (the transfer button on misc. tab is no longer there)

The only way to "trade" ships is by boarding them. SM in a boarding ship, SM in a boarding party, load it, move the ship to wherever it needs to be, set the target ships speed to 1 so your boarders don't all die, board the ship, click until the crew is dead, and voila! You now have a ship that traded hands from one empire to another. It still has a hole in it's armor and a 1-month abandon-overhaul modifier tho.

Trading components via drops and invasions of uninhabited rocks is also something that works.

Suggestion: Grav sensors are pretty small, you might be able to get away with building those packages in a fighter factory.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 11, 2021, 06:33:46 AM
Dang, I need the boarding ship tech. Ok, I think I will give it for free to both empires.

Thanks!

EDIT: It is not as easy as boarding tech. It also requires powered armour and boarding capable troops :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 11, 2021, 06:51:19 AM
powered armor and boarding capability is optional, just makes the troops better at it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 11, 2021, 11:30:53 AM
I never tried to board without boarding capability (powered armor is the requirement for the boarding capability).

Will try it. Thanks a bunch Zap0!!

Edited:

It worked. I created a "Trade Center" ship with an engine a small board module, also I created a "customs team" with a bunch of soldiers to load on it.

As the container where the gravitational sensors were located was very small, the board was quick and clean. Now the question I have... could I mount a grav sensor without the tech? I wilm see it tomorrow 😁
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on April 11, 2021, 02:21:45 PM
Now the question I have... could I mount a grav sensor without the tech? I wilm see it tomorrow 😁

There is a checkbox labeled “Use Alien Components” in the class design window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Fray on April 18, 2021, 09:04:05 AM
Do tactical officers affect the chance to hit of missiles, or only beams?

I want to believe yes

I'm fairly certain I have seen it have an effect, since I've seen missiles launched from identical ships have different hit% chances in the same fleet-wide volley, but I've not correlated this with Tactical skills explicitly.

By the way, I ended up testing this myself with some AMMs vs missiles. The answer is yes, tactical officers do affect the CTH of missiles. Learned some more about missile EWAR while I was at it. Here's some math.

The tactical officer bonus is applied multiplicatively. Let's say you have a base CTH of 25% and a Tactical Bonus of 20%. Your modified CTH will then be: (25%)(1.2) = 30%

I also learned that ECM/ECCM affect the CTH additively.This has huge implications for AMMs. Let's say again that your AMMs have a base CTH of 25%, which in my experience is pretty reasonable assuming equal tech levels. Now let's give the enemy missiles ECM10. Since EWAR is applied additively, your AMM's modified CTH is 15%. Your total hits on the incoming missiles is thus reduced by a whopping 40%. Obviously that's devastating to the viability of your defense. So clearly it's extremely important in C#, if you're going to use AMMs, to not be outclassed by the enemy ECM. You absolutely need to keep up in that tech, and you must put ECCM on AMMs if there's any chance of your enemy using ECM. Of course, fitting any kind of EWAR on an AMM is pretty tough since you need them to stay small. It's a pretty challenging situation overall!

In fact it affects weapons with low CTH across the board. If you're using some sort of turretless beam PD, such as railguns, that relies on volume of fire rather than a high CTH, then missile ECM will hurt you vey badly. Of course, it's far easier to fit ECCM on a ship than on AMMs.

Interestingly, EWAR effects seem to get applied after tactical bonuses. So if you have a base CTH of 25%, modified by a 20% tactical bonus to 30%, ECM10 will then reduce the final CTH to 20%.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 19, 2021, 01:05:05 AM
How can I set a map label in the galactic map? I can't find the way to even place a label.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on April 19, 2021, 08:36:16 AM
How can I set a map label in the galactic map? I can't find the way to even place a label.

Thanks!

Go to the Map Labels tab and clock New Label. There is a bug (fixed in 1.13) that is placing the labels off screen to the left. If you drag the map to the right, you should see the new label. Then use click-drag to move it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 20, 2021, 06:34:31 AM
Is it just to me.. or all the images and icons are broken?

(https://i.imgur.com/8OZBNFJ.jpg)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 20, 2021, 08:12:28 AM
There's a Forum Issues sub-forum for these kinds of things. This thread should have a solution for you:
http://aurora2.pentarch.org/index.php?topic=12356.0 (http://aurora2.pentarch.org/index.php?topic=12356.0)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 20, 2021, 09:21:08 AM
It is weird, but when I clicked on that link it solved!!

Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SevenOfCarina on April 20, 2021, 02:23:57 PM
Does anyone know the exact conversion rate between crew members and crew ground units in boarding combat?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 20, 2021, 02:33:18 PM
Does anyone know the exact conversion rate between crew members and crew ground units in boarding combat?

Each crew member is modeled as an INF unit with half your racial armor and HP, armed with racial PWL (so with 1/2 your racial attack and AP, as per that weapon's stats).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on April 21, 2021, 02:54:23 PM
The last I heard, the tactical officer's bonus was TBD.  Has this been determined yet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on April 21, 2021, 04:06:17 PM
The last I heard, the tactical officer's bonus was TBD.  Has this been determined yet?

Tactical officers can add 100% of their tactical bonus to the ship. Tactical bonus increase chance hit with beam/missile weapons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 22, 2021, 05:08:14 AM
I have captured a bunch of aliens and I moved them to my capital planet. I have a few questions:

1. Can they be "relocated" to another planet?

2. What can I do with them (regardless the autopsy). I built a few forced labour construction (I did it for them.. to keep them fit :D :D), but I don't know if there are somekind of prison installation or something.

3. How can I get information from them? (I read that they can provide some information from their empire)

Thanks :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on April 22, 2021, 09:03:44 AM
1. Ship them around like any other population using cryo.

2. You can use them as population to operate any facilities (i.e. factories, labs, shipyards...)

3. You get info when you capture ship crew or when you conquer an alien colony. If the population is in your possession, all the info you are going to get has already been obtained.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 22, 2021, 09:09:18 AM
If you're talking about prisoners from life pods that show up on the right column of the colony overview, you can't move them and are stuck with them on your world forever. They don't count as regular population, so you can't move them with cryos, have them man facilities or get used in labor camps. You can do the autopsy with them though. The intel is gained when you pick them up from the life pod, a small ship's worth of crew or a few usually doesn't give you enough intel points to actually trigger anything to happen, resulting in you not getting any messages about gaining intel at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 23, 2021, 03:28:56 PM
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on April 23, 2021, 04:04:23 PM
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.

There is some benefit since accuracy at 10kkm depends on range (range is proportional to fraction of maximum)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 23, 2021, 05:50:40 PM
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.

There is some benefit since accuracy at 10kkm depends on range (range is proportional to fraction of maximum)

To be specific, beam weapon accuracy at range is determined solely by the BFC, as:
Code: [Select]
ACC% = 100% * (1 - target_range / BFC_max_range)this means there are diminishing returns for BFC range, which means BFC size. For example, a BFC with 50k range will give 80% base accuracy at 10k range, however to get 90% base accuracy you need to have a BFC with 100k range - double the tonnage for only +10% accuracy. Doubling the tonnage again to 200k range will give only +5% more. I usually try for 80% or 90% depending on how advanced my BFC tech is, for PD fire controls. For main fire controls of course you want maximum range to gain accuracy at your weapon maximum range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 24, 2021, 03:16:59 AM
I have max range firecontrols for my 15cm rails, so those should be fairly accurate.
I'll reduce the range for the PD ones and play around with some prototypes. Great feature that one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 24, 2021, 12:23:05 PM
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.

Shaving 50T off of an AMM BFC is probably going to reduce accuracy more than I would want to live with, especially if all I get out of it is a 50T thermal sensor.
If the ships these are on ever travel in groups, the extra sensors don't do anything for you.

So I guess it depends on the mission profile.
If this is a standalone ship/base intended for cheap, minimal, mobile colony defense, then it might be worthwhile.
If this is a mainfleet ship, I'd rather make it really good at what it does, and let my sensor ships be really good at providing thermal info.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 24, 2021, 04:03:17 PM
I don't have sensor ships (yet). Everybody gets a 250t active sensor with a resolution fitting for its job.
I had a couple tons left, so I didn't need a full 50t and I have 2 firecontrols. But ...
I played around a bit, made slightly smaller firecontrols and ended up with enough space for another gun after fiddling around a bit, so still no thermal sensor. :D

I wish reduced research speed didn't apply to racial components, just to basic research.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: YABG on April 24, 2021, 04:58:59 PM
Anyone know if there's an option to transfer a fleet/ship to another race's control? Want to test out some little beam fighters and I'm hoping to avoid designing things twice. I think there's something like this but I just don't know where the button is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on April 24, 2021, 05:02:55 PM
What he said
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 24, 2021, 05:09:10 PM
Anyone know if there's an option to transfer a fleet/ship to another race's control? Want to test out some little beam fighters and I'm hoping to avoid designing things twice. I think there's something like this but I just don't know where the button is.

No such button exists.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: YABG on April 24, 2021, 05:35:29 PM
Anyone know if there's an option to transfer a fleet/ship to another race's control? Want to test out some little beam fighters and I'm hoping to avoid designing things twice. I think there's something like this but I just don't know where the button is.

No such button exists.

Ah shoot, well it shouldn't take much longer to set things up properly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 27, 2021, 08:54:49 AM
When I use the "Assign New" button, the name of the selected research project is appended with "(N)".
That's cool.

I also have a research project appended with "(SW)".
What does that mean....wait, nevermind--the project is for a single weapon beam fire control.
The "(SW)" is part of the proper project name, not appended by any reason relating to lab assignments.

Well, I'll post this anyway as it may help someone searching for an answer in the future.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 28, 2021, 10:16:23 AM
Is there a way to SM-edit the amount of fuel at a colony?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 28, 2021, 11:24:32 AM
Is there a way to SM-edit the amount of fuel at a colony?

No, but you can SM-edit the fuel on a tanker in orbit and transfer the difference up/down as a workaround. Not sure if he changed it, but you could give ships something like negative 50m fuel and have them fuel up from the colony again to drain that much extra.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on April 28, 2021, 03:02:13 PM
I don't understand how replacement ground units work (both manually and auto)... Could you help me?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on April 28, 2021, 04:06:18 PM
The last I heard, the tactical officer's bonus was TBD.  Has this been determined yet?

Tactical officers can add 100% of their tactical bonus to the ship. Tactical bonus increase chance hit with beam/missile weapons.

Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on April 28, 2021, 04:21:04 PM
Hi Everyone.
Just building my own Active Sensor Model.
Does anyone know what the PI is short for in the formula below.
Apologies if its terribly simple but ive tried making it the subject of the formula, which works, but cant re-create it for other resolution values which stumped me.   
I cant see any other related posts when searching. 

Specifically using the formula: 
Sensor Range = SQRT((Racial Sensor Strength * HS * Racial EM Sensitivity * (Resolution ^ (1/1. 5)) / PI) * 1,000,000 km

Formula mentioned here:  hxxp: aurora2. pentarch. org/index. php?topic=8495. msg102701#msg102701

Thank you in advance :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 28, 2021, 04:35:39 PM
Hi Everyone.
Just building my own Active Sensor Model.
Does anyone know what the PI is short for in the formula below.
Apologies if its terribly simple but ive tried making it the subject of the formula, which works, but cant re-create it for other resolution values which stumped me.   
I cant see any other related posts when searching. 

Specifically using the formula: 
Sensor Range = SQRT((Racial Sensor Strength * HS * Racial EM Sensitivity * (Resolution ^ (1/1. 5)) / PI) * 1,000,000 km

Formula mentioned here:  hxxp: aurora2. pentarch. org/index. php?topic=8495. msg102701#msg102701

Thank you in advance :)
PI is Pi. 3.14etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on April 28, 2021, 04:57:55 PM
PI!  Facepalm!  Seems so obvious now, thank you. 


Also another one please as it still isnt working for me. .

Q: How does the sensor size variable fit into that formula? 

I assumed "HS" was the size of ship the sensor was searching for.

Thank you :)

(forgot to mention am on latest patch)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on April 28, 2021, 05:07:56 PM
I'm pretty sure HS is the size of the sensor itself.  Resolution is the size of ship it's searching for optimally
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on April 28, 2021, 06:03:36 PM
I still cant recreate results.  >:(

Screenshot of Game data versus the results Steve posted which match versus 1000 & 250 tonnes
Res 200,
Size 1.   
21 strength
11 sensitivity.

Has anyone else managed to build a model or replicate the results?

Apologies if I am missing something very obvious (Like PI!). 
Thank you :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 28, 2021, 06:30:07 PM
I still cant recreate results.  >:(

Screenshot of Game data versus the results Steve posted which match versus 1000 & 250 tonnes
Res 200,
Size 1.   
21 strength
11 sensitivity.

Has anyone else managed to build a model or replicate the results?

Apologies if I am missing something very obvious (Like PI!). 
Thank you :)

This looks like it matches almost exactly except for a small error in the maximum range which is only 60 km difference and probably a floating point mismatch.

Make sure you are comparing to the C# values on the right, not the VB6 values on the left.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on April 29, 2021, 04:11:56 AM
No that doesn't work.   The screenshot is from the Steve post.   I was demonstrating my version of the game matched his results.

Its the "formula inner workings" I am trying to determine :)

Apologies if I confused anyone inadvertently. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 29, 2021, 11:07:46 AM
No that doesn't work.   The screenshot is from the Steve post.   I was demonstrating my version of the game matched his results.

Its the "formula inner workings" I am trying to determine :)

Apologies if I confused anyone inadvertently.

Ah. No problem then.

The formula for active sensor range is already in Steve's post but I will re-write it here in a slightly more readable form for the sake of discussion:

Code: [Select]
RANGE = SQRT(STR * HS * SEN * RES^(2/3) / PI) * 1,000,000 km

where:
  STR = racial grav sensor strength
  HS = sensor size in HS, 1 HS = 50 tons
  SEN = racial EM sensor sensitivity
  RES = sensor resolution in HS
  PI = 3.1416

Be aware that the information in the notes box during component creation is out of date but Steve hasn't changed it for some reason. Also note that Steve uses PI = 3.1416 exactly, and using a more accurate value will cause you to be off by a few km.

Anyways, for an example take the sensor you've designed with STR = 21, HS = 1.0, SEN = 11, and RES = 200:

Code: [Select]
RANGE = SQRT(21 * 1.0 * 11 * 200^(2/3) / 3.1416) * 1,000,000 km = 50,146,491 km
The sensor model works exactly as advertised. Make sure you are using the correct formula and the correct values for all variables.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 29, 2021, 11:21:15 AM
Per Steve:

Quote
For C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).

My current scan of a planet shows an alien ground forces signature of 2,900tons.
Is my scanner compensating for the division by 100, or is the total signature of the ground force formation elements on the planet actually 290,000tons?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 29, 2021, 11:50:12 AM
Per Steve:

Quote
For C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).

My current scan of a planet shows an alien ground forces signature of 2,900tons.
Is my scanner compensating for the division by 100, or is the total signature of the ground force formation elements on the planet actually 290,000tons?

The latter. The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.

Good luck.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 29, 2021, 12:35:31 PM
The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.

Good luck.
Yeesh.
The planet's terrain type is "Jungle Mountain," which has a max fortification modifier of x3.
So, yeah. If these guys are dug in at all (which they probably are), I'm looking at several million tons of bugs to squash.
I could just nuke them, if I didn't want the planet so much.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 29, 2021, 12:45:32 PM
The planet's terrain type is "Jungle Mountain," which has a max fortification modifier of x3.

It literally couldn't be worse
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 29, 2021, 01:01:52 PM
The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.

Good luck.
Yeesh.
The planet's terrain type is "Jungle Mountain," which has a max fortification modifier of x3.
So, yeah. If these guys are dug in at all (which they probably are), I'm looking at several million tons of bugs to squash.
I could just nuke them, if I didn't want the planet so much.

Ayeeeeep.

Assuming the aliens have CON elements present, maximum fortification would be 6x for INF/STA and I believe 3x for VEH elements. Assuming a 2:1 infantry to tank ratio of formations, you're probably looking at an average 15x multiplier here so in the neighborhood of 4.5 million tons of ground forces - all of course heavily fortified and just waiting for some clueless human battalion to wander into the line of fire. Given the fortification levels involved you probably need something like 15 million tons of forces to weed them out, and 20 or 25 million would be far more comfortable in terms of assuring a safe margin of victory.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 29, 2021, 03:06:59 PM
...you probably need something like 15 million tons of forces...

The governor of my HW spit his coffee when he read that.

I guess I could park a massive terraforming fleet in orbit for a decade or two and strip off enough oxygen to kill the jungle (my game has 10% TF rate).
That would get the fortification modifier down to 2, which reduces my theoretical force requirement by a third.
I mean, 10 million tons of forces sounds like a bargain at this point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Sebmono on April 29, 2021, 03:27:45 PM
If I have the "No Maintenance Required" option checked on in game options, are MSPs still needed to repair battle damage (via Damage Control) outside of a shipyard?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 29, 2021, 03:47:07 PM
If I have the "No Maintenance Required" option checked on in game options, are MSPs still needed to repair battle damage (via Damage Control) outside of a shipyard?

Yes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on April 30, 2021, 07:07:37 AM
Pi is short for Pi the fundemental mathamatical constant
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 30, 2021, 08:30:23 AM
Boat Bays:      cost 25 and provide 250t of parasite space in 262.5 tons of ship space with 3 crew and 1 HTK.
Hangar Decks:      100                   1000t                                 1050 tons                             12 crew        4 HTK

So, a Hangar Deck seems exactly equivalent to four Boat Bays.
Why would I ever care to research Hangar Decks?
Is there some advantage I am overlooking (other than the rather dubious advantage of absorbing 3 hits before losing any hangar space at all)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 30, 2021, 11:06:06 AM
Boat Bays:      cost 25 and provide 250t of parasite space in 262.5 tons of ship space with 3 crew and 1 HTK.
Hangar Decks:      100                   1000t                                 1050 tons                             12 crew        4 HTK

So, a Hangar Deck seems exactly equivalent to four Boat Bays.
Why would I ever care to research Hangar Decks?
Is there some advantage I am overlooking (other than the rather dubious advantage of absorbing 3 hits before losing any hangar space at all)?

Other than the HTK, no, as the costs are identical.

IMO Steve should scrap the Boat Bay techs and just make them automatic research from Hangar Bays at this point. The +3 HTK is admittedly a nice bonus but not really worth 4k RP for a ship type that should not ever be getting hit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 30, 2021, 11:08:51 AM
Sounds like a reasonable suggestion. Before this patch the hangar bay was more efficient, or rather the smaller boat bays had a larger tonnage overhead than the hangar deck.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on April 30, 2021, 05:57:50 PM
Question: Does electronic hardening do anything if your electronics component has an HTK of 0?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 30, 2021, 06:19:03 PM
Question: Does electronic hardening do anything if your electronics component has an HTK of 0?

Yes, pretty sure electronic damage is a binary thing where a component either survives or is destroyed with no consideration for HTK. So electronic hardening gives a % chance the component survives the electronic damage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 30, 2021, 07:19:55 PM
Boat Bays:      cost 25 and provide 250t of parasite space in 262.5 tons of ship space with 3 crew and 1 HTK.
Hangar Decks:      100                   1000t                                 1050 tons                             12 crew        4 HTK

So, a Hangar Deck seems exactly equivalent to four Boat Bays.
Why would I ever care to research Hangar Decks?
Is there some advantage I am overlooking (other than the rather dubious advantage of absorbing 3 hits before losing any hangar space at all)?

Other than the HTK, no, as the costs are identical.

IMO Steve should scrap the Boat Bay techs and just make them automatic research from Hangar Bays at this point. The +3 HTK is admittedly a nice bonus but not really worth 4k RP for a ship type that should not ever be getting hit.

 - Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on April 30, 2021, 08:28:03 PM
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.

Wait I thought that was only based on engineering tonnage / vs total tonnage. Why would that even make a difference?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 30, 2021, 09:03:29 PM
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.

Wait I thought that was only based on engineering tonnage / vs total tonnage. Why would that even make a difference?

 - Max Repair for a Hangar Deck is 100MSP, Max Repair for a Boat Bay is 25MSP. So 4x Boat Bays extends the life by needing less MSP per breakdown, while the Hangar Deck NEEDS 100 MSP for a breakdown. Yes, yes the 4x Boat Bays will (on paper at least) breakdown 4x as much, but that's counterbalanced heavily by the fact that only one or two might break, resulting in an overall increase of Maintenance Life.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 30, 2021, 09:15:29 PM
Yeah, that needs some tweaking. Just tested this and the ship with 4 Boat Bays even had better IFR / AFR... that's busted.

Wait I thought that was only based on engineering tonnage / vs total tonnage. Why would that even make a difference?

 - Max Repair for a Hangar Deck is 100MSP, Max Repair for a Boat Bay is 25MSP. So 4x Boat Bays extends the life by needing less MSP per breakdown, while the Hangar Deck NEEDS 100 MSP for a breakdown. Yes, yes the 4x Boat Bays will (on paper at least) breakdown 4x as much, but that's counterbalanced heavily by the fact that only one or two might break, resulting in an overall increase of Maintenance Life.

Hangars and boat bays don't suffer maintenance failures.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 30, 2021, 09:38:42 PM
EDIT: Sorry for the huge-ness...

(https://cdn.discordapp.com/attachments/837880336536698893/837880361593471017/unknown.png)

(https://cdn.discordapp.com/attachments/837880336536698893/837880409810927636/unknown.png)

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 30, 2021, 09:59:20 PM
EDIT: Sorry for the huge-ness...
(two huge pics)

Those ships have identical AFR and IFR.


The estimated 1yr and 5yr usage is erroneous.
Apparently that calculation doesn't realize that those components are not subject to maintenance failures.
I wonder if the same error shows up for two ships differing only by the number and type of cargo bays.

The max repair numbers are correct...it costs 25 to repair the bay, and 100 to repair the hangar.
Those components can be hit, they just can't fail due to maintenance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on April 30, 2021, 10:12:16 PM
EDIT: Sorry for the huge-ness...
(two huge pics)

Those ships have identical AFR and IFR.


The estimated 1yr and 5yr usage is erroneous.
Apparently that calculation doesn't realize that those components are not subject to maintenance failures.
I wonder if the same error shows up for two ships differing only by the number and type of cargo bays.

The max repair numbers are correct...it costs 25 to repair the bay, and 100 to repair the hangar.
Those components can be hit, they just can't fail due to maintenance.

 - Oh, woops. I meant 1YR / 5YR, sorry for the confusion. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on May 01, 2021, 12:13:05 AM
Is there a way to set ground troop elements to a starting field position? Its tedious to put 100s of units into Support, Rear and so on... Would be nice if these were given a position in "formation template" ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 01, 2021, 09:53:57 AM
Is there a way to set ground troop elements to a starting field position? Its tedious to put 100s of units into Support, Rear and so on... Would be nice if these were given a position in "formation template" ???

Although you are correct that a default field position would be ideal, in 1.13 this issue was heavily alleviated with the addition of a 3rd checkbox when selecting the field position. It lets you set the field position of ALL formations at the same body that have the same replacement template at once.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: firsal on May 01, 2021, 11:29:39 AM
Hello! Will civilian ships make us of commercial jump tenders to transit across jump points? Thinking about a campaign where in lieu of jump stabilization, "jump gates" (i.e. engine-less jump tenders) are the main means of commercial FTL transit, and I wanna make sure it's feasible before starting up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on May 01, 2021, 11:33:21 AM
To the best of my knowledge civilians only use stabilized jump points, because they need to be certain they can get back.
I'm not certain but you might get civilian ships spawning near large colonies rather than just your home system.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 01, 2021, 11:58:56 AM
Hello! Will civilian ships make us of commercial jump tenders to transit across jump points? Thinking about a campaign where in lieu of jump stabilization, "jump gates" (i.e. engine-less jump tenders) are the main means of commercial FTL transit, and I wanna make sure it's feasible before starting up.

Civ ships will only use jump gates.
They will not use jump tenders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on May 04, 2021, 01:32:27 AM
Is there anyway to scrap ground units to recover the minerals?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 04, 2021, 07:24:13 AM
Is there anyway to scrap ground units to recover the minerals?

There will be in 1.14 (http://aurora2.pentarch.org/index.php?topic=12523.msg151069#msg151069):

Quote
In v1.14.0, you can scrap ground units for thirty percent of their wealth and minerals.

On the Ground Forces window, select a ground unit formation and click the new 'Scrap Formation' button. All elements within the formation will be scrapped. Wealth is added to the racial balance and minerals are added to the parent population stockpile.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on May 06, 2021, 07:44:06 AM
 - Is there any good reason not to turn all of your Sorium into fuel? Like, is there some other use of the mineral, or should I just let my Fuel Refineries have at it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 06, 2021, 09:15:04 AM
- Is there any good reason not to turn all of your Sorium into fuel? Like, is there some other use of the mineral, or should I just let my Fuel Refineries have at it?

You might find this post (http://aurora2.pentarch.org/index.php?topic=11882.msg140604#msg140604) useful.

Short answer: the only other use for sorium is in Jump Engines and JP Stabilization modules.
So, don't run yourself completely out, but generally speaking you can feed it all to your refineries, as long as you can siphon some off when needed to build jump ships and gate builders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 06, 2021, 11:37:53 AM
It's not a bad idea to make a sort of emergency storage for minerals - use Luna (if there's no industry there) or Ceres for it, put down 1k tons of each mineral (maybe 2k Duranium), and then leave it untouched until a case of extreme emergency emerges.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on May 06, 2021, 04:22:41 PM
Whats the best way to order a tanker to refuel a stranded ship? Ideally one where it doesn't join the task group its refueling. Its such a pain I often use the SM to just cheat in fuel instead trying to finagle a tanker to do its job...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on May 06, 2021, 04:25:51 PM
- Is there any good reason not to turn all of your Sorium into fuel? Like, is there some other use of the mineral, or should I just let my Fuel Refineries have at it?

You might find this post (http://aurora2.pentarch.org/index.php?topic=11882.msg140604#msg140604) useful.

Short answer: the only other use for sorium is in Jump Engines and JP Stabilization modules.
So, don't run yourself completely out, but generally speaking you can feed it all to your refineries, as long as you can siphon some off when needed to build jump ships and gate builders.

 - I forgot about that list... thanks! :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 06, 2021, 04:34:05 PM
Whats the best way to order a tanker to refuel a stranded ship? Ideally one where it doesn't join the task group its refueling. Its such a pain I often use the SM to just cheat in fuel instead trying to finagle a tanker to do its job...

Give the tanker orders to move to the ship.
When it arrives, give the ship orders to refuel from the stationary tanker.

I really, really, really wish we had a "Transfer fuel to target fleet" order.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 07, 2021, 09:21:42 AM
Had a question (once again) about Ground Forces and HQs. I'm playing a new game in 1.13.0, and to simplify things I used the "Auto-design ground units" option during empire creation.

(https://i.imgur.com/IpYE0Dpl.png) (https://i.imgur.com/IpYE0Dp.png)

I attached a screenshot of the auto-designed Infantry Brigade HQ, as well as the auto-design Infantry Regiment except that I've replaced the basic Infantry with same-size units upgraded with Power Armor.

The Brigade HQ shows HQ50, which *I believe* means it can effectively command 50,000 *tons* of units between the Brigade HQ size and any subordinate units. Looking at the screenshot, since the Brigade HQ is 11,992 tons, and the Infantry Regiment is 15,624 tons, that means the Brigade HQ can at most have 2 Infantry Regiments as subordinates (total tonnage: 43,240 tons) without incurring penalties. Is that correct?

The game seems to have auto-designed the Infantry regiments with only HQ7, even though they are 15,624 tons. Does that mean each unit inherently will have penalties to Commander bonuses due to insufficient HQ?

It would definitely reduce a lot of confusion if there was an indicator showing when HQ capabilities have been exceeded, and/or how much penalty is being incurred due to exceeding HQ limit. Unless I'm missing it I'm just not sure how to tell what an effective OOB would be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 07, 2021, 09:47:13 AM
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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 08, 2021, 08:08:17 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Silvarelion on May 08, 2021, 08:55:25 AM
Is there a way to self destruct missiles?  Accidently put 4 navigation buoys on a single jump point
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 08, 2021, 09:42:59 AM
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.

Is there a way to self destruct missiles?  Accidently put 4 navigation buoys on a single jump point

Not easily. The best solution would be to have a separate player race, spawn in a PD ship with SM mode, and shoot the missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 08, 2021, 10:02:58 AM
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?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 08, 2021, 10:40:03 AM
You can drag the HQ elements to the XEN formations and delete the empty ex-HQ formations.

Or you can use the replacements/series system to do this which has the side benefit of getting things set up correctly for any future replacements needs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on May 08, 2021, 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.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on May 08, 2021, 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 :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on May 09, 2021, 02:24:41 AM
I'm having problems with my point defense missiles.  I've got res 1 fire control and sensors, size 1 missiles and launcher's, the fire control is set to 5 missiles per salvo, but the only way they will fire is if I assign a salvo as a target and open fire.  In vb6 you didn't have to do that.  You just assigned your missiles to a fire control and set the control to the number of missiles per salvo and they would fire automatically.  What am I missing?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on May 09, 2021, 02:59:31 AM
Are the missiles being detected by your res 1 sensor in the increment before impact? If they're fast enough to cross through your detection envelope before they're detected, your defenses can't fire.

More likely:
Do you have the race firing them set as hostile? That appears to be a requirement now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on May 09, 2021, 03:14:23 AM
Are the missiles being detected by your res 1 sensor in the increment before impact? If they're fast enough to cross through your detection envelope before they're detected, your defenses can't fire.

More likely:
Do you have the race firing them set as hostile? That appears to be a requirement now.

No they are neutral, so that might explain it.  I'll set them to hostile and try again.  Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on May 09, 2021, 05:22:58 AM
Are the missiles being detected by your res 1 sensor in the increment before impact? If they're fast enough to cross through your detection envelope before they're detected, your defenses can't fire.

More likely:
Do you have the race firing them set as hostile? That appears to be a requirement now.

No they are neutral, so that might explain it.  I'll set them to hostile and try again.  Thanks.

It’s a lot less confusing if you put your reply outside the quote, after the  [/quote] tag.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 09, 2021, 08:28:16 AM
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 regiments are 15k tons with HQ7, so they will suffer over 50% penalties by the exact rule cited - but the regimental commanders are the most affected, not the brigade commander.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on May 09, 2021, 01:51:55 PM
Quote from: nuclearslurpee link=topic=11545. msg151365#msg151365 date=1620566896
Quote from: db48x link=topic=11545. msg151346#msg151346 date=1620510168
Quote from: nuclearslurpee link=topic=11545. msg151248#msg151248 date=1620398833
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.

Quote from: Steve Walmsley link=topic=8495. msg110196#msg110196 date=1538934331
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 regiments are 15k tons with HQ7, so they will suffer over 50% penalties by the exact rule cited - but the regimental commanders are the most affected, not the brigade commander.

I believe db was reading "penalties" as meaning "less effective than without an HQ and officer" where you meant it as "less effective than a sufficiently-sized HQ and officer".  You're both saying the same thing in different ways.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 11, 2021, 10:54:13 AM
Redesigned my ground elements based on everyone's feedback, thank you!

Second ground question, how does upgrading unit types work? I believe I read somewhere that if you put unit types in a series, the game will automatically replace obsolete units in old series with the non-obsolete series, or something along those lines?

For example, I designed an Infantry unit at the start of my game, and built a large amount of Infantry regiments with 1300 or so of that infantry. However, since then my racial armor and weapon techs have improved, so I designed an Infantry Mark 2 that is the same as the infantry unit, except now it has the advances in my racial armor/weapon tech. I created an "Infantry" unit series, added the "Infantry" and "Infantry Mark 2" designs to it, and marked "Infantry" as obsolete.

However, my unit formation Infantry Regiment templates still use "Infantry," and I can't edit the templates since they're in production. How do I have my existing Infantry Regiments start the process of upgrading their "Infantry" to "Infantry Mark 2s?" I'd like to do the same for the rest of my formations as well as I also had other unit types and armored formations I want to upgrade with the newest racial armor/weapon techs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 11, 2021, 10:59:43 AM
There is no automatic upgrading functionality in the game at present. The unit series feature presently only works for unit replacement, that is, replacing losses or otherwise making up a shortfall in the unit template. However, the series system is configured to automatically use the most up-to-date version of a unit series to do the replacements. This means that if you have an "Infantry" series with a Mark 1 and Mark 2, an infantry formation built to a template with the Mark 1, and a replacement formation built with Mark 2s, the replacement formation will replace Mark 1 casualties with Mark 2s without you having to change the template at all.

I do hope Steve eventually reworks ground units to use the Series system more integrally as it has a lot of potential to automate formation design and upgrading, but for now this is what we have.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 11, 2021, 11:09:04 AM
There is no automatic upgrading functionality in the game at present. The unit series feature presently only works for unit replacement, that is, replacing losses or otherwise making up a shortfall in the unit template. However, the series system is configured to automatically use the most up-to-date version of a unit series to do the replacements. This means that if you have an "Infantry" series with a Mark 1 and Mark 2, an infantry formation built to a template with the Mark 1, and a replacement formation built with Mark 2s, the replacement formation will replace Mark 1 casualties with Mark 2s without you having to change the template at all.

I do hope Steve eventually reworks ground units to use the Series system more integrally as it has a lot of potential to automate formation design and upgrading, but for now this is what we have.

Thank you once again for the help and incredibly quick response? So as far as this goes, if I make a new formation "Infantry Regiment Mark 2" that uses the "Infantry Mark 2" units, if a base "Infantry Regiment" formation takes losses they will be replaced with "Infantry Mark 2s" as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 11, 2021, 11:38:01 AM
There is no automatic upgrading functionality in the game at present. The unit series feature presently only works for unit replacement, that is, replacing losses or otherwise making up a shortfall in the unit template. However, the series system is configured to automatically use the most up-to-date version of a unit series to do the replacements. This means that if you have an "Infantry" series with a Mark 1 and Mark 2, an infantry formation built to a template with the Mark 1, and a replacement formation built with Mark 2s, the replacement formation will replace Mark 1 casualties with Mark 2s without you having to change the template at all.

I do hope Steve eventually reworks ground units to use the Series system more integrally as it has a lot of potential to automate formation design and upgrading, but for now this is what we have.

Thank you once again for the help and incredibly quick response? So as far as this goes, if I make a new formation "Infantry Regiment Mark 2" that uses the "Infantry Mark 2" units, if a base "Infantry Regiment" formation takes losses they will be replaced with "Infantry Mark 2s" as well?

Replacements are only taken from a formation which is marked "Use for Replacements" with the checkbox in the ground forces window. However, if you were to mark the Mark 2 regiment as used for replacements, and a Mark 1 regiment needed replacements due to combat losses, the Mark 2 infantry would be used to replace those losses.

Reference Steve's dev post here: http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 11, 2021, 12:00:22 PM

Replacements are only taken from a formation which is marked "Use for Replacements" with the checkbox in the ground forces window. However, if you were to mark the Mark 2 regiment as used for replacements, and a Mark 1 regiment needed replacements due to combat losses, the Mark 2 infantry would be used to replace those losses.

Reference Steve's dev post here: http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370 (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370)

Perfect, thanks for the link! Reviewed and made the new templates. I've been going through and manually changing the replacement template for each formation to the new series. Sadly, it seems as though checking the "Update all formations with same replacement template" box has no effect; checking that box and updating one "Infantry Regiment" has no effect on any other Infantry Regiments that were also using the same replacement template at the time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 11, 2021, 05:32:57 PM
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 11, 2021, 09:00:57 PM
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
Check off show alien components
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on May 12, 2021, 06:07:51 AM
Mind blown.   
In the Galactic Map you can right click on systems to view systems or fleets which can then be left clicked. . .  which. . .  opens up the corresponding page for that object (fleet management/colony summary)

Sharing in case someone finds it useful  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 12, 2021, 06:58:33 AM
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
Check off show alien components

Help me out...where is that, exactly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 12, 2021, 08:17:20 AM
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
Check off show alien components

Help me out...where is that, exactly?

Look at the bottom left of the "Miscellanous" tab in the Class Design Window with your ship class that will use the alien tech selected.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on May 12, 2021, 12:58:11 PM
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?

How well does it work and how easy is it then to 'unite' the world'?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on May 12, 2021, 04:38:09 PM
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?

How well does it work and how easy is it then to 'unite' the world'?
Create multiple human factions with SM, each one can have a colony on the same body.
As to your second point, I don't know enough beyond "it depends" and if they are all controled by the player, "a lot of work".
Some of the AARs posted have multiple factions on Earth, but I don't recall any in which the planet gets united.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on May 12, 2021, 08:50:44 PM
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?

How well does it work and how easy is it then to 'unite' the world'?
Create multiple human factions with SM, each one can have a colony on the same body.
As to your second point, I don't know enough beyond "it depends" and if they are all controled by the player, "a lot of work".
Some of the AARs posted have multiple factions on Earth, but I don't recall any in which the planet gets united.

I have done this once in the C# era, all I did was use SM to add installations, population and resource stockpiles to the "amalgamating" race and deleted the "amalgamated" race.  I ignored commanders & researchers and scrapped all ships and components.  Not perfect but good enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 13, 2021, 11:27:14 AM
How do you set-up a 'divided planet' scenario where America, the EU, China, and Russia are all separate countries on earth?

How well does it work and how easy is it then to 'unite' the world'?
Easiest way is to have all four at game start - you can decide the number of factions when creating the game.

Make sure to use the same species for them otherwise they will be different 'humans' - the game creates a second human species for the second faction and a third human species for the third faction and so on, unless you specifically change it to the first human species each time. Changing the portrait of the first human species to something different from the default portrait helps make sure of it. This means that colonists from each faction can reside in the same colonies as different species normally require different colonies even when on the same body, which makes management a total pain.

Decide on the amount of installations and population beforehand - game gives you default numbers based on population amount and how much you decide to start with will influence the game massively, as well as whether you're starting Conventional or TN. The former is easier as you need less setup work but it can take a long time until exciting stuff starts happening. I've never done latter but bunch of other people have and it takes loads of work to start but gets to blowing up ships quicker. Naturally the balance/style/spirit of the campaign changes drastically between the two. Especially if you want the factions to have colonies around the Sol system.

Remember to adjust the amount of minerals on Earth. To be safe, just double everything at start and you can then use SM to adjust it later if necessary. You might need to use SM to make sure that more than 1 gas giant has Sorium in it unless you want to play with everyone putting their harvesters in the same spot.

I haven't united Earth in C# yet so I'm not sure how much the game does for you. In VB6 we had to do it all manually in the same vein as ZimRathbone said, though it was possible to transfer ships and commanders too. Try it out and report back on all issues and how it goes!

I've been toying with the idea myself, of having a conventional campaign with multiple factions on Earth where the first stage is a 100% ground campaign between a bunch of superpowers since Steve added multiple conventional armor types.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on May 14, 2021, 05:06:10 AM
Does anything other than Ships with weapons , provide PPV value to colonies ?

I have a colony on Luna with currently 6 Military ships each providing 12 PPV ( total 72) for colony defense. Luna has , at present , 89m inhabitants who demand level 55 protection.

I am loath to keep cranking out these vessels to provide protection to Luna ( the max inhabitants can be 890m which will mean an awful number of vessels for protection.).

Besides placing army units on the planet ( I already have 1 Battalion in place showing 20/52 - whatever that means ) what else can i do to save on the number of ships ( which are useless anyway , each having only 2-20cm Plasma carronades.


DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 14, 2021, 07:20:54 AM
Does anything other than Ships with weapons , provide PPV value to colonies ?

I have a colony on Luna with currently 6 Military ships each providing 12 PPV ( total 72) for colony defense. Luna has , at present , 89m inhabitants who demand level 55 protection.

I am loath to keep cranking out these vessels to provide protection to Luna ( the max inhabitants can be 890m which will mean an awful number of vessels for protection.).

Besides placing army units on the planet ( I already have 1 Battalion in place showing 20/52 - whatever that means ) what else can i do to save on the number of ships ( which are useless anyway , each having only 2-20cm Plasma carronades.


DavidR

The PPV requirement can only be met by ships with weapons.

That said, they don't have to be good ships.
In fact, they don't even have to be functional.
The population you are providing protection to is not making a thorough assessment of each ship's fighting capability.
The only thing that matters for PPV is the number of weapons--and those weapons don't even have to be able to fire.
A missile launcher without missiles? That works!
An energy weapon without a power plant? That works!
No fire control? Who cares? Show me the guns!
Minimal armor on the thing? So what, as long as it has weapons! Pew-pew!

So, while you can't just ignore providing PPV entirely, you can spend a lot less to provide it by building ships with unfirable weapons.
And if you keep them under 500t, you don't even need a shipyard.
Side bonus: all these little ships give your junior officers something to "command".

Here's a simple example:

Code: [Select]
PewPew class Populace Protector      339 tons       18 Crew       8.1 BP       TCS 7    TH 0    EM 0
1 km/s      Armour 1-4       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 6
Maint Life 0 Years     MSP 0    AFR 67%    IFR 0.9%    1YR 1    5YR 15    Max Repair 6 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0 days    Morale Check Required   


10cm C1 Infrared Laser (2)    Range 0km     TS: 1,250 km/s     Power 3-1     RM 10,000 km    ROF 15       
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes

This is just two of the smallest lasers bolted onto a hull, with nothing else (other than the required armor and crew quarters).
The deployment time is .001, because it's meant to always be in a hangar or at a maintenance location.

So, for 8.1BP you get 6 PPV.

Unfortunately, adding a third laser takes the size to 501 tons, which would then require a shipyard to produce.
If you don't mind using a shipyard, then put 6 lasers on this guy and you get 18PPV for 21BP.
That's a slightly better deal, but in my opinion not worth a dedicated yard--in the long run, you don't really need that much PPV.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on May 14, 2021, 08:18:35 AM
Just to clarify: 1HS (50 tons) of weapon component in a star system gives 1 PPV. Doesn't matter if it's 2x 10cm lasers of 150t each or 1x 20cm laser that's 300t.

I have a full moon (890m pop) with 58 militancy (pretty average) wanting 516 PPV from me. That's around 40% of that empire's current navy, roughly 200k tons of good, functional warships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 14, 2021, 09:10:27 AM
...in the long run, you don't really need that much PPV.

This is completely false. PPV requirements will increase exponentially because as populations get larger, their growth will also accelerate. This can become a real problem if you have an extra solar colony with 10bn+ capacity as you'll need tons of military equipment to meet the demand.

I think at a certain point it becomes easier to just use ground forces to counter the PPV unrest.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on May 14, 2021, 10:57:49 AM
Do mines work in 1.13?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 14, 2021, 11:01:39 AM
Do mines work in 1.13?

I'm assuming you mean naval mines and not mineral mines. If so the answer is yes. There is a random targeting system that self-guided missiles without an initial target use now. Similar case for 2-stage missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 14, 2021, 01:47:19 PM
...in the long run, you don't really need that much PPV.

This is completely false. PPV requirements will increase exponentially because as populations get larger, their growth will also accelerate. This can become a real problem if you have an extra solar colony with 10bn+ capacity as you'll need tons of military equipment to meet the demand.

I think at a certain point it becomes easier to just use ground forces to counter the PPV unrest.

Do you really ever have a problem providing PPV for large colonies?
A planet with a billion souls on it needs 500 PPV (for militancy 50; double that for the most extreme race).
I can provide that in the form of 500T orbital defense platforms at a cost of ~2800BP (with starting tech) and an annual maintenance cost of 700MSP.
That is an entirely trivial cost compared to the output of a population that size.
And that's with an actual useful ship design. I could get it at less than a third of that cost if I just wanted PPV.

I mean, I guess if you just plop population on a colony with ColCost 0 and you give zero thought whatsoever to developing an economy to support that population, you could end up holding the short end of the stick a few decades later.


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on May 15, 2021, 09:14:46 AM
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box.  Now it only apply's to turreted weapons, as only they can achieve enough TS.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 15, 2021, 11:08:19 AM
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box.  Now it only apply's to turreted weapons, as only they can achieve enough TS.

That was a bug, as railguns cannot be turreted
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on May 15, 2021, 11:30:11 AM
Quote from: Steve Walmsley link=topic=11545. msg151556#msg151556 date=1621094899
Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box.   Now it only apply's to turreted weapons, as only they can achieve enough TS.

That was a bug, as railguns cannot be turreted

Doesn't this bug fix diminish STO effectiveness as a plantary defense? Now if you want to create PD STO's you have to invest a lot of tech and create enormous turrets with gauss that still will be more expensive than puting same system on a ship, as every STO has build in Actives and fire control, that kills its cost effectiveness in mass production? With railguns it looked like a good balanced tradeoff, where you can have reasonably efficient PD on a STO, that can be hard to destroy, but requaiers time to entrench,  and a planetary body to function.  Now if you want to guard your colonies efficiently, you have to make some sort of cheap ships filled with PD.  And they require all the needed infrastructure to be kept operational.  For me at least it was important from RP reasons, to have effective PD STO.  Unless I don't see it correctly, and there are good alternatives for railgun PD STO's.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 15, 2021, 12:42:14 PM
Quote from: Steve Walmsley link=topic=11545. msg151556#msg151556 date=1621094899
Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box.   Now it only apply's to turreted weapons, as only they can achieve enough TS.

That was a bug, as railguns cannot be turreted

Doesn't this bug fix diminish STO effectiveness as a plantary defense? Now if you want to create PD STO's you have to invest a lot of tech and create enormous turrets with gauss that still will be more expensive than puting same system on a ship, as every STO has build in Actives and fire control, that kills its cost effectiveness in mass production? With railguns it looked like a good balanced tradeoff, where you can have reasonably efficient PD on a STO, that can be hard to destroy, but requaiers time to entrench,  and a planetary body to function.  Now if you want to guard your colonies efficiently, you have to make some sort of cheap ships filled with PD.  And they require all the needed infrastructure to be kept operational.  For me at least it was important from RP reasons, to have effective PD STO.  Unless I don't see it correctly, and there are good alternatives for railgun PD STO's.

My intuition tells me that PD STOs can be more economical/less economical than orbital PD bases depending largely on planetary terrain. If your planet is a jungle mountain, even if your making massive turret STOs their survivability will be so damn high because of fortification bonuses that enemy fleets will have massive trouble initiating a land invasion or destroying the PD defense shooting down the enemy missiles. On the other hand, orbital bases can't take advantage of the planets terrain, although if the terrain is something like desert there is a good chance orbital bases would be cheaper and overall more cost-effective.

The problem I have with PD STOs is that they are unreasonably expensive, since every single gun has a full-price fire control system which is tuned to anti-missile fire. So you can easily have each gun cost 2000k uridium or something because of the fire control. Big turrets help mitigate this since your quad gauss packs 4x the firepower per FC.

I think there needs to be a new static component called "planetary active sensor" which lets you choose which designed active sensor to use from your racial tech. Likewise when designing standard STOs a checkbox to toggle the inclusion of inbuilt FCs should also be added. I'll crosspost this to the suggestion thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 15, 2021, 01:48:22 PM
Quote from: Steve Walmsley link=topic=11545. msg151556#msg151556 date=1621094899
Quote from: Pury link=topic=11545. msg151548#msg151548 date=1621088086
When did Steave change the STO's? Before you could get the railgun up to x4 Targeting speed if you checked the Point Defence box.   Now it only apply's to turreted weapons, as only they can achieve enough TS.

That was a bug, as railguns cannot be turreted

Doesn't this bug fix diminish STO effectiveness as a plantary defense? Now if you want to create PD STO's you have to invest a lot of tech and create enormous turrets with gauss that still will be more expensive than puting same system on a ship, as every STO has build in Actives and fire control, that kills its cost effectiveness in mass production? With railguns it looked like a good balanced tradeoff, where you can have reasonably efficient PD on a STO, that can be hard to destroy, but requaiers time to entrench,  and a planetary body to function.  Now if you want to guard your colonies efficiently, you have to make some sort of cheap ships filled with PD.  And they require all the needed infrastructure to be kept operational.  For me at least it was important from RP reasons, to have effective PD STO.  Unless I don't see it correctly, and there are good alternatives for railgun PD STO's.

If railguns could be turreted, they would be massively overpowered. The bug fix just brings planet-based railguns in line with ship-based railguns. Both are now equally effective for point defence.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 15, 2021, 01:50:29 PM
The problem I have with PD STOs is that they are unreasonably expensive, since every single gun has a full-price fire control system which is tuned to anti-missile fire. So you can easily have each gun cost 2000k uridium or something because of the fire control. Big turrets help mitigate this since your quad gauss packs 4x the firepower per FC.

STOs only have half-sized fire controls (the same as a ship-based single-weapon fire control).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 15, 2021, 02:08:38 PM
If you want maintenance free, really efficient PD at your colonies, then you have to invest in gauss. If you want cheap PD, go Rail Barges - they provide PPV at the same time. You don't even need to put engines on them and you can tug them to the colonies - your racial minimum BFC speed will work well enough if you have sufficient number of guns.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 15, 2021, 04:21:04 PM
The problem I have with PD STOs is that they are unreasonably expensive, since every single gun has a full-price fire control system which is tuned to anti-missile fire. So you can easily have each gun cost 2000k uridium or something because of the fire control. Big turrets help mitigate this since your quad gauss packs 4x the firepower per FC.

STOs only have half-sized fire controls (the same as a ship-based single-weapon fire control).

That's great, but even half-sized fire controls can be very bloody expensive, especially if your building enough STOs to protect a homeworld. The other mineral costs for STOs are fine since it's literally the cost of the gun but the uridium requirement gets really prohibitive.

Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice. Because sure, having fewer actives / fire controls than STOs is great for saving uridium but if you get unlucky and the actives are blown away, then you've got a problem. I think allowing planetary FC and Active sensor components for ground units will bring STO combat more in line with ship-to-ship combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 15, 2021, 05:43:32 PM
That's great, but even half-sized fire controls can be very bloody expensive, especially if your building enough STOs to protect a homeworld. The other mineral costs for STOs are fine since it's literally the cost of the gun but the uridium requirement gets really prohibitive.

Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice. Because sure, having fewer actives / fire controls than STOs is great for saving uridium but if you get unlucky and the actives are blown away, then you've got a problem. I think allowing planetary FC and Active sensor components for ground units will bring STO combat more in line with ship-to-ship combat.

There is more to it than just the headline cost. Ships require maintenance facilities, which have their own cost to create, plus they consume maintenance supplies that require minerals while STO units are maintained using wealth only. Over a long period, the STO units are much cheaper than the ship-based weapons. Also, ground units are meant to be simpler than ships, which is why STO units are self-contained in the same way as CIWS.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Demetrious on May 15, 2021, 07:19:15 PM
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.

What is a quad turret STO but four guns slaved to one FC? Dude.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 15, 2021, 09:28:51 PM
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.

What is a quad turret STO but four guns slaved to one FC? Dude.

Brilliant observation... Can I put multiple quad gauss turrets under one FC like I can on a ship?

Way to miss the point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 15, 2021, 10:03:50 PM
I think Steve has the right of it: compared to ships STOs are logistically easier and less costly to maintain. Not mentioned by Steve, but also relevant, is that STOs are produced by GU training centers rather than shipyards or factories, so the use of industrial capacity is different and potentially more (or less) flexible.

I think the comparison to STOs has to be with orbital platforms, as both of these are basically the two C# branches from the old VB6 PDC concept, in fact one could almost roleplay an orbital station as a PDC if one wanted to. In this case the comparison I think comes out with a good balance: STOs are more complex and perhaps not as efficient per ton or per BP (as noted the uridium costs can be substantial), but are logistically less demanding and in many cases are much more difficult to dislodge. Orbital bases on the other hand are likely to be more efficient and flexible (notably able to mount missiles, but can also be tugged to e.g. defend a JP). However you want to rationalize the gameplay limitations in terms of RP (for example, I could say that STOs are geographically dispersed and not connectable to a single BFC, and gathering them all in a single facility like an old PDC is better modeled with an orbital base - but your headcanon may vary), in terms of gameplay balance and presenting with multiple viable options I think the tradeoffs work well and I cannot find either option to be strictly superior

Comparing to typical warships on the other hand is really apples to oranges, as these have significant "inefficiencies" from a planetary defense perspective due to the need to mount propulsion and other necessities that an orbital base does not worry about.

As for Gauss vs Railguns, Garfunkel has it right as he has stated the age-old wisdom - Gauss is for good PD once teched up, railguns are for cheap PD at all tech levels. The balance is tactical vs strategic benefits.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 15, 2021, 10:21:20 PM
Comparing to typical warships on the other hand is really apples to oranges, as these have significant "inefficiencies" from a planetary defense perspective due to the need to mount propulsion and other necessities that an orbital base does not worry about.

I guess I should have been more specific that my comparisons were with respect to orbital bases since they are technically "ships".

I think I understand the balancing reasons why STOs each have their own targeting systems but the idea that centralized targeting is impossible does not sit right with me. Especially since a single active sensor is able to do this across astronomical distances with FCs being the only thing that is ship specific (even then for some reason can command more weapons than a stabler ground mounted variant). It feels like an arbitrary constraint, which is why I'd personally still prefer that FC and active sensors still be a ground component that can be mounted on a static, balance be damned.

But I think Steve has been quite clear with its reasoning so I'm not going to beat a dead horse any longer.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Demetrious on May 15, 2021, 11:22:13 PM
Edit: Point is, ships have the option of having many guns using one active sensor and one fire control. There are advantages and disadvantages for doing this on a ship. I do not understand why STOs do not have the same choice.

What is a quad turret STO but four guns slaved to one FC? Dude.

Brilliant observation... Can I put multiple quad gauss turrets under one FC like I can on a ship?

Way to miss the point.

Four guns on one FC that you never have to pay minerals to maintain isn't good enough for you?

Whatever dude.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on May 16, 2021, 03:06:37 AM
Re Ground Unit STO's

I have designed a basic static 20cm Plasma Carronade ground unit and also another STO unit with the PDW box ticked.

Please could someone advise :-

a) what Damage 10/1 represents in the detail box.

b) an example of how I should incorporate the STO 's into my Ground Units . Do they remain on their own as independent units or have they to be incorporated into a unit with HQ's etc ?

How do others use them - if at all ?

David R
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Demetrious on May 16, 2021, 02:06:31 PM
Re Ground Unit STO's

I have designed a basic static 20cm Plasma Carronade ground unit and also another STO unit with the PDW box ticked.

Please could someone advise :-

a) what Damage 10/1 represents in the detail box.

b) an example of how I should incorporate the STO 's into my Ground Units . Do they remain on their own as independent units or have they to be incorporated into a unit with HQ's etc ?

How do others use them - if at all ?

David R

I try to organize my STOs into "battalions" of around 25,000 tons (since I tend to make my first few utility transports, bought with BP, that size, that I also use to move around geosurvey and xenosurvey teams.) I typically mix the guns up a bit; 1/3rd to 1/2 particle beams, so I can ensure standoff performance against enemies that might try to out-range me during bombardment, 1/4th or less lasers, since they gain incredible armor-piercing power as enemies close in (ideal for dropping troop-ships quickly) and sometimes some railguns if I'm using them that playthrough, as they also gain power quickly as range closes and beefs up the PD. I usually include at least two quad-turret gauss CIWS units, an HQ, and I pad out the tonnage count with a few construction vehicles. Even though the construction speed from that is minuscule at best, it's more than enough to eventually fortify every unit over the course of a few years. The idea is that I can move this battalion with just one troopship to a new high value colony and have their STO defenses set up properly just like that, then forget about it ever after.

In practice this doesn't work so well as a formation, because of build time. In my current game I threw together a proper formation template for an STO battalion and found it takes ten years to build! So I usually end up making small formation templates with small numbers of various guns, some bulldozers and an HQ, etc, and keep some or all of my ground build slots full when I have nothing better for them to do so a constant stream of STO guns is being churned out. Then I'll organize them into rough battalions using whatever I have on hand, as I need it, then ship them out to the frontier. HQ's are effectively mandatory for me so I can attach smaller STO units/shift elements to them ad-hoc as I just described, but also so I can attach a construction battalion to them to quickly fortify them (which I do if I'm sending them to deal with a priority situation, such as an aggressive NPR contesting a system with me.) Commander bonuses don't hurt either, though I can never remember how the bonuses work for STOs, exactly, for the life of me.

I really need to come up with better doctrine for it; esp. as I often want to provide some STO cover for smaller colonies, civilian mining colonies, etc. So I'm also interested to see what replies you get.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on May 16, 2021, 04:26:59 PM
I do roughly the same as this.
Cant work out why STO's take so long to build when the same component builds in no time if its going into a ship.

v14+ request please :  It would be nice to be able to recycle older ship components when building STO's.   For both speed and saving minerals.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 16, 2021, 04:35:44 PM
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 16, 2021, 04:42:46 PM
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?

Not sure what fighter combat does but tactical improves the hit chance of weapons. Which is nice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 16, 2021, 05:01:52 PM
Cant work out why STO's take so long to build when the same component builds in no time if its going into a ship.

It's because they are built from GU training facilities, so use the same mechanics as other ground units but their cost is the same as the ship components built from factories or shipyards. Since GU training facilities have a fixed build rate per facility (starting at 200 BP/year, IIRC) and only one facility can train/build a formation at a time while factories can be assigned in any number, your build speed for STO formations is very limited especially at low tech levels. Case in point, that 200 BP per year is equivalent to 20 factories with initial TN techs, and as the player starts with 400 factories on a default start it is not difficult to build, say, a dozen lasers pretty quickly if you want to, while building a dozen STO lasers is limited to that 200 BP per year.

Generally the tip is just to build STOs in smaller formations (gather them together as needed to manage commander numbers, or just set their auto-assign rank to something prohibitively high and don't use any GU commanders for them), and accept that it will probably take about 2-3 years to build, say, 5,000 tons of STOs until you start teching up the build rate. Note that using static armor on STOs will double or triple the build cost, so...don't. Usually your fortification level will be sufficient defense against anything smaller than a determined battle fleet hell-bent on galactic destruction.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 16, 2021, 05:37:07 PM
v14+ request please :  It would be nice to be able to recycle older ship components when building STO's.   For both speed and saving minerals.

It has been suggested multiple times already for ground unit factories to use the same aggregate construction system that all other types of industry use (CON, FGT, ORD).

I think it is a good suggestion.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on May 16, 2021, 05:41:18 PM
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?
Fighter Operations was renamed Carrier Operations in 1.13.
Quote
This bonus will apply to the rate at which fuel, supplies and ordnance are transferred to parasites in the ship's hangar.
(source here http://aurora2.pentarch.org/index.php?topic=12035.msg144588#msg144588 )
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 16, 2021, 06:08:26 PM
Quote from: Migi link=topic=11545. msg151639#msg151639 date=1621204878
Quote from: ISN link=topic=11545. msg151632#msg151632 date=1621200944
I'm sure this must be mentioned somewhere, but I can't find it, so: what do the Tactical and Fighter Combat bonuses do?
Fighter Operations was renamed Carrier Operations in 1. 13.
Quote
This bonus will apply to the rate at which fuel, supplies and ordnance are transferred to parasites in the ship's hangar.
(source here hxxp: aurora2. pentarch. org/index. php?topic=12035. msg144588#msg144588 )

I'm aware, but Carrier Operations and Fighter Combat are different bonuses -- I have commanders with both.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 16, 2021, 06:11:52 PM
Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 16, 2021, 06:17:43 PM
Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.

Does fighter combat stack with tactical?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 16, 2021, 06:22:03 PM
Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.

Does fighter combat stack with tactical?
No I don't think tactical applies at all to fighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on May 17, 2021, 02:01:06 AM
A question re Systems,

I have started a new game ( again ) . I have discovered a total of 22 systems of which 4 are completely devoid of matter and 4 have only comets ( from 1-3).

This means that over 1/3 of the systems are blank areas to traverse to find potential colony/mining sites ( not that I can find any good sites yet - my potential colony sites with low colony costs appear in systems with very sparse resources and in a couple of systems , no other bodies except the 1 planet that can be colonized

Is my percentage of around 1/3 blank systems the same as with other people's games , or am i just unlucky with the die roll generation of systems ?

Do other people also find systems with just a habitable planet and nothing much else?

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on May 17, 2021, 03:09:46 AM
Ive surveyed 73 systems.
Rough count:  about 10 are completely empty.   A few have a sole barren world which Ive stuck  deep space scanning on as they are luckily on important routes.
What I am lacking are any NPR's to fight or invite round for a coffee.  (default NPR % settings).   Might up that % today
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 17, 2021, 09:34:58 AM
...
Is my percentage of around 1/3 blank systems the same as with other people's games , or am i just unlucky with the die roll generation of systems ?

Do other people also find systems with just a habitable planet and nothing much else?

DavidR

You've been on the unlucky side.
My current game: 24 known, 2 empty, 2 only comets.

I don't know if I've ever seen a system with one habitable planet and nothing else.

Heck, systems with only one planet are pretty uncommon, regardless of habitability, moons, or asteroids--nearly all systems with any planets have multiple planets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on May 17, 2021, 10:50:57 AM
skoormit,

Here is an example of a system in my game - not including the 8 blank or comet only systems.

I think I will start a new game.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 17, 2021, 12:01:15 PM
Fighter Combat bonus is a modifier for chance to hit while commanding fighters. Essentially it is tactical bonus for fighters. I think it is also applied at 100% of the commanding officer's bonus unlike other skills.
Does fighter combat stack with tactical?
No I don't think tactical applies at all to fighters.
Fighter Combat bonus applies to fighter commanders.

Tactical bonus applies to tactical officers on board of ships with a CIC module.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 17, 2021, 01:55:46 PM
Fighter Combat bonus applies to fighter commanders.

Tactical bonus applies to tactical officers on board of ships with a CIC module.

Tactical bonus also applies at 50% of the bonus for the commander of any ship (except fighters? This I do not know), following the same rules as for other commander skills for which a ship module and non-command role exists, e.g., a ship commander puts forth 50% of their own Crew Training skill while a ship XO puts forth 100% of theirs if present.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on May 17, 2021, 02:49:59 PM
skoormit,

Here is an example of a system in my game - not including the 8 blank or comet only systems.

I think I will start a new game.

DavidR

I got bored by having so many empty systems, so I save before a jump and if the system is empty I reload. I want to have fun and so many empty systems do not do it for me. :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 17, 2021, 03:04:48 PM
Fighter Combat bonus applies to fighter commanders.

Tactical bonus applies to tactical officers on board of ships with a CIC module.

Tactical bonus also applies at 50% of the bonus for the commander of any ship (except fighters? This I do not know), following the same rules as for other commander skills for which a ship module and non-command role exists, e.g., a ship commander puts forth 50% of their own Crew Training skill while a ship XO puts forth 100% of theirs if present.
Have you confirmed that the captain gives 50% even if there is no CIC in the ship? Or has anyone? I thought that they didn't but I could be wrong as I haven't actually tested it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 17, 2021, 03:07:13 PM
Have you confirmed that the captain gives 50% even if there is no CIC in the ship? Or has anyone? I thought that they didn't but I could be wrong as I haven't actually tested it.

Not rigorously, but I regularly see different hit chances for different ships without any CICs included which I take to indicate the different Tactical skills of their captains. I don't believe this is attributed to different crew training levels but I haven't done a rigorous analysis to confirm that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 17, 2021, 05:42:10 PM
Is there a way to prevent Overhauls from clearing orders, but also not have the ships/fleet undergoing overhaul attempt to execute any orders until overhaul is complete?

I'm trying to set up a rotating guard on a jump point. The idea is I'd have three fleets, each on a 4 month rotation where they would sit on station at the jump point for 4 months, cycle back to a shipyard 1 jump away for R&R and overhauls, then automatically return on station at the jump point and cycle its moves. Then I'll always have a minimum of two of the three fleets standing guard out of the year, and won't have to keep cycling fleets back for overhauls manually.

Right now when I set up the hold for 4 months and return for overhauls with cycled orders, the entire set of orders is cleared when overhauls begin so I have to manually order them back on station at the jump point
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 17, 2021, 06:28:06 PM
Not possible.

Make saved orders so you can reload them with one click.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 19, 2021, 07:12:04 AM
What does autocannon do? Are they a mix of AA, AC and AT weapons? What does it does with tanks for instance?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on May 19, 2021, 07:29:41 AM
They're a middle ground between AT and MG, yeah. It doesn't shoot fighters. On equal tech and equal sizes they usually don't penetrate tanks, but they can be good against heavy powerarmor, for instance. Keep in mind that it doesn't matter much whether you have 5 or 20 penetration when shooting at something with 35 armor, you need to have something at least closely approaching the target's armor to have a chance at penetrating it. Then the same applies to the kill roll with damage and HP.

Check out the ground rule posts in the change index (http://aurora2.pentarch.org/index.php?topic=10666.0) for more details on ground combat mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 19, 2021, 11:11:42 AM
Autocannon is a compromise between Anti-Vehicle and Anti-Personnel weapons.

If your weapon tech is higher than enemy's armour tech, then your AC equipped vehicles will be cheaper than AV equipped vehicles while doing roughly equal damage.

If your weapon tech is lower than enemy's armour tech, then your AC equipped vehicles are useless cannon fodder.

AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.

But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 19, 2021, 11:37:12 AM
Autocannon is a compromise between Anti-Vehicle and Anti-Personnel weapons.

If your weapon tech is higher than enemy's armour tech, then your AC equipped vehicles will be cheaper than AV equipped vehicles while doing roughly equal damage.

If your weapon tech is lower than enemy's armour tech, then your AC equipped vehicles are useless cannon fodder.

AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.

But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.

HCAP is only really useful if your weapons tech is less than the enemies armor tech. As it costs/weighs more, has same number of shots and does the same damage but has higher penetration than CAP. You could make an excuse for using HCAP if your weapons tech is slightly superior than OPFORs armour as HCAP then can hit and penetrate light vehicles more effectively but even then I'm not sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 19, 2021, 12:19:59 PM
AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.

But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.

This isn't entirely true although it broadly holds up as advice for new players and probably holds up against most NPR compositions which are built around basic INF and VEH elements.

However, MAC specifically is actually the best weapon against a number of (equal-tech) power armor + gene-modded infantry elements as well as being the best direct-fire weapon type against static elements (bombardment weapons are better against light and medium static armor). I would guess that this optimal positioning roughly holds when against superior-tech opponents but I have not run calculations to check how this changes for heavy weapons which overmatch equal tech.

HCAP is only really useful if your weapons tech is less than the enemies armor tech. As it costs/weighs more, has same number of shots and does the same damage but has higher penetration than CAP. You could make an excuse for using HCAP if your weapons tech is slightly superior than OPFORs armour as HCAP then can hit and penetrate light vehicles more effectively but even then I'm not sure.

HCAP is usually the best INF-usable weapon type against any kind of power armored infantry, except maximum armor/HP variants against which LAV is better. Again, likely not necessary against NPRs with fairly basic element designs but relevant against other player races and probably against superior-tech enemies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 19, 2021, 04:57:19 PM
Yeah, since you cannot know the armour tech level of an NPR before you fight them and since it takes years to build a big army, it's generally best to go all in regardless of the cost and use only HCAP and HAV. It can be incredibly wasteful but you're unlikely to always have time to finetune your army to your enemies.

Unless you're doing a multi-faction Earth start or you're emulating a real military or you're doing an RP game where you need loads of different units for flavour.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 19, 2021, 06:21:07 PM
A Lagrange point I just created is 150 degrees behind the associated planet.
Every other LP I've ever seen is 60 degrees behind.
Has anyone else seen this happen? Is it by design?

EDIT: Apparently this is just a display problem on the turn the point is created. As soon as time advances, the point moved to the expected spot (60 degrees behind the planet).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 19, 2021, 07:17:51 PM
Quote from: skoormit link=topic=11545. msg151779#msg151779 date=1621466467
A Lagrange point I just created is 150 degrees behind the associated planet.
Every other LP I've ever seen is 60 degrees behind.
Has anyone else seen this happen? Is it by design?

I just had this happen as well.  No idea if it's intentional.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on May 20, 2021, 03:38:43 PM
I am heading for my first battle in 1.13 and I wanted to try Fire at Will command. But I am not sure if I am doing it right.

I wanted to prepare my fleet by giving it Fleet Fire at Will command, but when I click on the button, there is no indication that they are now under Fire at Will command. Do I need to have active sensor lock on hostile targets, or do I need to be in weapon range to use this command?

There are currently no hostile targets on my sensors, but there is confirmed presence in the system and I wanted to give the command in advance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheBawkHawk on May 20, 2021, 04:36:36 PM
I am heading for my first battle in 1.13 and I wanted to try Fire at Will command. But I am not sure if I am doing it right.

I wanted to prepare my fleet by giving it Fleet Fire at Will command, but when I click on the button, there is no indication that they are now under Fire at Will command. Do I need to have active sensor lock on hostile targets, or do I need to be in weapon range to use this command?

There are currently no hostile targets on my sensors, but there is confirmed presence in the system and I wanted to give the command in advance.

As I understand it, you need to both have active sensor lock, and be in weapons range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 20, 2021, 05:15:34 PM
Autocannon is a compromise between Anti-Vehicle and Anti-Personnel weapons.

If your weapon tech is higher than enemy's armour tech, then your AC equipped vehicles will be cheaper than AV equipped vehicles while doing roughly equal damage.

If your weapon tech is lower than enemy's armour tech, then your AC equipped vehicles are useless cannon fodder.

AC is always worse than a dedicated AV or AP weapon but since you cannot be sure what armour strength your enemy is using, it's a hedging-your-bet sort of compromise. So you can use it as the third module on SH/UH vehicles alongside HCAP and HAV or as the only module on LVH.

But if you want to get the best bang out of your buck, you double down on anti-vehicle and anti-personnel weapons, meaning you only carry HCAP and HAV into battle.

Im using autocannons on a Light Vehicle Variant called "C". Its pretty much an Armored Car for Motorized Troops. Its my way to increase the firepower of my Motorized Infantry. A Motorized Company also has a Platoon with some Light Tank Destroyers, (Light Vehicles equiped with AT weapons, just because in case.)
Then i have my tanks and etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on May 20, 2021, 05:35:54 PM
Do ground support fighters need a fire control?
If so Beam or Missile,?

The ones I have just built don't so I need to find out if I need to rebuild them
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 20, 2021, 05:39:10 PM
Do ground support fighters need a fire control?
If so Beam or Missile,?

The ones I have just built don't so I need to find out if I need to rebuild them

They need an MFC, but its characteristics matter not at all so any 5-ton (0.1 HS) MFC will do. To save resources use the lowest tech levels as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 21, 2021, 12:51:42 PM
Is there any way to tell if I'm generating enough crew for my ships? More generally, how do you decide what training level to use?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 21, 2021, 01:04:56 PM
Is there any way to tell if I'm generating enough crew for my ships?

When new ships are being created pay attention to their starting crew grade level. If you have level 5 training level, then ships should have 12% crew grade upon creation. If for some reason ships are being made with 0% crew grade, you have run out of junior crewmembers and they are being conscripted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2021, 01:12:46 PM
Is there any way to tell if I'm generating enough crew for my ships?

When new ships are being created pay attention to their starting crew grade level. If you have level 5 training level, then ships should have 12% crew grade upon creation. If for some reason ships are being made with 0% crew grade, you have run out of junior crewmembers and they are being conscripted.

Also in the Race window, the box on the lower-left has a few tabs. The last tab "Academies" shows your current available crewmen number, which can be changed instantly (no, this is not realistic, but it is what it is) by changing the Training Level in the drop-box at the bottom of this area. It's worth checking this view every so often to keep tabs on how your crew situation is looking, generally the highest training level you can manage and still crew all military ships is the best choice but it is worth keeping your finger on the pulse and lowering the training level well in advance if you think it will be necessary.

Also note that you can avoid having these trained crewmen assigned to ships of certain classes by ticking the "Conscript" checkbox in the class design window. Conscripts have -10% crew grade but do not come from your pool of trained crewmen, making them good for staffing commercial ships that do not see combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 21, 2021, 01:40:30 PM
Is there any way to tell if I'm generating enough crew for my ships?

When new ships are being created pay attention to their starting crew grade level. If you have level 5 training level, then ships should have 12% crew grade upon creation. If for some reason ships are being made with 0% crew grade, you have run out of junior crewmembers and they are being conscripted.

Also in the Race window, the box on the lower-left has a few tabs. The last tab "Academies" shows your current available crewmen number, which can be changed instantly (no, this is not realistic, but it is what it is) by changing the Training Level in the drop-box at the bottom of this area. It's worth checking this view every so often to keep tabs on how your crew situation is looking, generally the highest training level you can manage and still crew all military ships is the best choice but it is worth keeping your finger on the pulse and lowering the training level well in advance if you think it will be necessary.

Also note that you can avoid having these trained crewmen assigned to ships of certain classes by ticking the "Conscript" checkbox in the class design window. Conscripts have -10% crew grade but do not come from your pool of trained crewmen, making them good for staffing commercial ships that do not see combat.

Thanks for the help. I'm aware of the crewmen listed in the Academies tab, but the number of crew available isn't very useful without some sense of how many are being used -- which I'm not sure how to find without counting up each ship by hand.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2021, 01:50:36 PM
Thanks for the help. I'm aware of the crewmen listed in the Academies tab, but the number of crew available isn't very useful without some sense of how many are being used -- which I'm not sure how to find without counting up each ship by hand.

In VB6 each Academy would generate 1,000 crew per year divided by your training level (1-5). I am not sure if this number has been changed in C# but I cannot find any evidence of such a change in the documentation. If you track the crew numbers over time and compare that to the expected crew production you can get a fair picture of things I would imagine.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 21, 2021, 02:02:13 PM
Thanks for the help. I'm aware of the crewmen listed in the Academies tab, but the number of crew available isn't very useful without some sense of how many are being used -- which I'm not sure how to find without counting up each ship by hand.

In VB6 each Academy would generate 1,000 crew per year divided by your training level (1-5). I am not sure if this number has been changed in C# but I cannot find any evidence of such a change in the documentation. If you track the crew numbers over time and compare that to the expected crew production you can get a fair picture of things I would imagine.

Wait, sorry, I think I think I misinterpreted you. Is the number of crewmen listed the number currently available? I think I had interpreted it as the number produced, but now I'm thinking that might be wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Guessed on May 21, 2021, 02:11:57 PM
Hello, I tried posting before, but the forum never let it through.
I have a question regarding the "Truce" mechanic you see as an option when starting a new game, that describes you can start with NPRs in the same system, just as it was possible in old Aurora.  The issue is however that you can't really create other races in C# Aurora, or at least I haven't found enough option to do so.  With spacemaster on, you can go into the system view where then a Create Race button will appear.  However, the races created there cannot be edited enough, because you cannot access their statistics after creation.  That means for example that they start with a whole fleet (conventional empire option and the custom ship point numbers are apparently ignored on npr creation), which I can't get rid of as spacemaster is too limited. (can't switch to npr empire to delete ships there)
This is quite unfair if you plan to start out on equal footing with everyone racing for their first ships for example.

As it stands, a custom vision game setup seems to still be greatly inhibited in new C# Aurora, or is there some way around this that I didn't recognize?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2021, 02:12:54 PM
Wait, sorry, I think I think I misinterpreted you. Is the number of crewmen listed the number currently available? I think I had interpreted it as the number produced, but now I'm thinking that might be wrong.

Yes, it is. You can see this most obviously in any game where you've built more ships than you can crew, because the number will go down to zero. Please don't ask me how I know this.  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 21, 2021, 02:16:36 PM
Wait, sorry, I think I think I misinterpreted you. Is the number of crewmen listed the number currently available? I think I had interpreted it as the number produced, but now I'm thinking that might be wrong.

Yes, it is. You can see this most obviously in any game where you've built more ships than you can crew, because the number will go down to zero. Please don't ask me how I know this.  :P

Well that clears that up! I think I assumed it was the number produced because it's right under "Officer Graduates per Year," and I guess I never paid it enough attention to notice it going up and down.

Here I was wondering if I needed to build more academies, turns out I've got 100,000 unemployed sailors sitting around...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 21, 2021, 03:14:56 PM
How do i refuel my ships? I have 3 stranded mining ships without fuel, a survey ship remade to carry enough fuel and a fuel transfer system, but somehow i cant refuel those ships. And i've tried everything. Am i missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2021, 03:16:20 PM
The ship class you would like to refuel from needs to have the Tanker checkbox selected in the class design window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 21, 2021, 03:24:04 PM
The ship class you would like to refuel from needs to have the Tanker checkbox selected in the class design window.

It does. Am i missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 21, 2021, 03:26:15 PM
Nvm. I put the box: Refuel own fleet for the 34th time and somehow it worked. Havent worked the whole day, but suddenly it just started functioning. Idk why.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 21, 2021, 03:31:03 PM
Nvm. I put the box: Refuel own fleet for the 34th time and somehow it worked. Havent worked the whole day, but suddenly it just started functioning. Idk why.

If you don't have underway replenishment tech, then you can't refuel a fleet that is moving or has movement orders. Could that be the reason it didn't work before?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 21, 2021, 05:39:51 PM
Nvm. I put the box: Refuel own fleet for the 34th time and somehow it worked. Havent worked the whole day, but suddenly it just started functioning. Idk why.

If you don't have underway replenishment tech, then you can't refuel a fleet that is moving or has movement orders. Could that be the reason it didn't work before?

Oh, it does make sense. It only started to refuel after i stoped everyship and their standing orders and just left them stranded there while i tought of something else. Then my ship started to do its own thing. That explains a lot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 21, 2021, 10:37:02 PM
Another problem... For some reason i have not been able to put a Sector Governor. I have the Sector HQ lv 5, i have the administrators, i assign but he never takes over. Is this a bug or am i missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on May 21, 2021, 11:03:37 PM
How do I turn part of my empire into an NPR? Is there anything I should take special consideration to prepare?

I want to simulate it fracturing due to over-extension so I can fight against humans.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2021, 11:07:14 PM
How do I turn part of my empire into an NPR? Is there anything I should take special consideration to prepare?

I want to simulate it fracturing due to over-extension so I can fight against humans.

It is not possible to convert a player race into an NPR, mainly because the NPR AI cannot handle the unexpected situation (although the 1.14 change for handling ship transfers may be a first step in this direction).

The best practice is going to be to have multiple player races and fight fair.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on May 21, 2021, 11:15:51 PM
Another problem... For some reason i have not been able to put a Sector Governor. I have the Sector HQ lv 5, i have the administrators, i assign but he never takes over. Is this a bug or am i missing something?

Do you mean the administrator isn't showing in the commander screen as having a job, or that no sector govenor is showing in the colony summary? If it's the latter, go into the sector window, click on the sector name, and add the systems to that sector.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on May 22, 2021, 05:53:32 AM
For AA hit chance following formula i used:
"The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.  "
As I understand it uses Racial tracking speed right? Is the best defense for your own fighters to simply relay on enormous engines then? As even later in game the DMG of AA is oneshoting planes any way right? Also, does AA based fire cause shock dmg? Is the "penetration shape" identical to missiles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 22, 2021, 12:38:09 PM
Another problem... For some reason i have not been able to put a Sector Governor. I have the Sector HQ lv 5, i have the administrators, i assign but he never takes over. Is this a bug or am i missing something?

Do you mean the administrator isn't showing in the commander screen as having a job, or that no sector govenor is showing in the colony summary? If it's the latter, go into the sector window, click on the sector name, and add the systems to that sector.
The Administrator is not being assigned. When i try to assign him, i get a text saying that he was assigned, but when i go check the sector or the colony. he isnt. It says it has no administration.
And i am using the Lib and Resize Windows mod.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on May 22, 2021, 02:11:48 PM
What is Lib mod?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 22, 2021, 03:51:09 PM
How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 22, 2021, 04:00:07 PM
How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!
You should be able to obsolete templates in the bottom left of the Formation Templates window
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 22, 2021, 05:02:18 PM
Do all races see the same ground survey status? What happens if an NPR completes a ground-based survey of a planet you haven't discovered yet? What if you've already discovered it and completed an orbital survey, but not a ground-based survey?

I'm asking because I ran into NPR geosurvey formations on two planets and I'm trying to figure out what they're doing there, since the planets are not currently eligible for ground-based surveys and I know I never conducted ground-based surveys on them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on May 22, 2021, 09:25:20 PM
How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!
You should be able to obsolete templates in the bottom left of the Formation Templates window
That button marks units as obsolete, not templates. I don't know of a way to mark those as obs, but you can delete templates with the button of that name on the bottom right of that window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 23, 2021, 04:25:00 AM
How do you mark a ground unit format formation template as obsolete? I make new ones with my updated unit designs so I can build fresh units, but my formation list is being filled with outdated formations. Already accidentally queued up 20 of old models and had to go through and cancel them one by one!
You should be able to obsolete templates in the bottom left of the Formation Templates window
That button marks units as obsolete, not templates. I don't know of a way to mark those as obs, but you can delete templates with the button of that name on the bottom right of that window.

You can just delete templates you no longer need as they aren't connected to anything. Or you can update an old template with modern equipment. Templates are not the same as ship classes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on May 23, 2021, 07:19:21 AM
Are there any settings in the game which will ensure that there are more systems with astronomical bodies and resources than systems completely devoid of anything.

Started a new game because of a plethora of empty systems in my last game - in the new game , lo and behold the 3 jump points around Sol lead to 3 empty systems ( i has 2 comets , the other 2 nothing ) . What can be done about this ?

Could possibly an option be available at game start to give a percentage chance of more systems with resources than completely empty ones ?

DavidR

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 23, 2021, 08:42:40 AM
Are there any settings in the game which will ensure that there are more systems with astronomical bodies and resources than systems completely devoid of anything.

Started a new game because of a plethora of empty systems in my last game - in the new game , lo and behold the 3 jump points around Sol lead to 3 empty systems ( i has 2 comets , the other 2 nothing ) . What can be done about this ?

Could possibly an option be available at game start to give a percentage chance of more systems with resources than completely empty ones ?

DavidR

Known Stars games will have more 'empty' systems because there are a lot of red dwarf stars. Low mass stars are less likely to have planets. Random stars has a higher percentage of higher mass stars.

Aurora system generation is based on this document by Tyge Sjöstrand, although with some modifications. Check page 11 for the number of orbits vs star type. I have a later version of this doc but can no longer find it online.
http://sol.trisen.com/downloads/wg.pdf

I actually prefer the games with more 'empty' systems as it makes the good systems more valuable and makes the logistics more challenging. Also, it isn't all downside. Because the empty systems tend to have low mass stars, the jump points in those systems will be closer to the primary, which brings the next ring of systems closer to Sol than they would otherwise be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on May 23, 2021, 09:07:29 AM
Can this game be converted to play on android tablet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 23, 2021, 10:27:46 AM
Can this game be converted to play on android tablet?

Theoretically, although the coding might take a while :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 23, 2021, 10:36:33 AM
Where do you see if Alien Intel points are being gathered from ELINT modules? I have an Intelligence Corvette with an EM Sensor and ELINT module that has detected a large Alien Population, but the EM sensor size/strength means it can detect sig strength 1000 at over double the range of the ELINT module. I've moved closer but am concerned about being detected. How do I tell I've gotten close enough to start gathering ELINT intel points?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 23, 2021, 10:43:53 AM
Where do you see if Alien Intel points are being gathered from ELINT modules? I have an Intelligence Corvette with an EM Sensor and ELINT module that has detected a large Alien Population, but the EM sensor size/strength means it can detect sig strength 1000 at over double the range of the ELINT module. I've moved closer but am concerned about being detected. How do I tell I've gotten close enough to start gathering ELINT intel points?

You can see intelligence points for a population by clicking on the population on the Intelligence window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 23, 2021, 05:34:32 PM
Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on May 23, 2021, 05:48:49 PM
yeah, it just sometimes a few tries to get one to generate.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 23, 2021, 08:18:20 PM
If i make a military Space Station with enough maintenance modules to keep its size up and running, could it sustain itself as long as is there MSP or will there be critical failure after the maintanence clock runs out?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 23, 2021, 08:54:22 PM
If i make a military Space Station with enough maintenance modules to keep its size up and running, could it sustain itself as long as is there MSP or will there be critical failure after the maintanence clock runs out?

The maintenance clock does not advance for a ship at a maintenance location as long as MSP is available.
Details here (http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on May 23, 2021, 09:44:02 PM
If i make a military Space Station with enough maintenance modules to keep its size up and running, could it sustain itself as long as is there MSP or will there be critical failure after the maintanence clock runs out?

The bigger issue is that a maintenance module weighs 5k and at best can support 6.25k. So after supporting itself, and the hull and crew quarters needed, that doesn't leave much weight to do anything else. And that's after the 250k RP tech; before that, it won't support itself.

So, can it be done? Yes. It's just very expensive compared to pairing a military station with a commercial station equiped with the modules to support it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on May 23, 2021, 10:02:53 PM
Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)

Remember also that if you Create New Race on a body it will adapt its values to the body assuming that they lie within the wider habitable values (ie O2 <=30%, temp high enough that the O2 is gaseous and low enough so that H2O is not gaseous)  and I believe no poisonous gases in the atmosphere (SO2, CO2 > some value, Ammonia etc.).  I don't believe that gravity or Hydrosphere are checked.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 23, 2021, 11:05:07 PM
Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)

Remember also that if you Create New Race on a body it will adapt its values to the body assuming that they lie within the wider habitable values (ie O2 <=30%, temp high enough that the O2 is gaseous and low enough so that H2O is not gaseous)  and I believe no poisonous gases in the atmosphere (SO2, CO2 > some value, Ammonia etc.).  I don't believe that gravity or Hydrosphere are checked.
So near habitable with non toxic atmosphere and water avaliable. Right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on May 24, 2021, 12:49:19 AM
Is it possible to actually find habitable planets on the random system generator? (Generate System on a custom start)

Remember also that if you Create New Race on a body it will adapt its values to the body assuming that they lie within the wider habitable values (ie O2 <=30%, temp high enough that the O2 is gaseous and low enough so that H2O is not gaseous)  and I believe no poisonous gases in the atmosphere (SO2, CO2 > some value, Ammonia etc.).  I don't believe that gravity or Hydrosphere are checked.
So near habitable with non toxic atmosphere and water avaliable. Right?

aye
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 24, 2021, 01:30:42 AM
Is there anyway to see how many crewmen and junior personel we have in the game? I notice that the academy will produce an X amount depending on what we choose and in previous versions not only we had that, but also it had an impact on gameplay. Is that still the case?
And if not, is Steve planning to implement that later on?
*Edit* Also, what does the support field position do? What are the mechanics for it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 24, 2021, 07:22:04 AM
Is there anyway to see how many crewmen and junior personel we have in the game? I notice that the academy will produce an X amount depending on what we choose and in previous versions not only we had that, but also it had an impact on gameplay. Is that still the case?
And if not, is Steve planning to implement that later on?
*Edit* Also, what does the support field position do? What are the mechanics for it?

Current available crew is on the Academies tab of the Race window. If you don't have crew available for new ships, they start at -10% grade.

For ground forces, look at the contents here. There are several ground forces posts under 'G'.
http://aurora2.pentarch.org/index.php?topic=10666.0

The post covering Support is here:
http://aurora2.pentarch.org/index.php?topic=8495.msg109786#msg109786
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on May 24, 2021, 07:29:27 AM
Useful to know about the Academies tab thank you.
For the Training level drop down at the bottom of that screen, does anyone know if Quality is (1) v Quantity at (5).  Or is it the other way round?
Thank you
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 24, 2021, 08:47:22 AM
Useful to know about the Academies tab thank you.
For the Training level drop down at the bottom of that screen, does anyone know if Quality is (1) v Quantity at (5).  Or is it the other way round?
Thank you

5 is highest quality, 1 is highest quantity. If you change the number it will immediately change the number of crew available (weird mechanic but okay...)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on May 25, 2021, 02:49:08 PM
Sometimes, when I salvage an enemy ship, I see something like this:

(see image)

But when I check my research options, there is no Compressed Fuel storage anywhere.   What's happening?

(also, how do I in-line pictures ;p)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 25, 2021, 02:51:14 PM
Sometimes, when I salvage an enemy ship, I see something like this:

(see image)

But when I check my research options, there is no Compressed Fuel storage anywhere.   What's happening?

(also, how do I in-line pictures ;p)

I'm pretty sure its because of the borked way that the tech prerequisites are done for the ruins only stuff. All ruins only tech for compressed fuel is locked behind the standard size fuel tank. This means that until you get tech data on the standard size everything else will be useless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on May 25, 2021, 03:38:05 PM
Quote from: Droll link=topic=11545. msg152114#msg152114 date=1621972274
Quote from: themousemaster link=topic=11545. msg152112#msg152112 date=1621972148
Sometimes, when I salvage an enemy ship, I see something like this:

(see image)

But when I check my research options, there is no Compressed Fuel storage anywhere.    What's happening?

(also, how do I in-line pictures ;p)

I'm pretty sure its because of the borked way that the tech prerequisites are done for the ruins only stuff.  All ruins only tech for compressed fuel is locked behind the standard size fuel tank.  This means that until you get tech data on the standard size everything else will be useless.

Given that I didn't even get this from a ruin, that's a shame.   it fell off the back of a NPR truck.   :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 25, 2021, 05:42:46 PM
Pictures inside a host require an external image host and use of IMG tags

Like this:  [ I M G ] https://i.imgur.com/R5OzVUj.jpeg [/ I M G ]

would show this image when you remove the extra spaces:

(https://i.imgur.com/R5OzVUj.jpeg)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 25, 2021, 06:00:35 PM
Is there any way to prevent the auto-assignment feature from assigning junior officers to command positions on every single freighter before assigning one as XO on an actual warship?
I mean, other than turning the feature off.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 25, 2021, 06:48:31 PM
Is there any way to prevent the auto-assignment feature from assigning junior officers to command positions on every single freighter before assigning one as XO on an actual warship?
I mean, other than turning the feature off.

The only commanders which should be auto-assigned to freighters are those with Logistics skills, which are rare enough that it shouldn't be a problem in most cases particularly since XOs require a Crew Training skill which is different.

Are your freighters designed oddly? For example if your freighters are classified as military ships they will be valid assignments for any commander with a Crew Training skill and take priority over XO slots.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on May 25, 2021, 07:11:29 PM
Is there any way to prevent the auto-assignment feature from assigning junior officers to command positions on every single freighter before assigning one as XO on an actual warship?
I mean, other than turning the feature off.

The only commanders which should be auto-assigned to freighters are those with Logistics skills, which are rare enough that it shouldn't be a problem in most cases particularly since XOs require a Crew Training skill which is different.

Are your freighters designed oddly? For example if your freighters are classified as military ships they will be valid assignments for any commander with a Crew Training skill and take priority over XO slots.

Sorry, I meant fighter, not freighter.
I think I need more sleep. But I can't stop playing Aurora, so...

Anyway, when I assign my junior officer with the best Crew Training skill to be the XO of a warship, the auto-assignment feature inevitably reassigns him to command the next fighter that rolls off the production line, which is a complete waste of his talents.
The only solution I can think of (other than turning the auto-assign feature off, which is not gonna happen) is to spam a lot more academies so that I have more juniors available.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 25, 2021, 07:21:38 PM
Sorry, I meant fighter, not freighter.
I think I need more sleep. But I can't stop playing Aurora, so...

Anyway, when I assign my junior officer with the best Crew Training skill to be the XO of a warship, the auto-assignment feature inevitably reassigns him to command the next fighter that rolls off the production line, which is a complete waste of his talents.
The only solution I can think of (other than turning the auto-assign feature off, which is not gonna happen) is to spam a lot more academies so that I have more juniors available.

Sleep is for people who don't conquer galaxies.  ;)

Usually if I'm going to be using a lot of fighters, I tick the box on my large ship designs to bump up the officer ranks by one level so my XOs are e.g. CDRs instead of LCDRs.

Somewhere in the Suggestions thread I posted that it would be good to have the Reaction skill be the preferred skill for warship commanders in the auto-assignment algorithm instead of Crew Training, to reserve the latter skill for XO postings and since Reaction has no corresponding officer module (whereas Crew Training, Engineering, and Tactical do). It would also be really great if Fighter Combat was actually checked by the auto-assignment as I don't think it currently is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 26, 2021, 07:58:21 AM
I have two questions in a row.
First, what is the (FP) marker that appeared in some of my tech? (It were unable to be researched, didint appeared on the research list. I had to delete and start another tech from scratch)
Second, What is the difficulty modifier? Does it make the NPRs deadlier or just makes our lives harder in regards to tech and playability?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on May 26, 2021, 08:14:16 AM
I have two questions in a row.
First, what is the (FP) marker that appeared in some of my tech? (It were unable to be researched, didint appeared on the research list. I had to delete and start another tech from scratch)
Second, What is the difficulty modifier? Does it make the NPRs deadlier or just makes our lives harder in regards to tech and playability?

1. FP is Future Prototype. You're seeing it because you ticked "show next tech" in the research project screen and created a prototype. You can't research FPs because they require tech you haven't researched yet. (For example, you can FP a 20cm Laser before you research 20cm Laser Focal Size.) These are useful if you want to design ships based on the next tech tier and play around with the components, and then put research into the actual tech and components that will let you build that ship. (You can also prototype from current tech to figure out which components you want to research.)

2. (Most) green text in the options screen has tool tips. Hover over them to get descriptions in the info box.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 26, 2021, 08:24:02 AM
I have two questions in a row.
First, what is the (FP) marker that appeared in some of my tech? (It were unable to be researched, didint appeared on the research list. I had to delete and start another tech from scratch)
Second, What is the difficulty modifier? Does it make the NPRs deadlier or just makes our lives harder in regards to tech and playability?

1. FP is Future Prototype. You're seeing it because you ticked "show next tech" in the research project screen and created a prototype. You can't research FPs because they require tech you haven't researched yet. (For example, you can FP a 20cm Laser before you research 20cm Laser Focal Size.) These are useful if you want to design ships based on the next tech tier and play around with the components, and then put research into the actual tech and components that will let you build that ship. (You can also prototype from current tech to figure out which components you want to research.)

2. (Most) green text in the options screen has tool tips. Hover over them to get descriptions in the info box.
Oh, i didint even knew we had that option to see next tech. That explains quite a lot then. Thanks man.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on May 26, 2021, 11:09:03 AM
Ground commander assignment:

When specifying the "priority" of a Governor, lower numbers are less priority.

Is the reverse true for Ground commanders?  I tried setting my important formations to have a very high number, but they don't seem to be getting the (very few) Brigadier Generals I have available.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 26, 2021, 12:21:09 PM
It was but it is supposed to be fixed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 26, 2021, 01:04:43 PM
Ground commander assignment:

When specifying the "priority" of a Governor, lower numbers are less priority.

Is the reverse true for Ground commanders?  I tried setting my important formations to have a very high number, but they don't seem to be getting the (very few) Brigadier Generals I have available.

Make sure your formations are assigned to have the brigadier generals as their command rank. This can be done in the Order of Battle for existing formations of the Formation Templates window for each template.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on May 26, 2021, 01:51:19 PM
Quote from: Garfunkel link=topic=11545. msg152159#msg152159 date=1622049669
It was but it is supposed to be fixed.

Roger.   I'll try and set their priority to 1 and see if that helps in the future (I mean, I can manually assign them, but I don't want me forgetting to do that 1 time wrecking things)




Another question:  Is there a way on the System's map to see which systems have an Aether Rift in them?  Stepping through each of 100 systems and zooming in-and-out to see if there's a telltale Purple pixel is even more time-consuming than most aspects of this game, and somewhat less entertaining :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 28, 2021, 03:38:33 PM
So I've been having a group of 60 max tech CAS fighters duking out with a Rakhas planet and I have a question about armor specifically on small crafts.

These fighters are heavily protected, 9 shields and 10 layers of armor which is 3 wide and also have ECM 100 (note that I'm on a modded DB with extended tech lines).

Relevant but also very spoilery: The rakhas in question have racial weapon tech 30 and have AA tanks with 2x Heavy AA as well as infantry AA

These fighters went on a search and destroy mission on that planet, every 8 hour increment I get a bunch of kills and on average lose 2 fighters per round.

The interesting thing happened when one of the fighters got hit 3 times and survived. It received 1 shield hit and 2 penetrating hits with 18 armor damage.

I have attached screenshots to illustrate what happened to the fighter. Annoyingly the "combat summary" event for AA incidents is completely blank.

Regardless, my questions arise from the fact that the armor hasn't actually been penetrated, but the fighter still received internal damage.

If a damage pattern is wider than the armor width what happens? Does the "overflowed" damage do internal damage or does it get applied to the remaining armor?
Also did this fighter receive shock damage?

Also does ECM not have an effect when defending from AA fire? What level of ECCM would an AA unit even use?

EDIT: Well can't bug report since it's a modded DB but shortly after I sent the troop transports to start the invasion and I got this: "1.13.0, Function #2686: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index".
This happened between GU combat rounds when life pods were being collected and troop transports were being shot and hit by STO plasma carronades.
EDIT: The above bug happened because a troop transport finally got destroyed, killing everything in it. Specifically "200% of all ground troops"
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 28, 2021, 03:41:46 PM
So I've been having a group of 60 max tech CAS fighters duking out with a Rakhas planet and I have a question about armor specifically on small crafts.

These fighters are heavily protected, 9 shields and 10 layers of armor which is 3 wide and also have ECM 100 (note that I'm on a modded DB with extended tech lines).

Relevant but also very spoilery: The rakhas in question have racial weapon tech 30 and have AA tanks with 2x Heavy AA as well as infantry AA

These fighters went on a search and destroy mission on that planet, every 8 hour increment I get a bunch of kills and on average lose 2 fighters per round.

The interesting thing happened when one of the fighters got hit 3 times and survived. It received 1 shield hit and 2 penetrating hits with 18 armor damage.

I have attached screenshots to illustrate what happened to the fighter. Annoyingly the "combat summary" event for AA incidents is completely blank.

Regardless, my questions arise from the fact that the armor hasn't actually been penetrated, but the fighter still received internal damage.

If a damage pattern is wider than the armor width what happens? Does the "overflowed" damage do internal damage or does it get applied to the remaining armor?
Also did this fighter receive shock damage?

Also does ECM not have an effect when defending from AA fire? What level of ECCM would an AA unit even use?
I might be wrong don't think shock damage has a special event or sub-event like "this ship took x shock damage" or AA has no events either.
I don't think ECM has any effect on defending from AA fire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 28, 2021, 03:47:47 PM
I admit that I'm not familiar with the damage profiles from AA fire, but as the combat logs say these were 9-damage hits they look like the damage profile that would result from a 9-damage missile or plasma hit. The damage would be 1-2-3-2-1 and with an armor width of 3 the '1' columns will wrap around the '2' columns to produce a 3-3-3 profile.

The internal damage is almost certainly shock damage, the chance is ( damage / ship size in HS ), and a fighter of 10 HS would therefore have a 95% chance of suffering shock damage. Since you have an armor width of 3 I'm guessing your fighters are only 5 HS? So shock damage is guaranteed to happen in this case.

As far as I know, ECM has no effect on ground-based AA fire, at least it is not mentioned in any documentation I know of.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 28, 2021, 04:02:57 PM
I admit that I'm not familiar with the damage profiles from AA fire, but as the combat logs say these were 9-damage hits they look like the damage profile that would result from a 9-damage missile or plasma hit. The damage would be 1-2-3-2-1 and with an armor width of 3 the '1' columns will wrap around the '2' columns to produce a 3-3-3 profile.

The internal damage is almost certainly shock damage, the chance is ( damage / ship size in HS ), and a fighter of 10 HS would therefore have a 95% chance of suffering shock damage. Since you have an armor width of 3 I'm guessing your fighters are only 5 HS? So shock damage is guaranteed to happen in this case.

As far as I know, ECM has no effect on ground-based AA fire, at least it is not mentioned in any documentation I know of.

This explains why fighters often just don't survive AA, shock damage mechanics are completely stacked against them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 28, 2021, 05:57:01 PM
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 28, 2021, 06:24:01 PM
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.

Maintenance facilities require population to operate, so you can do this just fine but you will need a populated colony to do so.

An easier approach may be Maintenance Modules on a (commercial) station as these require no population and can be built to any size you want.

Either approach will require you to routinely ship MSPs to the asteroid though, so just be sure you've planned for that necessity.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 29, 2021, 02:44:11 AM
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.

Maintenance facilities require population to operate, so you can do this just fine but you will need a populated colony to do so.

An easier approach may be Maintenance Modules on a (commercial) station as these require no population and can be built to any size you want.

Either approach will require you to routinely ship MSPs to the asteroid though, so just be sure you've planned for that necessity.

Sure, but dont the maintanence facilities produce MSPs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 29, 2021, 08:08:14 AM
Is there any easy way to mass-award a medal for officers and ground units? I've set up the automatic conditions that are available for medals, but for example I wanted to create a Campaign medal to commemorate the capture of a new system, and wanted all officers involved in my battle fleets and ground units to receive it. Is there a better way to do that then just going to the officers window, doing a wide search for all naval officers , then scrolling through the list and looking for people with assignments to some billet on a ship involved.

Is there a way to like, award a medal to the fleet and automatically have all officers receive it, same for ground units? Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on May 29, 2021, 08:28:03 AM
Is there any easy way to mass-award a medal for officers and ground units? I've set up the automatic conditions that are available for medals, but for example I wanted to create a Campaign medal to commemorate the capture of a new system, and wanted all officers involved in my battle fleets and ground units to receive it. Is there a better way to do that then just going to the officers window, doing a wide search for all naval officers , then scrolling through the list and looking for people with assignments to some billet on a ship involved.

Is there a way to like, award a medal to the fleet and automatically have all officers receive it, same for ground units? Thanks!

You can mass award medals for fleet in Naval Organization tab, just select fleet formation and then click on button Award Medal that is located on the bottom of the window. Award Medal window will open and on the right side there are checkbox that you can select, so you can for example award medal to all ship commanders.

For ground formations, go to Ground Forces tab and select formation, now click on Hierarchy Medal button (bottom part of the window) and on the right side, select Ground Formation Commander checkbox.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 09:28:56 AM
Sure, but dont the maintanence facilities produce MSPs?

Ground based maintenance facilities will produce MSP if they have workers and if the body they are on has the required resources that MSP needs.

Ship/station based maintenance facilities don't need workers but only maintain ships at their location. They DO NOT produce their own MSP but will still consume it when maintaining ships. Thus, you will periodically need to replenish the MSP stores of that ship/station.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 29, 2021, 10:01:59 AM
If i put enough maintenance facilities on an asteroid, will i be able to maintain a permanent station around it? Or more than one?
My line of tought is that i need a permanent station to protect an asteroid field for mining purposes and to be an early warning and interception facility. But since its permanent, i will need to maintain it. And while i am onto this, i would probably just stuck some patrol Corvettes around and i can use the station to refuel them. (So i wont have to use too many pop on the asteroid plus the hangars will be used for that too.)
I am open to suggestions on how to make this idea better tough.

Maintenance facilities require population to operate, so you can do this just fine but you will need a populated colony to do so.

An easier approach may be Maintenance Modules on a (commercial) station as these require no population and can be built to any size you want.

Either approach will require you to routinely ship MSPs to the asteroid though, so just be sure you've planned for that necessity.

Sure, but dont the maintanence facilities produce MSPs?

The ground-based facilities can, however unless your asteroid has perfect proportions of accessible duranium, uridium, and gallicite it will be much less taxing to ship the MSPs built elsewhere than to ship minerals for the facilities to produce MSPs on-site.

Ship-based facilities cannot produce their own MSP in any way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 29, 2021, 12:40:26 PM
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 12:44:23 PM
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?

Gauss weapons with reduced size do benefit from all the other stuff.
In your case with all the factors listed in your post the most your gauss will achieve is 8.5% accuracy. However if your tracking is low, the gauss accuracy will be even less than 8.5%.
You can however get higher than 8.5% accuracy if you have a CIC console with a strong tactical officer. In this case with a 50% tactical skill (the best) you would have at most 12.75% accuracy on these gauss weapons, which assumes that your tracking speed perfectly matches the missile speed and no ECM disadvantages are present.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 29, 2021, 12:54:18 PM
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?

Gauss weapons with reduced size do benefit from all the other stuff.
In your case with all the factors listed in your post the most your gauss will achieve is 8.5% accuracy. However if your tracking is low, the gauss accuracy will be even less than 8.5%.

You can however get higher than 8.5% accuracy if you have a CIC console with a strong tactical officer. In this case with a 50% tactical skill (the best) you would have at most 12.75% accuracy on these gauss weapons, which assumes that your tracking speed perfectly matches the missile speed and no ECM disadvantages are present.

So Small gauss cannons for smaller crafts like FACs and patrol crafts are a bad idea then?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 29, 2021, 01:01:45 PM
Thanks Nuclear.
Now, im sorry to be on this topic again, but as far as gauss cannons go for PD, the smaller ones, with crappy accuracy, does their actual accuracy increases with faster missile tracking speed, racial tracking, gauss velocity speed and ROF or do they gets capped at lets say 8.5% accuracy or whatever they get from their size proportion?

Beam weapon accuracy is given by five factors (neglecting :
The expression for beam weapon accuracy is therefore:

Code: [Select]
ACC% = (weapon_accuracy%) * [tracking_speed / target_speed * (1 - target_range / BFC_range) * missile_tracking_bonus - 0.10 * (target_ECM - BFC_ECCM)]
with some min/max limits omitted for brevity, and effects from commander bonuses neglected. It is important to notice that the effect of ECM is subtracted from the product of every term except weapon accuracy. This is important, otherwise even a single level of ECM would make the 8%-accuracy Gauss weapon completely useless, but thankfully this is not the case.

So to answer your question: the accuracy of your Gauss weapon is going to be capped at its listed weapon accuracy. The effect of tracking speed, range, etc. is only to keep your accuracy as close to that maximum value as possible. However, remember that the 8% accuracy Gauss cannon may have only 1/12 the accuracy, but it is also 1/12 the size of a full-size Gauss cannon, so your theoretical hit rate and damage output are not dependent on the size and accuracy of the Gauss cannon itself (again, there are some effects in practice from salvo overkill which make larger cannons a bit worse at least for PD purposes).

So Small gauss cannons for smaller crafts like FACs and patrol crafts are a bad idea then?

No, they are fine, just remember that Gauss cannons nearly always should be turreted with the maximum tracking speed you can get (based on BC tech), otherwise they tend to be less effective than other weapon types. If your FACs are actually very fast, railguns are usually going to be more efficient, but for a small patrol craft that moves at your normal fleet speed Gauss cannon turrets are perfectly fine regardless of what size you make the cannons themselves. For a small ship you might want to use the bigger cannons though just so you can get more value from using a single-weapon BFC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 29, 2021, 02:03:42 PM
I was considering making the smaller gauss cannons supplementary on the main railgun. So then i will have a one shot railgun and some smaller gaus cannons, maybe 4-6 single turreted cannons to supplement that, the rest is just engines and sensors. I may even put a bigger engine and make it 1.3k tons. Do you think that works? The tought process is to make it more likely that they will be able to close the distance without getting blown up in the process.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 29, 2021, 03:08:00 PM
Is there any reason why missile active sensors seem to have a minimum size you can use? If I try to make a missile with an active sensor smaller than 0.25 it doesn't add a reactor and the design display doesn't list the active sensor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 29, 2021, 03:10:08 PM
I was considering making the smaller gauss cannons supplementary on the main railgun. So then i will have a one shot railgun and some smaller gaus cannons, maybe 4-6 single turreted cannons to supplement that, the rest is just engines and sensors. I may even put a bigger engine and make it 1.3k tons. Do you think that works? The tought process is to make it more likely that they will be able to close the distance without getting blown up in the process.

It's probably okay, at least the design makes sense. Personally I'd probably jump it up to 1.5 or 2 tons and use a bigger railgun at that point.

At some point though the best answer is to build a ship and see if it kills anything.  ;)  I call it "Learning from Getting Blown Up Experience".  ;D

Is there any reason why missile active sensors seem to have a minimum size you can use? If I try to make a missile with an active sensor smaller than 0.25 it doesn't add a reactor and the design display doesn't list the active sensor.

Not sure why but 0.25 HS is the minimum. My guess is for balance reasons, because if you could put a 0.001 HS sensor on a missile with a range of 10k km, it would be incredibly overpowered and there would be no reason to ever build a missile without it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 29, 2021, 03:28:38 PM
Is there any reason why missile active sensors seem to have a minimum size you can use? If I try to make a missile with an active sensor smaller than 0.25 it doesn't add a reactor and the design display doesn't list the active sensor.

Not sure why but 0.25 HS is the minimum. My guess is for balance reasons, because if you could put a 0.001 HS sensor on a missile with a range of 10k km, it would be incredibly overpowered and there would be no reason to ever build a missile without it.

I see now that this is actually listed in the rules post -- I should've checked that first! Thanks.

Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 03:43:09 PM
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.

What is the range of the 1st stage? Does it happen to be roughly 3400k km?

As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 29, 2021, 03:48:01 PM
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

Is that not how it works? It did at least in VB Aurora; you'd set separation distance from target. So you had to choose a distance such that the active sensors on the second stage could pick up the target, and the second stage it self had enough range to reach it even if it was moving.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 29, 2021, 03:49:32 PM
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.

What is the range of the 1st stage? Does it happen to be roughly 3400k km?

As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.

EDIT: To clarify, they're separating at 2m km from the target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 05:09:19 PM
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

Is that not how it works? It did at least in VB Aurora; you'd set separation distance from target. So you had to choose a distance such that the active sensors on the second stage could pick up the target, and the second stage it self had enough range to reach it even if it was moving.

Ah ok, that does make sense, I don't know why this always confuses me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 05:12:50 PM
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.

What is the range of the 1st stage? Does it happen to be roughly 3400k km?

As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.

EDIT: To clarify, they're separating at 2m km from the target.

Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 05:18:12 PM
As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

Is that not how it works? It did at least in VB Aurora; you'd set separation distance from target. So you had to choose a distance such that the active sensors on the second stage could pick up the target, and the second stage it self had enough range to reach it even if it was moving.

Does the second stage still need its own active sensor if the launch platform has an active lock on the target?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 29, 2021, 05:40:54 PM
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.

What is the range of the 1st stage? Does it happen to be roughly 3400k km?

As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.

EDIT: To clarify, they're separating at 2m km from the target.

Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.

It seems that when targeted at waypoints the separation distance works correctly, which makes me suspect there's a bug here -- although I haven't seen any bug reports to that effect. Have other people seen something like this? I'd previously been using the friendly neighborhood spoiler race as target practice, but their habit of shooting down my missiles and my ships is making testing difficult. I'm going to make a more cooperative race to test this on.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 29, 2021, 06:36:35 PM
Related question: How do you set the distance at which missile second stages will separate? I set the separation range to 1700k km but they seem to be separating at about twice that, roughly 3400k km.

What is the range of the 1st stage? Does it happen to be roughly 3400k km?

As an aside, I do wish that there would be a way to set the separation range based on distance to target since contacts might be moving towards (separates too late) or away (separates too early) from the missile.

No, the first stage is long-range, around 150m km. The second stage has a range of around 2m km. I tested setting the separation range down to 1m km, and now they're separating at around 2m km. (I'm testing this in SM mode.) I can't tell if this is a bug or if I'm just doing this wrong -- I haven't used missiles in C# yet, and I barely used them in the old VB version.

EDIT: To clarify, they're separating at 2m km from the target.

Try keeping the sep range 1m km, but now make the second stage have a range of 4M km. I want to see if for some reason there's a bug where the separation range is being multiplied by the second stage range.

It seems that when targeted at waypoints the separation distance works correctly, which makes me suspect there's a bug here -- although I haven't seen any bug reports to that effect. Have other people seen something like this? I'd previously been using the friendly neighborhood spoiler race as target practice, but their habit of shooting down my missiles and my ships is making testing difficult. I'm going to make a more cooperative race to test this on.

I think I've figured out what's going on. It turns out that what's happening is that the missile, when deciding when to release the second stage, is taking into account the motion of the ship being targeted; so if the target is moving away the second stage will appear to be released late, while if the target is moving towards the missile the second stage will appear to be released early. So far so good. However, if the target is following something stationary, then it may be moving back and forth even if it appears stationary, which can cause the second stage to be released early or late. Not sure whether this should be classed as a bug or not. The second issue, though, is definitely a bug: as far as I can tell, the first stage uses its own speed, rather than the speed of the second stage, when calculating when to release the second stage. Thus the relatively small correction needed for the fast second stage to catch up to an enemy ship becomes a much larger correction for the slow first stage to catch up.

Since at least one of these issues seems to be a genuine bug, I'm going to post this in the bugs thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 29, 2021, 09:08:35 PM
Where do you go to see the designs of enemy ships that you learned from capturing the ship? Been in a battle for a bit now and my breaching pods and marine boarding platoons this forum helped me design have born fruit. Capturing ships has been as good for intel as it has been for tech or minerals. In the midst of a huge missile barrage I missed that i had captured a new ship design I didn't know previously. Unfortunately advancing time the aliens blew it up with beam fire before I could check the class design in my Naval Organization window.

I went to the Races screen and checked for Intel on Known Ship classes, but the captured ship wasn't listed, nor was any of the other designs I captured. Where are those designs kept so I can see what I'm fighting against?

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 29, 2021, 09:19:43 PM
Where do you go to see the designs of enemy ships that you learned from capturing the ship? Been in a battle for a bit now and my breaching pods and marine boarding platoons this forum helped me design have born fruit. Capturing ships has been as good for intel as it has been for tech or minerals. In the midst of a huge missile barrage I missed that i had captured a new ship design I didn't know previously. Unfortunately advancing time the aliens blew it up with beam fire before I could check the class design in my Naval Organization window.

I went to the Races screen and checked for Intel on Known Ship classes, but the captured ship wasn't listed, nor was any of the other designs I captured. Where are those designs kept so I can see what I'm fighting against?

Thanks!

Annoyingly, these designs are not kept on the intel screen. When you capture a ship it is added to your list of class designs, so you can find them in the class design window nestled between your 100,000-ton Devastator-class missile dreadnought design and that experimental meson battleship proposal you keep fooling yourself into thinking you'll actually build someday.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on May 29, 2021, 09:28:22 PM

Annoyingly, these designs are not kept on the intel screen. When you capture a ship it is added to your list of class designs, so you can find them in the class design window nestled between your 100,000-ton Devastator-class missile dreadnought design and that experimental meson battleship proposal you keep fooling yourself into thinking you'll actually build someday.

Thanks nuclearslurpee as always! Will the game remember that I knownthe design when future enemy instances of that class design appear? Or do I have to manually keep track that "Doberman" class ships from this one race map to some missile destroyer class squirreled away in my class designs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on May 29, 2021, 10:34:46 PM

Annoyingly, these designs are not kept on the intel screen. When you capture a ship it is added to your list of class designs, so you can find them in the class design window nestled between your 100,000-ton Devastator-class missile dreadnought design and that experimental meson battleship proposal you keep fooling yourself into thinking you'll actually build someday.

Thanks nuclearslurpee as always! Will the game remember that I knownthe design when future enemy instances of that class design appear? Or do I have to manually keep track that "Doberman" class ships from this one race map to some missile destroyer class squirreled away in my class designs.

The game tells you all the technology of any ship that you have captured. Unfortunately it does not give you intel about the specific components onboard that ship. For this reason I like to keep those designs around.

In order to prevent problems you can do one or both of these things:
- Add "[CAP] as a prefix to the class name
- Create a new hull type called "Captured" and place all your captured designs in there (make sure that you've designated the OG hull type on the intel screen lest you forget what it was)
- BONUS: Add ["Race acronym"] as a prefix as well so you know which race you captured the design from
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on May 30, 2021, 05:29:03 AM
Is it possible to get list of constellation names that Steve uses? I like the constellation names, but I would like to know what star they are, I can usually identify it for stars that are close to Sun but it it would be nice to have a list that would have both real name and constellation name.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 30, 2021, 06:43:32 AM
Is it possible to get list of constellation names that Steve uses? I like the constellation names, but I would like to know what star they are, I can usually identify it for stars that are close to Sun but it it would be nice to have a list that would have both real name and constellation name.

You can find the ones I have already done in the DIM_Known Stars table in the database, which has both the new name and the existing name.

If you want to do them yourself, you need to find the star by searching here:
http://simbad.u-strasbg.fr/simbad/sim-id?Ident=Gliese+479&submit=submit+id

Then copy the ICRS coordinates into this web page which will provide the correct constellation.
http://djm.cc/constellation.html

You will also need to make sure you don't use the name for a star that already exists. I have been through every Bayer and Flamsteed designation for all 88 constellations to make sure I don't use duplicates. That is a little extreme though, so you can probably just check for duplicates in the database.

I followed the above for each of the thousand stars I have done so far (on order of distance from Sol). I will keep adding over time when I am feeling enthusiastic, but it is a little tedious :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on May 30, 2021, 07:46:09 AM
Question - On a known stars game once you run out of the thousand known stars in the DB does the game generate new stars from the standards gen rules? Do they pull from the system naming convention of the race at that point?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 30, 2021, 07:48:01 AM
Question - On a known stars game once you run out of the thousand known stars in the DB does the game generate new stars from the standards gen rules? Do they pull from the system naming convention of the race at that point?

There are 4400 known stars and that is effectively a fixed galaxy size. The thousand I mentioned above are only the ones I have assigned a new 'constellation name'.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on May 31, 2021, 09:43:58 PM
Is there a way to add new rank themes? I know you can add and rename ranks manually, but I was wondering if there's any way of importing a rank theme that I'm just not noticing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on June 01, 2021, 12:47:24 PM
I saved my game to peruse information in the Aurora forum.


On trying to load the save game I get this pop-up error message box :-

" 1.13.0 : function #1168 : The given key was not present in the dictionary  "

Does anyone know what this error message means in case it requires any further investigation ?

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on June 01, 2021, 01:24:39 PM
I saved my game to peruse information in the Aurora forum.


On trying to load the save game I get this pop-up error message box :-

" 1.13.0 : function #1168 : The given key was not present in the dictionary  "

Does anyone know what this error message means in case it requires any further investigation ?

DavidR

Its an error in loading movement orders. The only way I can see that happening is if there was somehow a move order with an order type that was no longer in the database. Are you running any mods?

Also, probably best to post errors in the bugs thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: David Russon on June 01, 2021, 01:47:21 PM
Steve ,

The only mod is the Ribbon mod and BlueBeGone mod to change the blue background to black - the text gets fuzzy after a while using the blue background due to my eyesight.

Current db attached if of use.

DavidR

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 02, 2021, 05:22:40 AM
So, I know after the word "Thermal" in the screenshot is the heat-readout of the enemy's engines (higher values meaning they run hotter).

But what does the "C" or "M" at the front of the number mean?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 02, 2021, 05:46:48 AM
So, I know after the word "Thermal" in the screenshot is the heat-readout of the enemy's engines (higher values meaning they run hotter).

But what does the "C" or "M" at the front of the number mean?

M - military engines
C - commercial engines
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 02, 2021, 07:46:00 PM
Ok, so, I'm trying to get one of my fleets to move at a slower speed than max.

I used the "Set Speed" button, and it seems to have worked (see attached screenshot).

But right after doing a 5-second increment, the fleet goes right back to max speed.  Is there a checkbox I'm missing?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 02, 2021, 08:17:13 PM
Is there a checkbox I'm missing?

Yes actually, on the screen where you issue movement orders there's a checkbox that goes "use max speed". It's checked by default, so uncheck it if you wanna use "Set speed".
Edit: It should be towards the right-middle of the naval organization menu in a panel filled with checkboxes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 03, 2021, 05:17:49 AM
Do the Aether Rift invaders (or any NPC I guess) suffer the same 1.5% maintenance failure chance per shot as I do?

I mean, I've already written this CMC off as a total loss, I don't mind losing it, but I'm on my fourth in-game day of 5 second bombardment increments, and at the rate that infantry die to 1DMG orbital shots, I'm looking at another 6 of them ;p
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 03, 2021, 11:23:26 AM
Do the Aether Rift invaders (or any NPC I guess) suffer the same 1.5% maintenance failure chance per shot as I do?

I mean, I've already written this CMC off as a total loss, I don't mind losing it, but I'm on my fourth in-game day of 5 second bombardment increments, and at the rate that infantry die to 1DMG orbital shots, I'm looking at another 6 of them ;p

I cannot find a source specifically answering this question in the dev posts, but I believe that NPR ships do not suffer component failures due to insufficient MSP for the same reasons that they can still move their ships when they have run out of fuel, namely that the AI is too stupid to handle refuelling and resupply logistics properly and this concession is necessary to prevent the NPRs from hamstringing themselves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 03, 2021, 03:32:04 PM
Do the Aether Rift invaders (or any NPC I guess) suffer the same 1.5% maintenance failure chance per shot as I do?

I mean, I've already written this CMC off as a total loss, I don't mind losing it, but I'm on my fourth in-game day of 5 second bombardment increments, and at the rate that infantry die to 1DMG orbital shots, I'm looking at another 6 of them ;p

I cannot find a source specifically answering this question in the dev posts, but I believe that NPR ships do not suffer component failures due to insufficient MSP for the same reasons that they can still move their ships when they have run out of fuel, namely that the AI is too stupid to handle refuelling and resupply logistics properly and this concession is necessary to prevent the NPRs from hamstringing themselves.
Hrm.  Then I need to figure out a way to expedite this "fairly"... I mean, I can just SM and delete the CMC and say "they won", but then I'm guessing they'll just hop over to the next planet and start bombing that CMC as well, even though they still (by my calculation) have a weeks worth of bombing to kill this one first, by which point my reinforcements will arrive.

Ah well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nori on June 05, 2021, 12:17:16 AM
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 05, 2021, 12:30:46 AM
So i have a planet that i cannot create a colony in it. Idk why. The only thing it calls my attention its that -1 CC it has.
Could be that this planet is habitable and even tough i surveyed it, my scans were crappy and didint got any life form there?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on June 05, 2021, 12:52:12 AM
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.

No.

Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046

The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on June 05, 2021, 12:58:00 AM
So i have a planet that i cannot create a colony in it. Idk why. The only thing it calls my attention its that -1 CC it has.
Could be that this planet is habitable and even tough i surveyed it, my scans were crappy and didint got any life form there?

Everytime I see a -1 on that screen, it's a gas planet (Gas Giant or Super Jovian). You can leave things in orbit, but you can't make a colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nori on June 05, 2021, 12:03:58 PM
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.

No.

Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046

The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 05, 2021, 01:00:12 PM
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.

No.

Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046

The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.

It can help to check the Senior C.O. box in the class design window, which will make the minimum rank for a junior officer one above the minimum. This means your fighters remain commanded only by the lowest level of commanders and hopefully minimizes any overloading of a particular commander rank.

Of course then you have to be careful not to run out of commanding officers, since Tactical Officers have to be two ranks lower than their commanding officer so if you have four dozen ships with a CIC you need ~48 Rank-4 officers (CDREs in the UK system) which requires you to have something like 400 Rank-1 officers (LCDRs) if you use auto-promotions. With a level-40 academy producing 200 officers a year this is doable though.

I usually end up finding that the junior officers modules need to be used conservatively or I run out of officers at some rank. Even if all I use are AUX modules, it's easy to run out of XOs if I put them on every large ship class.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 05, 2021, 01:08:46 PM
Is there a way to prioritize a tactical officer over say a fighter pilot using automated assignment? A tactical officer on a combat ship is always better than a fighter pilot in my opinion, but they frequently get assigned badly.

No.

Steve's post (from the 1.10 changelog, updated sometime after 1.12): http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046

The tl;dr is that co positions, regardless of ship priority, always fill from both unassigned commanders and commanders in non-co positions.
I figured. Make me not want to build fighters. I have a 40 level academy and I still don't get enough Tac officers and I only have maybe 100 fighters and maybe four dozen ships with a CIC.

It can help to check the Senior C.O. box in the class design window, which will make the minimum rank for a junior officer one above the minimum. This means your fighters remain commanded only by the lowest level of commanders and hopefully minimizes any overloading of a particular commander rank.

Of course then you have to be careful not to run out of commanding officers, since Tactical Officers have to be two ranks lower than their commanding officer so if you have four dozen ships with a CIC you need ~48 Rank-4 officers (CDREs in the UK system) which requires you to have something like 400 Rank-1 officers (LCDRs) if you use auto-promotions. With a level-40 academy producing 200 officers a year this is doable though.

I usually end up finding that the junior officers modules need to be used conservatively or I run out of officers at some rank. Even if all I use are AUX modules, it's easy to run out of XOs if I put them on every large ship class.

The way I solve it is by adding a new rank at the bottom "Lieutenant" (LT) and using senior CO on all ships that have things like CIC etc.
What happens is that fighters and commercial ships (without commercial JDs) use the LT rank, senior CO ends up putting the CO as Captain which means that the CIC and ENG modules are manned by LCDRs.
In fact, in my games LCDRs are almost exclusively bridge officers and never COs onboard military ships and it works quite well. The lowest commanding rank ends up being "Commander" for frigates that don't have bridge crews.

It works less well if you add jump drives to your commercial ships, as this pushes their rank requirement up to LCDR, making commercial ships scoop up LCDRs. It's still a massive improvement though because your 1000+ fighters / orbital PPV platforms will still use LTs, which massively reduces the burden on LCDRs.

The most obvious disadvantage is that you are halving the officer pool for capital military ships by adding the lower rank, but not only has this never seemed to materialize as a problem for me, I usually use all the LTs on fighter sized crafts anyways so the extra rank is not a waste.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Foxxonius Augustus on June 05, 2021, 05:01:16 PM
The way I solve it is by adding a new rank at the bottom "Lieutenant" (LT) and using senior CO on all ships that have things like CIC etc.
What happens is that fighters and commercial ships (without commercial JDs) use the LT rank, senior CO ends up putting the CO as Captain which means that the CIC and ENG modules are manned by LCDRs.
In fact, in my games LCDRs are almost exclusively bridge officers and never COs onboard military ships and it works quite well. The lowest commanding rank ends up being "Commander" for frigates that don't have bridge crews.

It works less well if you add jump drives to your commercial ships, as this pushes their rank requirement up to LCDR, making commercial ships scoop up LCDRs. It's still a massive improvement though because your 1000+ fighters / orbital PPV platforms will still use LTs, which massively reduces the burden on LCDRs.

The most obvious disadvantage is that you are halving the officer pool for capital military ships by adding the lower rank, but not only has this never seemed to materialize as a problem for me, I usually use all the LTs on fighter sized crafts anyways so the extra rank is not a waste.

This my solution as well. One of the other benefits is that, since you don't need to keep your good LTs around for military ships you wont mind them getting assigned to commercials. Because of this, you will wind up building more commercial ships as well as fighters and other small craft for them to command and gain experience. This will keep them busy so that they wont muster out after 10 years of sitting around waiting for a command. The end result is that by doing this I find it much easier to maintain a larger officer corp and the ones I have are better because they have all been doing something.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 05, 2021, 08:22:07 PM
So i have a planet that i cannot create a colony in it. Idk why. The only thing it calls my attention its that -1 CC it has.
Could be that this planet is habitable and even tough i surveyed it, my scans were crappy and didint got any life form there?

Everytime I see a -1 on that screen, it's a gas planet (Gas Giant or Super Jovian). You can leave things in orbit, but you can't make a colony.
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 05, 2021, 08:36:33 PM
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)

Sorium miners have not such limits. Take a ship with a fuel tank and a sorium harvester and park it in orbit of a sorium bearing gas giant. It should start filling its own tanks and the tanks of any tanker in its fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 06, 2021, 12:05:57 AM
Anyway to get that sorium out? Idk if Sorium Miners have size limit to get minerals from planets (Tough it should still need to make the body a colony, right?)

Sorium miners have not such limits. Take a ship with a fuel tank and a sorium harvester and park it in orbit of a sorium bearing gas giant. It should start filling its own tanks and the tanks of any tanker in its fleet.

Oh thank God. Right now my fleets are stoped still because i made some wrong calculations and ended up out of fuel. '-' I really need that sorium.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on June 07, 2021, 02:44:35 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 07, 2021, 02:52:30 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?

Yes.

When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.

So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.

It does mean that you are paying a little extra in unnecessary HQ capacity for the artillery but it'll allow you to assign really small artillery formations as support.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on June 07, 2021, 02:57:26 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?

Yes.

When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.

So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.

Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 07, 2021, 03:10:29 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?

Yes.

When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.

So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.

Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.

Yeah, thats one of the advantages I have with having a deep company level OOB, it's much less problematic when your average fighting formations are 2000 tons and the supports 1000 ton. The example I gave was modelled after what my current army does.

I do have larger heavy artillery formations but those are not meant as artillery support, they exist purely as counter-battery. Which I find useful as it makes them combat effective while minimizing the heavy collateral that artillery units tend to have.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on June 07, 2021, 03:33:11 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?

Yes.

When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.

So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.

Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.

Yeah, thats one of the advantages I have with having a deep company level OOB, it's much less problematic when your average fighting formations are 2000 tons and the supports 1000 ton. The example I gave was modelled after what my current army does.

I do have larger heavy artillery formations but those are not meant as artillery support, they exist purely as counter-battery. Which I find useful as it makes them combat effective while minimizing the heavy collateral that artillery units tend to have.

How do you set them to only provide counter-battery fire?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 07, 2021, 03:45:45 PM
How do you set them to only provide counter-battery fire?

Just don't set them to support another formation (or use "Clear Support" if it's already set). Since they can't do supporting fire they will only do counter-battery fire if they fire at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 07, 2021, 04:45:05 PM
Is there any way to get small artillery formations working? Currently when I try to drag my artillery formations onto another formation, it puts the artillery formation beneath it in the hierarchy rather than interpreting the drag as support. I think this is because the headquarters on my artillery formations are much smaller than those of the formations they should be supporting. Is there any other way I'm missing to set up the support properly? Or do I just have to make larger artillery formations to get the interface to cooperate?

Yes.

When the game is trying to be "smart", it does not look at actual formation size, it looks at the formations relative HQ capacity when determining which formation is the one thats supposed to be the artillery support.

So if you want a small artillery battery of 1000 tons to support an infantry company of 2000 tons, give the infantry company an HQ of 2000 capacity and the artillery battery an HQ of at least 2001 ton capacity. As such, when you drag the artillery on top of the infantry to assign support, it'll work correctly.

Thanks, that's more or less what I figured. I'm working with 10,000 ton formations and 2,000 ton artillery batteries -- seems like a huge waste to give each of them a 10,000 ton HQ. That's rather annoying.

Yeah, thats one of the advantages I have with having a deep company level OOB, it's much less problematic when your average fighting formations are 2000 tons and the supports 1000 ton. The example I gave was modelled after what my current army does.

I do have larger heavy artillery formations but those are not meant as artillery support, they exist purely as counter-battery. Which I find useful as it makes them combat effective while minimizing the heavy collateral that artillery units tend to have.

How do you set them to only provide counter-battery fire?

To further elaborate, counter-battery fire happens if and only if:
A - The artillery formation is not providing artillery support*
B - There is enemy artillery firing on friendly formations

*Note that if an artillery formation has a support target but for some reason hasn't provided fire support they will become eligible to do counter-battery fire, but they cant do both simultaneously which is why you might want to have artillery formations without set supports.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 07, 2021, 10:02:12 PM
To further elaborate, counter-battery fire happens if and only if:
A - The artillery formation is not providing artillery support*
B - There is enemy artillery firing on friendly formations

*Note that if an artillery formation has a support target but for some reason hasn't provided fire support they will become eligible to do counter-battery fire, but they cant do both simultaneously which is why you might want to have artillery formations without set supports.

On that note, if I want to keep a "dedicated Counter-battery unit" around, what types of artillery can be in the "Rear echelon" spot and still hit the Rear-Echelon spot of the enemy groups?  The Heavy Bombardment only?  The long-range medium?  or if I want to hit enemy RE-artillery, do I have to have mine in the Support Position?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 07, 2021, 11:08:14 PM
To further elaborate, counter-battery fire happens if and only if:
A - The artillery formation is not providing artillery support*
B - There is enemy artillery firing on friendly formations

*Note that if an artillery formation has a support target but for some reason hasn't provided fire support they will become eligible to do counter-battery fire, but they cant do both simultaneously which is why you might want to have artillery formations without set supports.

On that note, if I want to keep a "dedicated Counter-battery unit" around, what types of artillery can be in the "Rear echelon" spot and still hit the Rear-Echelon spot of the enemy groups?  The Heavy Bombardment only?  The long-range medium?  or if I want to hit enemy RE-artillery, do I have to have mine in the Support Position?

Heavy Artillery is able to target the enemy rear echelon from your own rear echelon. Additionally, Long-Range Bombardment (MBL) and the soon to be enabled Super-Heavy Bombardment (SHB) have the same BombardmentWeapon type (3) in the DB table for ground components, so they should also be able to fire against the enemy rear echelon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 08, 2021, 11:33:25 AM
Light Bombardment fires from Support and Frontlines but only into Frontlines.
Medium Bombardment fires from Support and into Support.
Long-range, Heavy and Superheavy fire from Rear and into Rear.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 11, 2021, 01:56:55 PM
Mass driver packets from Civilian Mining Companies move at 1,000 km/s.
Mass driver packets from my own populations move at varying speeds--it looks like it might be (12,500/packetSize)  km/s.

Is the discrepancy intentional?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 12, 2021, 04:21:07 AM
 - Quick Question: Can a Jump Drive that is marked as "Self-Jump Only" still jump other ships via a Standard Transit, or does this limitation apply to both Squadron Jumps AND Standard Jumps?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 12, 2021, 10:24:11 AM
- Quick Question: Can a Jump Drive that is marked as "Self-Jump Only" still jump other ships via a Standard Transit,

Yes. The restriction applies to squadron jumps only, and will be clarified in v1.14.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 12, 2021, 03:06:19 PM
Is there any way to manually add crew berths in 1. 13. 0? I'm currently having problem with fighters, that have 24 crew each and additional crew capacity, that game adds to hangar decks isn't enough.  I'm sorry for any grammatical errors.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 12, 2021, 03:52:57 PM
Is there any way to manually add crew berths in 1. 13. 0? I'm currently having problem with fighters, that have 24 crew each and additional crew capacity, that game adds to hangar decks isn't enough.  I'm sorry for any grammatical errors.

You do not need to add additional berths, they are added automatically with hangars and they are assumed to be always sufficient, check the link below for explanation from Steve:

http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 12, 2021, 05:03:46 PM
Quote from: Black link=topic=11545. msg152689#msg152689 date=1623531177
Quote from: Voltbot link=topic=11545. msg152688#msg152688 date=1623528379
Is there any way to manually add crew berths in 1.  13.  0? I'm currently having problem with fighters, that have 24 crew each and additional crew capacity, that game adds to hangar decks isn't enough.   I'm sorry for any grammatical errors.

You do not need to add additional berths, they are added automatically with hangars and they are assumed to be always sufficient, check the link below for explanation from Steve:

hxxp: aurora2. pentarch. org/index. php?topic=8495. msg104051#msg104051
Thanks for reply.  I found this information before.  My problem is:
Game give 20 flight crew berth for each hangar deck, but I need 32. 6(6) spare berths for each hangar deck.  That's why I need to manually add crew berths.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 12, 2021, 05:09:35 PM

Game give 20 flight crew berth for each hangar deck, but I need 32. 6(6) spare berths for each hangar deck.  That's why I need to manually add crew berths.

No you don't, the game assumes the 20 are enough so you don't have to worry about the extra crew that "doesn't fit".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 12, 2021, 05:20:31 PM
Quote from: Droll link=topic=11545. msg152691#msg152691 date=1623535775
Quote from: Voltbot link=topic=11545. msg152690#msg152690 date=1623535426

Game give 20 flight crew berth for each hangar deck, but I need 32.  6(6) spare berths for each hangar deck.   That's why I need to manually add crew berths.

No you don't, the game assumes the 20 are enough so you don't have to worry about the extra crew that "doesn't fit".

Thanks.  I didn't got it earlier.

There another question:
I know, that in C# shields don't need fuel anymore, but do they need something else, like power?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 12, 2021, 05:32:24 PM
I know, that in C# shields don't need fuel anymore, but do they need something else, like power?

No
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Blogaugis on June 14, 2021, 01:29:41 PM
Do Vehicles with construction equipment have to be in a certain field and/or hierarchy position to provide entrenchment bonus, build points?
I assume that the commander has to be attached, in order to increase the build point bonus provided?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 14, 2021, 01:46:23 PM
Do Vehicles with construction equipment have to be in a certain field and/or hierarchy position to provide entrenchment bonus, build points?

Per Steve's posts/the C# wiki pages:
Quote
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level.

Quote
I assume that the commander has to be attached, in order to increase the build point bonus provided?

A commander is not required, and the CON elements will function adequately without a formation commander. As with all ground formations a commander can provide useful bonuses if assigned to that formation (and the formation has an appropriate HQ element).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 19, 2021, 09:45:02 AM
I have two cargo ship designs.
Design A has one Cargo Hold - Standard and one Cargo Shuttle Bay.
Design B has one Cargo Hold - Large and five Cargo Shuttle Bay.

Design B has five times the capacity of Design A, and five times the Cargo Shuttle Multiplier (5 vs 1).
In the Class Design window, both designs show a Load Time of 5:18:53.


I have two fleets in orbit of the same planet.
Fleet A has 13 ships of Design A.
Fleet B has 2 ships of Design B.
Both fleets are in the same Naval Admin Command.
Neither fleet has any ship commanders.
The planet has a cargo shuttle station (five, actually).

I give both fleets an order to load installations from the planet.

I would expect the load times for both fleets to be identical.
Instead, Fleet B needs 50% longer to load than Fleet A.
Fleet A needs 2:09:27, Fleet B needs 3:14:11.

Am I overlooking something? What would cause this discrepancy?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 19, 2021, 11:01:22 AM
I have two cargo ship designs.
Design A has one Cargo Hold - Standard and one Cargo Shuttle Bay.
Design B has one Cargo Hold - Large and five Cargo Shuttle Bay.

Design B has five times the capacity of Design A, and five times the Cargo Shuttle Multiplier (5 vs 1).
In the Class Design window, both designs show a Load Time of 5:18:53.


I have two fleets in orbit of the same planet.
Fleet A has 13 ships of Design A.
Fleet B has 2 ships of Design B.
Both fleets are in the same Naval Admin Command.
Neither fleet has any ship commanders.
The planet has a cargo shuttle station (five, actually).

I give both fleets an order to load installations from the planet.

I would expect the load times for both fleets to be identical.
Instead, Fleet B needs 50% longer to load than Fleet A.
Fleet A needs 2:09:27, Fleet B needs 3:14:11.

Am I overlooking something? What would cause this discrepancy?

I think its proportions. Think about it, both fleets now have 1 more cargo shuttle facility than they did without the planetary facility.

Ships on fleet A have less cargo cap, which means that a single cargo shuttle bay has a much larger effect on the time to load.
Ships on fleet B have more cargo cap, which means that a single cargo shuttle bat has a much smaller effect on the time to load.

If for some reason, the planet provided +1 bay for fleet A but +5 bays for fleet B, I would expect the loading times to be the same.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 19, 2021, 11:34:33 AM
I think its proportions. Think about it, both fleets now have 1 more cargo shuttle facility than they did without the planetary facility.

Ships on fleet A have less cargo cap, which means that a single cargo shuttle bay has a much larger effect on the time to load.
Ships on fleet B have more cargo cap, which means that a single cargo shuttle bat has a much smaller effect on the time to load.

If for some reason, the planet provided +1 bay for fleet A but +5 bays for fleet B, I would expect the loading times to be the same.

Ah.
I was thinking that the Cargo Shuttle Station acted as a flat multiplier for loading times.
Instead, as you say, it acts as just one extra Cargo Shuttle Bay for every ship.
So the station cuts the load time of the small ships in half (by increasing Cargo Multiplier from 1 to 2), but cuts load time of the larger ships by just one sixth (by increasing Cargo Multiplier from 5 to 6).

Cheers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Guessed on June 21, 2021, 08:27:08 AM
Hello, I currently have an issue from 1. 13, which is about the assignment of fire controls.  I built a design of 200 box launchers (emergency fire solution against planetary assailants), but it is absurdly tedious to assign all the fire controls.  The auto-assign button worked on other designs in this game, but even though this one just has 1FC, 200 identical launchers, 200 identical missiles, and nothing else, it wont assign them at all.
Here is a screenshot of the situation (hope it works as a guest):
(http://https://abload. de/img/screenshot2021-06-211elj1t. jpg)

Well, no problem, in old Aurora I just dynamically assigned all my weapons by hand anyway.  Except, in this version there are two insurmountable issues with that:
1) There is no shift-/ or even just ctrl-click, so I would have to do it all one by one for 200 launchers.  And then 200 missiles.
2) You can not drag the to-be-assigned-weapon on the list that contains weapons, but have to drop it on the fire control.  In some cases that could make it completely impossible to assign weapons at all, like for example if you had so many fire controls that the first upper ones aren't visible anymore once you are down to your unassigned weapons.  (because you cant scroll up while drag and dropping)
In my case the main issue is that it forces even more clicks onto me.  The assignment routine is like this:
- Close Fire Control List
- Drag 1 Launcher on Fire Control
- Scroll up because you get thrown to the bottom
- Close Unassigned Weapons
- Drag missile on the lowest new Launcher of the Fire Control
- Scroll up to Fire Control List again to Close it for the next Launcher, because you were thrown down again.

It is tedious, and every time there is any change, all the tabs reopen and you are thrown down.  There are at least 6 clicks with some drags involved in just assigning and loading a single launcher, so everybody working with Box Launchers is screwed if the auto-assign script fails.

In the past the shift click made it so easy that I would often adjust loadouts within battle like with alternate ammunitions, or some less guns for the next volley and such.  Impossibly tedious right now I think, but I do post here to cross check whether I have overlooked something.  This is already some patches in after all, and the player base has become so huge, it seems likely to me that this couldn't have been overlooked, as it would be a pretty center piece issue.  (coming up with some of your first designs likely - and many who know shift-click from before would probably be shouting foul if there isn't alternative. )
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 21, 2021, 10:43:30 AM
Was the chance for defenders to pop out of alien ruins removed?  I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 21, 2021, 11:54:31 AM
Was the chance for defenders to pop out of alien ruins removed?  I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version

 --- I think this is as of yet unimplemented, but don't quote me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on June 21, 2021, 12:03:36 PM
Was the chance for defenders to pop out of alien ruins removed?  I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version

For C#, the defenders are already in place, rather than popping out of the ruins.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on June 21, 2021, 12:06:00 PM
Hello, I currently have an issue from 1. 13, which is about the assignment of fire controls.  I built a design of 200 box launchers (emergency fire solution against planetary assailants), but it is absurdly tedious to assign all the fire controls.  The auto-assign button worked on other designs in this game, but even though this one just has 1FC, 200 identical launchers, 200 identical missiles, and nothing else, it wont assign them at all.
Here is a screenshot of the situation (hope it works as a guest):
(https://abload. de/img/screenshot2021-06-211elj1t. jpg)

Well, no problem, in old Aurora I just dynamically assigned all my weapons by hand anyway.  Except, in this version there are two insurmountable issues with that:
1) There is no shift-/ or even just ctrl-click, so I would have to do it all one by one for 200 launchers.  And then 200 missiles.
2) You can not drag the to-be-assigned-weapon on the list that contains weapons, but have to drop it on the fire control.  In some cases that could make it completely impossible to assign weapons at all, like for example if you had so many fire controls that the first upper ones aren't visible anymore once you are down to your unassigned weapons.  (because you cant scroll up while drag and dropping)
In my case the main issue is that it forces even more clicks onto me.  The assignment routine is like this:
- Close Fire Control List
- Drag 1 Launcher on Fire Control
- Scroll up because you get thrown to the bottom
- Close Unassigned Weapons
- Drag missile on the lowest new Launcher of the Fire Control
- Scroll up to Fire Control List again to Close it for the next Launcher, because you were thrown down again.

It is tedious, and every time there is any change, all the tabs reopen and you are thrown down.  There are at least 6 clicks with some drags involved in just assigning and loading a single launcher, so everybody working with Box Launchers is screwed if the auto-assign script fails.

In the past the shift click made it so easy that I would often adjust loadouts within battle like with alternate ammunitions, or some less guns for the next volley and such.  Impossibly tedious right now I think, but I do post here to cross check whether I have overlooked something.  This is already some patches in after all, and the player base has become so huge, it seems likely to me that this couldn't have been overlooked, as it would be a pretty center piece issue.  (coming up with some of your first designs likely - and many who know shift-click from before would probably be shouting foul if there isn't alternative. )

If you click the 'Assign All' checkbox, then dragging one launcher to a fire control, or one missile to a launcher, will drag all launcher/missiles of the same type. It can also be used for assigning one target to all fire controls.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Guessed on June 21, 2021, 12:49:27 PM
Quote from: Steve Walmsley link=topic=11545. msg152845#msg152845 date=1624295160
If you click the 'Assign All' checkbox, then dragging one launcher to a fire control, or one missile to a launcher, will drag all launcher/missiles of the same type.  It can also be used for assigning one target to all fire controls.
Oho, thank you very much.  I was actually wondering what that checkbox did.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nori on June 21, 2021, 09:24:51 PM
Next version will need a new save I'm guessing right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zap0 on June 21, 2021, 09:41:23 PM
Yes. Looking at the changelog, there's a lot of differences and definitely a new database scheme involved. With major features like the new spoilers I wouldn't try to migrate a 1.13 DB onto 1.14.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nori on June 21, 2021, 09:50:28 PM
I figured. I want the changes, but my current game is so interestingly far along.  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shuul on June 22, 2021, 10:47:21 AM
Hi all,
If ill start new game with jump gates built on all jump poiints will NPR still build jump ships? Dont want them to waste resource.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 22, 2021, 10:49:48 AM
Hi all,
If ill start new game with jump gates built on all jump poiints will NPR still build jump ships? Dont want them to waste resource.

I think they would, jump ships are in theory not a waste of resources here since they are needed to do a squadron jump when assaulting a defended JP, however I'm not sure the NPRs know how to do this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 22, 2021, 08:46:22 PM
NPRs do perform squadron jumps as part of JP assaults.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gpt3 on June 22, 2021, 10:24:04 PM
Do populations set as "source of colonists" still export colonists if they are experiencing worker shortages?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 22, 2021, 10:27:10 PM
Do populations set as "source of colonists" still export colonists if they are experiencing worker shortages?

Yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on June 22, 2021, 11:35:15 PM
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts. Just 'Escorts' are already taken by the 10,000 ton fleet, uh, escorts, so I'm at a loss.

Also, I'm bothered that my 500-ton beam-armed fighters are called 'Gunships' cuz it implies they are bigger than the FAC -boats. I figured IRL craft like the AC-130 was the closest equivalent to a spaceplane whose primary attack is a heavy gun meant to be used on non-fighter craft but there has to be a better more accurate designation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on June 22, 2021, 11:53:22 PM
My PD and police craft are corvettes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 23, 2021, 12:24:49 AM
I'm fond of using the hull type "Cutter" to describe 1,000-ton boats. "Patrol Boat" is another useful option to keep the boat theme going.

For the fighters, I might use a Bomber (missile attack ships), Interceptor (PD ships), and Fighter (beam attack ships) nomenclature.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 23, 2021, 09:22:14 AM
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.

FPDC is the logical conclusion, but it doesn't exactly roll off the tongue.

How about FACscorts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 23, 2021, 02:22:35 PM
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.

FPDC is the logical conclusion, but it doesn't exactly roll off the tongue.

How about FACscorts?

 --- Destroyers? :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on June 23, 2021, 04:07:10 PM
Ok this is super weird and frustrating: I have ground units on frontline attack and artillery on support. I want to support frontline units with artillery. But when I drag artillery to ground units, they got attached to it as a subordinate (every formation in my army has HQ unit in itself) instead of being set as a support. Dragging the other way around works, but I don't want my artillery to be supported but to provide support, damn it! What's going on here?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 23, 2021, 04:15:05 PM
Ok this is super weird and frustrating: I have ground units on frontline attack and artillery on support. I want to support frontline units with artillery. But when I drag artillery to ground units, they got attached to it as a subordinate (every formation in my army has HQ unit in itself) instead of being set as a support. Dragging the other way around works, but I don't want my artillery to be supported but to provide support, damn it! What's going on here?

The artillery formations are trying to attach to the frontline formations because the frontline formations have a larger HQ size. The solution is to make the formations have the same size of HQ, or the artillery formations to have a larger size of HQ than the frontline formations.

It usually turns out that the easiest way to handle this is to place the artillery in the superior HQ formations which control frontline formations, even though this means some low-rank commanders with artillery bonuses may be wasted in command of ground troops.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on June 23, 2021, 04:18:42 PM
I don't care about commander bonuses and all that at all, it's just some basic two-level structure to nicely group units by their function. Ok, so I guess it's time to move the artillery one level higher. Which irritates me because this time I made no mistakes and my army is perfectly grouped only for something like this to ruin this balance...

Thanks, didn't expect attaching to a unit will have higher priority than supporting it when the dragged formation is set on support, guess I can instantly suggest this to be fixed in 1.14, please?... :'(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 23, 2021, 04:27:05 PM
I don't care about commander bonuses and all that at all, it's just some basic two-level structure to nicely group units by their function. Ok, so I guess it's time to move the artillery one level higher. Which irritates me because this time I made no mistakes and my army is perfectly grouped only for something like this to ruin this balance...

Thanks, didn't expect attaching to a unit will have higher priority than supporting it when the dragged formation is set on support, guess I can instantly suggest this to be fixed in 1.14, please?... :'(

As always, post it in the suggestions thread. Personally I'd settle for a toggle between setting hierarchy and support instead of the "smart" system we have now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 24, 2021, 08:59:22 AM
I know I can use SM to add a ruin to a body, as well as to delete a (as of yet unexplored) ancient construct, but is there a way to get an Ancient construct to spawn on a body?

(I removed one in my current game because I feel like all 3 that I found being B&G constructs was just stupid, but now I can't get another to take it's place  >:( )



nevermind, after my hundreth "random ruin" click, I finally got a new one.  30% C&P, but still, I'll take it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on June 26, 2021, 08:40:47 AM
There is a contested Jump Point. If I jump through the enemy fleet opens fire instantly (as in they fire the same 5sec pulse that my fleet arrives). If the enemy jumps through my 100% Trained fleet that has been told to fire at will just stares blankly, so the next 5 second pulse the enemy jumps straight out again.

I'm either missing a fire control setting somewhere or the AI is just cheating. Does anyone know which?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 26, 2021, 09:24:11 AM
the AI is just cheating.

Unfortunately due to the limitations of the AI they get special treatment when it comes to jump points, although I think the firing in the same increment part may be a turn order thing rather than a deliberate AI buff but it has the same effect either way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on June 26, 2021, 05:43:37 PM
Is it worth building fighters to escort bombers in the hopes their piddling-little 10% Gauss Cannon can shoot down some AMMs?

I thought it'd be an interesting idea and an excuse to build fighters, but they can't even match the tracking speed of MY AMMs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 27, 2021, 12:21:01 AM
Is it worth building fighters to escort bombers in the hopes their piddling-little 10% Gauss Cannon can shoot down some AMMs?

I thought it'd be an interesting idea and an excuse to build fighters, but they can't even match the tracking speed of MY AMMs.
Generally, no but you could try it with a single RG instead. With high enough speed for the fighter, the accuracy might work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on June 27, 2021, 12:34:18 PM
Since I'm not entirely sure whether my patience to wait until 1. 14 (and whether staff officers for ground forces were to even happen for 1. 14) will hold out, what would be a way to RP having an executive officer rank for ground forces?

Y'know, other than leaving a ton of holes in the rank hierarchy where ranks are skipped.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 28, 2021, 08:19:04 AM
I have a carrier loaded with 10 "boarder" fighters, each with a 100ton boarding pod, with the intent to capture some targets.

I would like to have the carrier also carry a large contingent of extra "marines", so that after a landing op, the fighters can return, get fresh troops, and do it again, as the first conquered ship flies itself home (hopefully)

Would all I need to do is add a troop bay to the carrier?  Do I need other parts?  and/or, what command would I issue the fleet to have the spare forces "board" the fighters while they are in the hanger?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on June 28, 2021, 08:47:31 AM
I have a carrier loaded with 10 "boarder" fighters, each with a 100ton boarding pod, with the intent to capture some targets.

I would like to have the carrier also carry a large contingent of extra "marines", so that after a landing op, the fighters can return, get fresh troops, and do it again, as the first conquered ship flies itself home (hopefully)

Would all I need to do is add a troop bay to the carrier?  Do I need other parts?  and/or, what command would I issue the fleet to have the spare forces "board" the fighters while they are in the hanger?

Yes this is possible, in my 1.12 game the only carriers I had held boarding pinnaces with 250ton troop modules, and the carriers themselves had troop capability so held 2xreserves.  On a number of occasions the pinnaces boarded enemy ships and returned to their carrier to load more troops (using the standard Load Ground Unit order by the pinnace fleet targeting on a the carrier fleet).  It usually took long enough to embark the 2nd load that the initial boarding action had completed but that just meant that the 2nd load boarded a different ship (IIRC I was capturing fleets with 30+ civilians of various types)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on June 30, 2021, 01:11:41 PM
I know I can use SM to add a ruin to a body, as well as to delete a (as of yet unexplored) ancient construct, but is there a way to get an Ancient construct to spawn on a body?

(I removed one in my current game because I feel like all 3 that I found being B&G constructs was just stupid, but now I can't get another to take it's place  >:( )



nevermind, after my hundreth "random ruin" click, I finally got a new one.  30% C&P, but still, I'll take it.

Well, you get lucky. I attempted to do this and I had to stop, because my hand got sore from all the clicking.

Could we get a SM command to edit ancient construct or to spawn it independently on the ruins?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on July 02, 2021, 07:24:49 AM
Which (if any) tech improves the rate Ship-based Sorium harvesters make fuel?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: YABG on July 02, 2021, 07:56:23 AM
I believe they're impacted by the same tech that improves planet-based refinery efficiency
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 02, 2021, 08:24:03 AM
I believe they're impacted by the same tech that improves planet-based refinery efficiency

Yes. Same also applies for orbital mining and terraforming modules, they share the efficiency increase from tech with ground-based installations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on July 02, 2021, 03:20:06 PM
Game Bug, or display bug?

I have a colony which I SM'ed in a Dormant construct.

I've had a 5000ton Xeno team on the planet for 50 years which didn't "un-dormant" it, so I upped it to a 15000ton Xeno team for another 50 years, and it's still laying fallow.

However, when I start a research on that planet, the bonus from my 50% researcher says "3.9x", which means it's active.

is the bonus display bugged, or the report of it being "dormant" bugged?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on July 08, 2021, 05:12:02 AM
Is it right that NPR planets don't surrender?

I'm facing a choice of nuking an NPR homeworld from orbit (which I don't like for RP reasons) or spending many, many years building a much, much larger army to have a chance of invading. Is there a 3rd way I'm missing or are those the only options?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 08, 2021, 05:25:06 AM
Those are I believe the only options, compound this with that in 1.13 a major invasion will probably do enough collateral damage to reduce planatery temperature below survivable levels. Sometimes NPR Homeworlds have no troops you could just watch this one and see if its army vanishes.
Also be careful about destroying the STO's from orbit that can easily produce enough dust to kill off the population even if you don't use missiles
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 08, 2021, 05:27:27 AM
Am I correct in thinking that if you find Advanced Railguns/Lasers in ruins there is no way to actually develop and build such weapons without database hacking? Or am I missing something obvious
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 08, 2021, 07:44:46 AM
Yes. Looking at the changelog, there's a lot of differences and definitely a new database scheme involved. With major features like the new spoilers I wouldn't try to migrate a 1.13 DB onto 1.14.
I did for 1.12 to 1.13 - worked fine. Had to be careful with the change in research. So far no issues with the edited DB. So you can do, but at your own risk. We'll see how good that works for the change to 1.14... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on July 08, 2021, 07:47:46 AM
Am I correct in thinking that if you find Advanced Railguns/Lasers in ruins there is no way to actually develop and build such weapons without database hacking? Or am I missing something obvious
In the Class Design window, if you go to the 'Miscellaneous' tab, there's a checkbox that says 'use alien tech'.

Checking that box should allow you to select the recovered components in your ship design. Note that to actually build the ships, you'll need to move them from the dig site to your shipyard planet.

You might need to refresh the Class Design window for them to show up - I had them pop up after I checked and unchecked the "Prototypes" checkbox.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 08, 2021, 07:52:43 AM
Ah I meant the technology to build and research my own advanced railgun and advanced lasers (not just 20cm raillguns instead of my 15cm railguns but Advanced 12cm railguns ) the technology line to develop them is there but  I can find no way to develop an Advanced 12cm Railgun and fit it to ships.
I can quite easily build ships fitted with captured or dug up weapons
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 08, 2021, 08:10:29 AM
Basically in the DB the weapon type of advanced variants are actually different than that of their base version. For the railgun case the standard is type ID 76 (or 75?) whereas advanced railguns have a type ID of 150. So if you change the advanced railgun type IDs to be the same as the normal railgun ones they'll show up as options alongside the standard variants.

You can do similar DB edits to the other advanced variants too. For example, in my save I found advanced particle beams which I design ships with.

EDIT: I actually forgot an important detail relevant to the case of railguns. When you change the tech ID from 150 to 76 to make the advanced variant useable, the game expects a standard railgun so by default it will have 4 shots instead of the intended 5. You need to go into the DB again this time under the designed components and manually change the shot count of the weapon from 4 to 5. Of course you might also have to consider what a reduced-size advanced railgun would look like vs a standard counterpart.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on July 08, 2021, 08:14:38 AM
If you disassemble enough of them, theoretically you should be able to unlock the tech.
No idea if it works, or if it does work, what (if any) base level of technology you'd need for the disassemble RP to go to the right tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 08, 2021, 08:46:52 AM
Obviously I am not clear.
I have in the Research screen fuly developed advanced 12cm Lasers or railguns (in different games) I have then moved on and developed the technology of the 15cm versions.
There is no way I can find using the Create project window to develop a 12cm Advanced laser for production, I can research normal laser projects and then add them to designs no problem, there are as far as I can tell any ways to design a project for an Advanced laser weapon which can then be developed even though I have the avility to research the underlying technology.
Without developing such a project combining Advanced 12cm Focal laser, UV laser and capacitor 4 for instance the research serves no purpose. I am investigating if this is like genetic research a left over from the earlier VB versions were you could develop and build such technology

And then I saw Drolls reply so ignore this. Thats what I thought the situation was , and my day job is databases which means I can't be bothered doing it for fun. Thanks for the answer
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 08, 2021, 11:04:23 AM
Is it right that NPR planets don't surrender?

I'm facing a choice of nuking an NPR homeworld from orbit (which I don't like for RP reasons) or spending many, many years building a much, much larger army to have a chance of invading. Is there a 3rd way I'm missing or are those the only options?

Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.

Fingers crossed for Steve to someday implement some kind of peace treaty mechanic into the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on July 08, 2021, 11:56:22 PM
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.
I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.

Fingers crossed for Steve to someday implement some kind of peace treaty mechanic into the game.
That does seem a very obvious gap. But presumably it is coming, why put diplomacy ships in if you aren't going to add some more diplomatic options?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 09, 2021, 11:14:48 AM
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.
I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.

I actually do like the way it works out quite a bit, as it means you cannot just go from having a bunch of garrison brigades to being planet-conquering Space Mongols by clicking a button like in many other games. It does however mean that if your rather small army decides to go a-conquering, you will have to content yourself with glaring angrily at the NPR home world for a few dozen years. This is not the worst problem to have as glaring angrily is a time-honored tradition with a long history in warfare.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 09, 2021, 12:06:53 PM
Unless you use SM to do something else, that's pretty much it. It's not communicated by the game (as usual), but really if you plan to be conquering planets you have to invest a lot into ground forces from the beginning of the game, because it will take easily 10-20 years to build up the army sizes you need to invade planets.
I read your most impressive thread on the subject, which was what convinced me I had absolutely no chance of invading.

I actually do like the way it works out quite a bit, as it means you cannot just go from having a bunch of garrison brigades to being planet-conquering Space Mongols by clicking a button like in many other games. It does however mean that if your rather small army decides to go a-conquering, you will have to content yourself with glaring angrily at the NPR home world for a few dozen years. This is not the worst problem to have as glaring angrily is a time-honored tradition with a long history in warfare.

I will say that if one does not want to spend 10s of years to test out homeworld conquests, try playing a precursor/ancient race start where you SM your self massive tech advantage (in this case weapon and armor). Having an armor tech advantage is absolutely massive in ground combat and will allow you to win on the offense even when outnumbered.

You can also take it to its extreme by extending tech lines if you are willing to mess with the DB.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 09, 2021, 06:46:20 PM
I have a question regarding the intricacies of FFD components for ground forces.

Ground attack fighters which are assigned to support a ground formation with a FFD element have, per Steve's rules posts, the same targeting options as heavy bombardment. It's not completely clear to me, but I assume this means that it has the same targeting options as a HB element which is firing in support of a front-line formation and not just "it can hit anything on the field".

Specifically, per the rules posts:
Quote from: Steve Walmsley
Once all front line attacks have been concluded, each unit in each element providing supporting bombardment will engage either the hostile formation being targeted by the friendly formation they are supporting, or one of the hostile formation's own supporting elements (counter-battery fire). If the hostile formation is targeted, each unit in the supporting artillery element engages a random element in the hostile formation, with the randomisation based on the relative size of the hostile formation elements (the same as front-line vs front-line). If a hostile supporting element is targeted, all fire is directed against that element. This represents the difference between providing supporting fire in a combined arms front-line battle and targeting specific hostile artillery for counter-battery fire. The decision to target the hostile front-line formation vs hostile support elements is based on the relative sizes.

This means that ground attack fighters supporting a ground formation can only attack (1) the enemy formation which was targeted by the friendly formation being supported, or (2) any enemy formation which is supporting the enemy formation which was targeted by the friendly formation being supported.

For a front-line formation being supported, this is all well and good...now, here is my question: if I assign ground attack fighters to support a supporting formation which has a FFD element, which is in turn supporting a front-line formation, what target options do the fighters have?

I can imagine two possibilities:

Essentially this question boils down to: Are FFD elements in support or rear echelon formations useless?  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 11, 2021, 04:45:39 AM
V1.13 has blinded me.  8) Can't find the option "Hide Fleets in Orbit"...  :'( Anybody an idea where I can find it? Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on July 11, 2021, 03:11:51 PM
V1.13 has blinded me.  8) Can't find the option "Hide Fleets in Orbit"...  :'( Anybody an idea where I can find it? Thanks.

On the default Display tab, right hand column, four up from the passive vs signature checkboxes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 12, 2021, 08:51:57 AM
What are the advantages of particle lance?  I have just researched it, and I can't see any advantages over normal particle Beam. It heavier than particle beam of same size and slower rate of fire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on July 12, 2021, 08:52:38 AM
What are the advantages of particle lance?  I have just researched it, and I can't see any advantages over normal particle Beam. It heavier than particle beam of same size and slower rate of fire.
They do all their damage like this
d
d
d
d
d
d
d
d
d
d
d
This is rather self explanatory no?

Or more clearly they`re the best anti-armor weapons in the game, they deal damage in a 1xN column, N being thier damage
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gpt3 on July 12, 2021, 08:58:33 AM
Quote from: unkfester link=topic=11545. msg153520#msg153520 date=1626097917
What are the advantages of particle lance?  I have just researched it, and I can't see any advantages over normal particle Beam.  It heavier than particle beam of same size and slower rate of fire.

Particle lances are great anti-armour weapons (a strength-12 particle beam will pierce 3 layers, a strength-12 particle lance will pierce 12 layers).  However, as you noticed, lances are bulkier and slower to recharge, so they're worse against shielded or lightly-armoured targets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 13, 2021, 02:36:03 AM
Refit Ships Automation

How do you do exchanging of refitted ships whilst not interrupting existing transport queues? I am happy with the system I have but was wondering if it is any efficient... .

So how do I exchange for example my cargo transport ships in the case of having created a better (read faster) new class? Well, first, all my transport queues send a message to the log when they enter the system where I can exchange them to newer ships. A bit annoying to always get these messages in the log, but I only need to put my attention to them when I actually have a new ship class.
In that case I then send an equal in number fleet with the new class to that transport fleet to join as a sub fleet. When they have joined I exchange all ships between fleet and subfleet, detach the subfleet and send them to undergo refit. The exchanged fleet now is equipped with the new class and can continue its cycle of transport uninterrupted.

Anybody an idea if and how that could be optimised for less micro?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 13, 2021, 04:05:04 AM
Is ECCM on a missile fire control cumalative with ECCM on a missile or redundant in that the best is used?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 13, 2021, 05:38:36 AM
Is ECCM on a missile fire control cumalative with ECCM on a missile or redundant in that the best is used?

Neither, both are necessary. On the MFC, it negates the range penalty of enemy ECM whereas on the missile it negates the hit chance penalty of ECM.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 13, 2021, 11:08:39 AM
Is ECCM on a missile fire control cumalative with ECCM on a missile or redundant in that the best is used?

Neither, both are necessary. On the MFC, it negates the range penalty of enemy ECM whereas on the missile it negates the hit chance penalty of ECM.

To clarify, one will work without the other, so it's more precise to say that both have a complementary purpose. If you have ECCM on the MFC but not the missile, the range penalty will be reduced but the missile %CTH will still suffer the penalty.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on July 14, 2021, 06:54:38 AM
Do aliens also have civilians for transporting their goods?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 14, 2021, 08:00:05 AM
Do aliens also have civilians for transporting their goods?

They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships. I haven't really noticed a separate civilian subconcious tied to NPRs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on July 14, 2021, 09:06:40 AM
Do aliens also have civilians for transporting their goods?

They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships. I haven't really noticed a separate civilian subconcious tied to NPRs.
Other way round. NPR's do not have to transport their minerals or fuel (those get moved "magically"). Only installations and population, which are moved using the civilian fleet logic.

NPRs, in fact, have ONLY civilians.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gpt3 on July 14, 2021, 09:42:32 AM
Quote from: TheTalkingMeowth link=topic=11545. msg153581#msg153581 date=1626271600
Quote from: Droll link=topic=11545. msg153580#msg153580 date=1626267605
Quote from: Kiero link=topic=11545. msg153579#msg153579 date=1626263678
Do aliens also have civilians for transporting their goods?

They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships.  I haven't really noticed a separate civilian subconcious tied to NPRs.
Other way round.  NPR's do not have to transport their minerals or fuel (those get moved "magically").  Only installations and population, which are moved using the civilian fleet logic.

NPRs, in fact, have ONLY civilians.

Don't NPR populations also have trade goods? Do they ship those around or are they a captive market for player corporations?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 14, 2021, 03:12:45 PM
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 14, 2021, 03:23:47 PM
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?

No. Either build a bigger yard, or use the abandon ship button to blow it up and salvage the wreck for a reduced return of minerals. If you don't need the minerals urgently it is probably better to leave it alone since space stations are commercial and don't cost anything to maintain, so later you can scrap it when you have a bigger yard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 15, 2021, 12:27:50 AM
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?

No. Either build a bigger yard, or use the abandon ship button to blow it up and salvage the wreck for a reduced return of minerals. If you don't need the minerals urgently it is probably better to leave it alone since space stations are commercial and don't cost anything to maintain, so later you can scrap it when you have a bigger yard.
I'll doubt that I will ever build such a large shipyard... but anyway, thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 15, 2021, 01:11:03 AM
So you can't just have jump ships hold the door open for your fleet and stay on the other side, right? They have to jump with the fleet?

How much of a bad idea would it be to just not give them engine and have them towed into position instead? I can't really give my tenders reasonable speed and range anyways while keeping them at a reasonable tonnage, so screw it, right?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 15, 2021, 01:25:44 AM
So you can't just have jump ships hold the door open for your fleet and stay on the other side, right? They have to jump with the fleet?

You can do this. I can't remember if they can hold the door open, but a jump ship does not have to jump with the fleet unless you are doing a squadron jump, so you can send in the fleet, then send the jump ship through later to jump them all back (if even needed, I can't remember for sure but I think a jump ship can jump ships from the other side too?).

Quote
How much of a bad idea would it be to just not give them engine and have them towed into position instead? I can't really give my tenders reasonable speed and range anyways while keeping them at a reasonable tonnage, so screw it, right?

This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 15, 2021, 01:42:04 AM


This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.


I wouldn't want to jump commercial-engined ships in the first place unless they are explorers, and then they have their own jump drives. Jump tenders are purely military meant for invasions of hostile systems. 

Think of them like Mulberry Harbors the Allies set up during major invasions. They're temporary infrastructure.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 15, 2021, 02:47:51 AM
I can't remember if they can hold the door open, but a jump ship does not have to jump with the fleet unless you are doing a squadron jump, so you can send in the fleet, then send the jump ship through later to jump them all back (if even needed, I can't remember for sure but I think a jump ship can jump ships from the other side too?).

It was absolutely possible from VB 7.1 to C# 1.12 - my usual exploring procedure was to let JP tender sit on the homeworld-side of JP while surveyours, their mobile HQ, escorts and support are deploying, surveying, marking new JPs with buoys and so on, and if survey squad is out of fuel or deployment time or just encountered opponents or dead end - they are returning to the homeworld-side system, join with JP tender and move back.

It's possible that in the latest version this mechanics was changed, though I see no mentions through the change lists.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 15, 2021, 06:05:45 AM
It hasn't changed. You can put a jump engine into a space station. The only problem is that you need two stations: one for commercial engines and another for military engines, if you want to Jump Tender both.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on July 15, 2021, 08:32:33 AM
An NPR in my game seems to have a hard-on for a specific moon... as do I.  The moon in question has a multi-10-millions gallacite deposit at good accessibility.

The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.


If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech?  (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 15, 2021, 08:48:04 AM
Quote
Labour Camps are affected by all the production modifiers that affect construction factories and mines (such as radiation, unrest, economic and political modifiers, etc.)
(http://aurora2.pentarch.org/index.php?topic=8495.msg105681#msg105681)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 15, 2021, 11:00:50 AM


This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.


I wouldn't want to jump commercial-engined ships in the first place unless they are explorers, and then they have their own jump drives. Jump tenders are purely military meant for invasions of hostile systems. 

Think of them like Mulberry Harbors the Allies set up during major invasions. They're temporary infrastructure.

I mean for actually getting from A to B. If you want to jump a military fleet through, say, three systems (don't have jump gates up yet for whatever reason), you need also a commercial jump tender of some sort to jump the tug through those intermediate jump points. Unless you put a jump drive on each tug which isn't a bad idea once you have a few levels of jump efficiency, but can get expensive very quickly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 16, 2021, 12:13:59 AM
It hasn't changed. You can put a jump engine into a space station. The only problem is that you need two stations: one for commercial engines and another for military engines, if you want to Jump Tender both.

Military Jump Tenders can jump commercial ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 16, 2021, 02:18:24 AM
Military Jump Tenders can jump commercial ships.

No, it cannot.
Military Jump Tenders can jump only ships with Military Engines, and a ship with Military Engines cannot be commercial.
(Just fielded a test now - "cannot carry out a transit", the same as it was in previous C# versions.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on July 16, 2021, 05:09:07 AM
An NPR in my game seems to have a hard-on for a specific moon... as do I.  The moon in question has a multi-10-millions gallacite deposit at good accessibility.

The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.


If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech?  (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)

While i am not an expert on land operations or the effects of Nukes on planets (Nuclearslurpee probably knows more about it) i dont think you would have a problem with that. It will be inhabited anyway. I just dont know if you will lose any resources about it. Will definetly mess up the atmosphere tough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 16, 2021, 01:49:49 PM
Is it a bug or a feature that adding engineering spaces actually decreases build time for ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 16, 2021, 01:59:26 PM
Is it a bug or a feature that adding engineering spaces actually decreases build time for ships?

It shouldn't in a vacuum. Can you paste some examples?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 16, 2021, 04:38:17 PM
Is it a bug or a feature that adding engineering spaces actually decreases build time for ships?

It shouldn't in a vacuum. Can you paste some examples?

When I add 100 engineering spaces to this Jump Tender design it decreases the build time from 5.35 years to 5.01 years

Code: [Select]
JTS-1 class Jump Tender Station      59,784 tons       2,349 Crew       45,071.5 BP       TCS 1,196    TH 0    EM 0
1 km/s    JR 6-50      Armour 6-136       Shields 0-0       HTK 447      Sensors 18/18/0/0      DCR 150      PPV 90
Maint Life 1.01 Years     MSP 66,542    AFR 238%    IFR 3.3%    1YR 65,312    5YR 979,682    Max Repair 40152.3 MSP
Line Captain    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

300M Jump Drive     Max Ship Size 300000 tons    Distance 50k km     Squadron Size 6


Quad Gauss Cannon 25.00 Turret (12x20)    Range 50,000km     TS: 25000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Gauss PD Fire Control (3)     Max Range: 57,600 km   TS: 25,000 km/s     83 65 48 31 13 0 0 0 0 0

Medium Point-Defense Active Sensor Suite (1)     GPS 180     Range 32.1m km    MCR 2.9m km    Resolution 1
Milspec Thermal Sensor Suite (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Milspec EM Sensor Suite (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 16, 2021, 05:11:29 PM
Ah okay. I'm not 100% sure, but I think this is a display quirk. Basically the build time in the class design window is not exact because the actual build time depends on the shipyard, for example a 10,000-ton yard has a 50% faster build rate than a 5,000-ton yard, if I remember shipyard mechanics correctly. So if you built a 5,000-ton ship in a 10,000-ton yard it would build more quickly.

So the build time in the class design window should be giving you the build time out of a shipyard which is the same size as the ship, that's the only sensible way to calculate that value. Most likely what is happening is that adding engineering spaces increases the ship size more rapidly than the BP cost, since engineering spaces only cost 10 BP per 50 tons, IIRC, and you've got a ship that costs 45k BP per 60k tons.

As long as the actual BP cost is going up correctly, there is no bug, it's just a display quirk.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 17, 2021, 01:04:46 AM
An NPR in my game seems to have a hard-on for a specific moon... as do I.  The moon in question has a multi-10-millions gallacite deposit at good accessibility.

The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.


If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech?  (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)

Basically no, as you dont want to live there and currently the NPR doesnt as well. Radiations are effective only against population and could be a good alternative for larger world that would take long to be assimilated otherwise.

Gless the poor moon and whatever dust you'll get it won't matter. Wouldn't add enanched radiotions as it is pretty much useless for your purpose.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 17, 2021, 06:38:28 AM
Is it very fuel inefficient to pair military engines with commercial engines?

I want my battle fleets to travel with a group of civilian support ships (colliers, tankers, etc.) while redeploying to contested systems. They'd shed the support squadron at the last friendly system then rejoin the fleet once they system is secured.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 17, 2021, 10:02:01 AM
Is it very fuel inefficient to pair military engines with commercial engines?

Materially, no. Fuel consumption works out to be the same for a distance traveled regardless of the speed used, so your military ships will consume no more and no less fuel.

However, the auxiliaries will slow the combat ships which is important if rapid response is needed, and there is added annoying micromanagement when jumping through non-gated JPs as you have to split the fleet and use separate military and commercial jumps (including jumping in the right order if your military jump drive is on a commercial tender).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 17, 2021, 03:40:43 PM
Is there any way to transfer MSP back to a Supply Ship or Station/Planet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 17, 2021, 05:30:47 PM
Is there any way to transfer MSP back to a Supply Ship or Station/Planet?

If you (temporarily) check the corresponding box in the class design window, it should at least be possible to transfer MSP to a planet with a cargo handling system/spaceport, which should be "good enough". I think to transfer it back to the supply ship you would need to have a cargo shuttle bay and temporarily change the MSP minimum to it would accept the supplies.

I'm not really sure why you would need to do this though, since scrapping or refitting a ship should return any MSPs and otherwise you would want a ship to have all of its MSPs if it is active, since we do not have a mothball function like in Starfire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on July 18, 2021, 02:34:50 AM
For RP purposes, i want to know if it is possible to use PD without Railguns and gauss cannons, just energy weapons. Im trying to go Star Wars on one game, just for taste, but idk if the mechanics would allow me to just go energy weapons and missiles.
So, does anyone knows this? And if so at wich extent?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DeMatt on July 18, 2021, 04:02:43 AM
For RP purposes, i want to know if it is possible to use PD without Railguns and gauss cannons, just energy weapons. Im trying to go Star Wars on one game, just for taste, but idk if the mechanics would allow me to just go energy weapons and missiles.
So, does anyone knows this? And if so at wich extent?
Any weapon can be fired at a missile.  ANY.  Other than possibly microwaves (which miiiight not actually do anything to a missile), any weapon can destroy a missile.  You can use 50 MSP missiles to shoot down 1 MSP missiles, if you really want.

Railguns and gauss cannons are just "the best" at shooting down missiles.  Lasers and mesons can be turreted, like gauss cannons;  lasers additionally have impressive range, so where a railgun gets one burst once the missile tries to hit, the laser can take several shots while the missile is still closing.

So if you understand the strengths and weaknesses of your chosen weapons, you can design your ships to take advantage of their strengths and minimize their weaknesses.  A particle-beam escort is going to be designed and operated differently from a railgun escort, even if they both have the objective of "shoot down missiles".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on July 18, 2021, 06:54:11 AM
Turretted Lasers in large numbers work well against missiles, it is just easier to saturate the fleets defenses than with Gauss. 10cm lasers work best as they are the smallest but I stil set my heavier lasers to shoot at missiles as every bit helps.
You CAN try and set lasers in Area defense mode, in my experience this achieves nothing as they sometimes get a long range shot in but more often do not and then without final defensive fire let missiles hit your ships without getting in a final shot. May work with the heavy lasers but there are less of them and I usuually put them in lower tracking turrets so it does not do much for me, could do for someone else.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 18, 2021, 01:04:50 PM
In general, while any weapon can work the big challenge for point defense is always sufficient volume of fire, although against NPRs this is usually more of a problem against AMM spam than ASMs due to how weak full-size ASM launchers are. This is the main reason why Gauss and railguns are usually preferred for PD, with turreted lasers being usually the 3rd-best option since the lack of volume compared to railguns can be made up for with high tracking speed.

Additionally a proper anti-missile defense has several layers besides beam PD. Of course you have AMMs which in a Star Wars RP setting would be concussion missiles with a dual purpose against fighters. Beyond this, with lasers in particular you have an option for fast 10cm laser fighters that can range ahead of the fleet and get good results from area defensive fire as the area which can be defended is effectively doubled since the fighters themselves are not targeted at such long range. Of course ECM will also be a huge help as even if the enemy missiles mount ECCM this will take away MSP that would otherwise be used for speed - reducing CTH and also reducing ability to evade your own PD. Finally, a long-range anti-missile sensor net will allow you to stack a very large missile tracking bonus further amplifying the effects of your beam PD.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on July 18, 2021, 04:44:17 PM
While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 18, 2021, 05:39:33 PM
While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)

Yes. One BFC can target multiple missile salvos, although each individual weapon is limited to targeting only one salvo.

Of course depending on how you are doing PD it may be worth using single-weapon BFCs which only control one weapon at a time but are half the size and cost (and cheaper to research).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 19, 2021, 12:40:21 AM
Is there any way to transfer MSP back to a Supply Ship or Station/Planet?

If you (temporarily) check the corresponding box in the class design window, it should at least be possible to transfer MSP to a planet with a cargo handling system/spaceport, which should be "good enough". I think to transfer it back to the supply ship you would need to have a cargo shuttle bay and temporarily change the MSP minimum to it would accept the supplies.

I'm not really sure why you would need to do this though, since scrapping or refitting a ship should return any MSPs and otherwise you would want a ship to have all of its MSPs if it is active, since we do not have a mothball function like in Starfire.
Space Stations cannot be scrapped if too large. So you have to abandon them. MSP lost... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on July 19, 2021, 01:41:18 AM
While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)

Yes. One BFC can target multiple missile salvos, although each individual weapon is limited to targeting only one salvo.

Of course depending on how you are doing PD it may be worth using single-weapon BFCs which only control one weapon at a time but are half the size and cost (and cheaper to research).
I had suspected this but wanted to make sure there wasn't some weird edge case I was missing. A cheers goes around the Admiralty as a vast amount of tonnage just got freed up on many escort ships.

This does not make up for the sadness that went round after discovering ECCM breaks the auto-assign FC button, but it is something.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on July 20, 2021, 05:02:41 PM
If add asteroids via SM to a system, will they always be without minerals or is it random, being revealed by survey?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 20, 2021, 05:33:58 PM
If add asteroids via SM to a system, will they always be without minerals or is it random, being revealed by survey?

Asteroids will have random Minerals when generated via SM. You can get them surveyed if you want or you can simply hit the Full Geosurvey button in SM mode if the system was already fully surveyed and you don't want to wait for your Ships to go and do the dirty work. the mineral generation per asteroids is very low though as since VB6 Steve changed with Comets being the best source of TN minerals, so don't expect much (unless you are planning to add a thousand of them).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 21, 2021, 03:49:47 AM
Can anyone tell what effect might have a field SupplyUse in DIM_GroundComponentType table?

It seems (I have tested) that it's linked directly with an interface column "GSP" (and it seems self-consistent), yet at this post it was described that GSP requirement is a function of other characteristics, not an independent feature:

Quote
The second is Ground Supply Points (GSP), which applies only to combat units during ground combat.

The GSP requirement for a weapon component is equal to Penetration Value * Damage Value * Shots.
[...]
In all these cases, that is the GSP cost to provide sufficient supply for ten combat rounds.
(http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760)

I have compared values in this DB field, and it's not exactly consistent with a quoted post, still consistent with it's meaning; for example: Medium Anti-Vehicle GSP is described at this post as  (4 x 6 x 1) = 24, yet from the DB it might be (4 x 4 x 1) = 16, because MAV Damage is now 4, not 6, and a SupplyUse for MAV in the DB is indeed 16, not 24.

So it seems that this field was added to make supply-free alien weapons like Swarm Melee Hellthings, which SupplyUse value in the DB is 0, but I'm not sure and it might be non-trivial to test because GSP consumption is partly randomozed and it's possible that different funtions will be involved in different cases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 21, 2021, 07:04:58 AM
I'm pretty sure it is just the GSP requirement, which is calculated by Steve as stated in the mechanics post but entered into the table instead of being calculated in-game. This is probably partially for allowing special weapons e.g. for spoilers, and partially because it is easier to edit the DB than the source code (as a general rule) if Steve changed his mind about how GSP requirements should be calculated. I wouldn't be surprised if it was added first, and the rule for GSP calculations came later.

While it is not common in the DIM tables, many FCT tables have columns that should be redundant since they could just be calculated from other parameters, such as the build costs of ships and formations which are composed of constituent components or elements respectively, so this is not quite unprecedented in the DB.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on July 21, 2021, 10:10:29 AM
I seem to have misplaced a group of survey ships... Was transferring them to another command but did something that made them disappear, they did pop up in ship design as built ships for a time after but is now gone

Didn't mind it before, SM 6 new ships but now there is a message popping up about to little fuel...

Is there a way to make them reapear again or do I have to live with it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on July 21, 2021, 10:28:58 AM
If they're popping up low fuel warnings, what happens when you double click on the announcement?

If nothing else, the warning ought to have a system connected with it - can you go there and find your missing ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on July 21, 2021, 12:27:55 PM
If they're popping up low fuel warnings, what happens when you double click on the announcement?

If nothing else, the warning ought to have a system connected with it - can you go there and find your missing ships?

But now I seem to have found the issue, those first 6 once are lost, in outer space or something...   :-[

But there is a surveyor that lost its fuel tanks, being repaired and only having the 3% left, thats whats happening... :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on July 22, 2021, 04:29:11 AM
Do civilian ships use the fuel supply stored on the colonies or do they have their own fuel source?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on July 22, 2021, 05:26:09 AM
Do civilian ships use the fuel supply stored on the colonies or do they have their own fuel source?

Civilians do not use fuel. Their actions are defined by their range.

However, Civilian Fuel Harvesters do produce fuel you can purchase and use while they also consume the Sorium on the given body. Their function is similar to the civilian mining companies, so rather than a mass driver you can use a tanker to transport the fuel back.

Would be nice to have civilian tankers working same as mass drivers. Would make the universe even more "alive".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on July 24, 2021, 04:53:37 PM
I have yet to find any former stabilized wormholes in C#-Aurora. Does that not exist there anymore or do I need special prerequisites for that to happen?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 24, 2021, 08:09:01 PM
So what attributes effect Ground Support Fighter performance? Does speed or fuel or armor or size matter at all?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 24, 2021, 09:52:05 PM
So what attributes effect Ground Support Fighter performance? Does speed or fuel or armor or size matter at all?

Relevant wiki info here. (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Air_to_Ground_Combat)

Quote
Ground support fighters have the same chance to hit as ground units, although they are not affected by any negative environmental modifiers (such as high gravity or extreme temperatures). Each fighter's to hit chance is affected by its own crew grade and morale.

So no other stats of the fighter matter at all for this - although you should note that the size of the fighter pod does matter tremendously.

However, on the defensive side of things:
Quote
Ground-based AA Fire
...
The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.
So speed matters tremendously, and I would assume you need 1 kL of fuel just to maintain a speed greater than zero. However, again, putting too much engine mass means bigger fighters with too little payload, so at some point more fighters will be better than faster fighters.

Size does not matter at all aside from giving you more armor (but fewer fighters per ton/BP, so this is of questionable value). Armor does matter:
Quote
If a hit is scored, the damage vs the fighter is (Ground Damage Value / 20)^2 rounded down.
So a LAA with racial attack 10 will deal 1 damage per hit, while a MAA at the same tech level will deal 4 damage per hit. The damage profile appears to be the same as a missile, which means MAA will penetrate a single armor layer and deal internal damage. More armor layers may help especially at high tech levels, but I'm not sure that this would be better than using more fighters.

A weird side note here is that LAA is useless against enemy aircraft if your racial attack tech level is less than 10, which I doubt a lot of people know and has important implications especially for low-tech/conventional games with multiple player races...against NPRs it does not matter anyways as NPRs cannot use fighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 25, 2021, 05:35:03 AM
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.

In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 25, 2021, 08:34:17 AM
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.

In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.

Micro load for CAS is important though, since it prevents you from using ground support at a scale that matters. The most I was able to use without tearing my hair out has been 60 so far. That's good for certain spoiler garrisons but for any substantial ground invasion you get a massive problem as you are dealing with 1000s of AA units firing on dozens of fighters, at which point no level of armor and shielding is going to help. Especially thanks to shock damage mechanics making armor on fighters almost completely irrelevant.

In essence all I need is a button/movement order that distributes CAS support missions across all available FFDs, dragging each fighter one by one on to the hierarchy every ground combat is insane.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on July 25, 2021, 12:53:41 PM
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.

In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.

Micro load for CAS is important though, since it prevents you from using ground support at a scale that matters. The most I was able to use without tearing my hair out has been 60 so far. That's good for certain spoiler garrisons but for any substantial ground invasion you get a massive problem as you are dealing with 1000s of AA units firing on dozens of fighters, at which point no level of armor and shielding is going to help. Especially thanks to shock damage mechanics making armor on fighters almost completely irrelevant.

In essence all I need is a button/movement order that distributes CAS support missions across all available FFDs, dragging each fighter one by one on to the hierarchy every ground combat is insane.

I agree that there is unnecessary micro in regards to fighters... why I also said I think it needs an overhaul. I also think that shock damage should not apply with AA and fighters at all because it is not balanced well at all.

I just think that fighters should be a ground based unit and not mixed in with the space ship mechanic at all. We could still have assault carriers that could house and operate "ground fighters" for invasions in some form as it is nice from a role-play perspective. This way fighters could work differently and be more integrated into the ground combat mechanic and play a bigger role.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 26, 2021, 02:26:20 AM
What is the sequence of weapon hits in space combat for any individual target during 5-sec tick?
Is there any means to ensure, say, that my microwave shockers will hit as latest (maxing probability of target's shields will be knocked down at the moment), armour-piercing hits - just before microwaves, and all shield-and-armour-shearing weapons as foremost?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 26, 2021, 08:44:54 AM
If it's like movement, it's based on initiative of the commanding officer. But I don't know for sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on July 26, 2021, 08:49:16 AM
Do shields still use fuel? It does not say so in the design window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 26, 2021, 08:54:19 AM
Do shields still use fuel? It does not say so in the design window.
No, they are now fuel-free. Go wild!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 26, 2021, 09:09:21 AM
If it's like movement, it's based on initiative of the commanding officer. But I don't know for sure.

It's even more important for me to predict and/or adjust fire sequence of individual mixed-armoured ship, because it's the most frequent and potentially heroic situation, where an order of hits of some independent ship is able to change battle result drastically.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 26, 2021, 10:20:36 AM
If it's like movement, it's based on initiative of the commanding officer. But I don't know for sure.

This is correct. However, "initiative" is simply the Reaction score of each ship. As far as I know, the game calculates all of the fleet movements first, starting with the lowest-Reaction fleets, and then resolves weapons fire from highest-Reaction to lowest. I'm admittedly not sure how missiles fit into this order, but I believe they come last so that all ships can fire beam weapons first.

So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"...  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on July 26, 2021, 12:01:52 PM
So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"...  ;)

Again, both my initial question and my comment about heroism was not about sequence of hits from different ships - it was about sequence of hits from different weapons, mounted on the same ship - independent ship, that is operating independently with a perspective of possible fight by oneself against superior opponents.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 26, 2021, 12:17:17 PM
So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"...  ;)

Again, both my initial question and my comment about heroism was not about sequence of hits from different ships - it was about sequence of hits from different weapons, mounted on the same ship - independent ship, that is operating independently with a perspective of possible fight by oneself against superior opponents.

All weapons will fire at once and then damage is applied after this. Due to the way damage works there's no real effect from the sequence of weapons firing (with the possible exception of mesons? And no one cares about those anymore... R.I.P.). There is no functionality right now where a ship will only fire as many weapons as needed to destroy the target, presently all weapons fire and then damage is calculated. The only part that is affected by Reaction score is firing from multiple ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 26, 2021, 12:29:45 PM
What are peoples opinions of using larger vessels as carrier-borne 'fighters'?

I have a carrier design with 100k capacity and I'm beginning to think that it would be more efficient to use tens of 1000-3000 ton ships instead of hundreds of 250-500 ton fighters. Hell, I might even pack 10,000 ton ships in there and have a 'Fleet in a Box'.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 26, 2021, 12:31:09 PM
What are peoples opinions of using larger vessels as carrier-borne 'fighters'?

I have a carrier design with 100k capacity and I'm beginning to think that it would be more efficient to use tens of 1000-3000 ton ships instead of hundreds of 250-500 ton fighters. Hell, I might even pack 10,000 ton ships in there and have a 'Fleet in a Box'.

I have heard of people making commercial jump ships that just dock the fleet inside and jump across, but I think for actual combat people prefer "capital" ships to have decent autonomy and not rely on a carrier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on July 26, 2021, 12:41:49 PM
What are peoples opinions of using larger vessels as carrier-borne 'fighters'?

I have a carrier design with 100k capacity and I'm beginning to think that it would be more efficient to use tens of 1000-3000 ton ships instead of hundreds of 250-500 ton fighters. Hell, I might even pack 10,000 ton ships in there and have a 'Fleet in a Box'.

I have heard of people making commercial jump ships that just dock the fleet inside and jump across, but I think for actual combat people prefer "capital" ships to have decent autonomy and not rely on a carrier.

Well a Carrier wouldn't act alone and certainly wouldn't be a glorified tender; its a proper warships with PD, AMMs, and even a spinal beam. It operates with long-range cruisers that can provide either more hangar capacity or heavy missile bombardment. What appeals to me most about a (mostly) carrier-borne fleet is how potent you can make smaller ships by giving them overtuned engines without needing a ton of fuel capacity to compensate, to say nothing on the savings to maintence and crew endurance you'd enjoy.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Theoatmeal2 on July 26, 2021, 02:06:12 PM
How do I choose a specific target to fire at? I seem to pick a fire control and then pick a target and then press what exactly?
https://imgur.com/a/JOnOwEd (https://imgur.com/a/JOnOwEd)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on July 26, 2021, 02:55:54 PM
How do I choose a specific target to fire at? I seem to pick a fire control and then pick a target and then press what exactly?
https://imgur.com/a/JOnOwEd (https://imgur.com/a/JOnOwEd)

You don't press a button, click and drag the target on top of the FC and that'll assign the target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 26, 2021, 08:27:26 PM
So if you want a "heroic" ship, give it a high-Reaction commander. Of course an alternative term for "heroism" is "kill-stealing"...  ;)

Again, both my initial question and my comment about heroism was not about sequence of hits from different ships - it was about sequence of hits from different weapons, mounted on the same ship - independent ship, that is operating independently with a perspective of possible fight by oneself against superior opponents.

All weapons will fire at once and then damage is applied after this. Due to the way damage works there's no real effect from the sequence of weapons firing (with the possible exception of mesons? And no one cares about those anymore... R.I.P.). There is no functionality right now where a ship will only fire as many weapons as needed to destroy the target, presently all weapons fire and then damage is calculated. The only part that is affected by Reaction score is firing from multiple ships.
Aye but he is asking if there is a way to "game" the sequence in which a single ship's weapon damage is calculated. And it'll have to go through BFCs, there's nothing else AFAIK. It goes by BFC by BFC, so you might have the shield-busting weapons under the top-most BFC, then your microwaves under the bottom-most BFC. I don't know if that's the order in which damage from weapons is calculated but it might work. Try it out and let us know!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on July 26, 2021, 08:35:44 PM
I have 2 NPRs in my game... a hostile one (which I blew the homeworld of to quarks a long time ago), and a friendly one I've been cordial with for a long time.

The cordial one just rolled the 5-thousandth ship off of it's assembly line (at least that I am aware of), and it's chugging my game quite a bit.

I don't want to fight them, they are my friends, but is their a way I can... "encourage" them to use some of their fleet up?

(I tried going into SM mode, choosing their home system, and "creating swarms", but that hasn't seemed to have the effect I was hoping for... I don't know where the swarms went, but it isn't their system)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 26, 2021, 08:42:35 PM
Aye but he is asking if there is a way to "game" the sequence in which a single ship's weapon damage is calculated. And it'll have to go through BFCs, there's nothing else AFAIK. It goes by BFC by BFC, so you might have the shield-busting weapons under the top-most BFC, then your microwaves under the bottom-most BFC. I don't know if that's the order in which damage from weapons is calculated but it might work. Try it out and let us know!

I hadn't thought about shields... but yes, BFC order is the only thing I can think of that would affect this, then. And then presumably the ordering of the weapons under that BFC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on July 27, 2021, 10:05:41 AM
Hi,
I have not designed a magnetoplasma warship for quite some time. What speed am I aiming for? It is going to be a 20k tons cruiser with 50b km range. What do you think about 6k km/s?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 27, 2021, 10:36:55 AM
Hi,
I have not designed a magnetoplasma warship for quite some time. What speed am I aiming for? It is going to be a 20k tons cruiser with 50b km range. What do you think about 6k km/s?

As a rough ballpark, a ship with 1/3 of the mass as engines with 1.0x EP modifier will give you something similar to what the NPRs use, which gives you a rough target to match or exceed depending on your own fleet doctrine. At MP tech this would be around 5,333 km/s which is in a ballpark veteran players may recognize.

Generally for missile-based fleets I will stick to something around this speed, maybe even a bit slower for carriers or other distant-echelon warships. For beam-heavy fleets I will tend to look at a fleet speed resulting from closer to 40% engine mass fraction, which for MP tech gives 6,400 km/s. This is usually plenty for outrunning or closing the distance to NPR fleets.

You can of course get better efficiency from using higher EP boosts and more fuel, but I usually don't do this as I like fuel conservation and the cost of the engines is the same in either case since the cost depends on total EP, not size.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 05, 2021, 04:25:26 AM
I have a problem and I don't know where it does come from.

This is my Cruiser:

Code: [Select]
CLJ Forebearer  (Defiant IIIS class Light Jump Cruiser)      15,000 tons       385 Crew       2,604.7 BP       TCS 300    TH 750    EM 0
5000 km/s    JR 3-50      Armour 7-54       Shields 0-0       HTK 77      Sensors 6/6/0/0      DCR 13      PPV 6
Maint Life 2.38 Years     MSP 1,921    AFR 137%    IFR 1.9%    1YR 463    5YR 6,948    Max Repair 593 MSP
Lord-Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Gravitic Propulsion System JM150     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3

Hyperion Drive System ID-500M "Eagle III" Cruiser Engine (3)    Power 1500    Fuel Use 30.0%    Signature 250.0    Explosion 10%
Fuel Capacity 909,000 Litres    Range 36.4 billion km (84 days at full power)

Astaroth AK-10 Weapons Battery (2x4)    Range 30,000km     TS: 5,000 km/s     Power 3-3     RM 30,000 km    ROF 5       
MK II Secondary Weapons Battery Fire Control (1)     Max Range: 33,600 km   TS: 5,000 km/s     70 40 11 0 0 0 0 0 0 0
Janan R6 Gas Reactor (1)     Total Power Output 6.2    Exp 5%

MK I Light Cruiser Active Augur Array (1)     GPS 7200     Range 52.8m km    Resolution 120
MK I Small Torpedo Detection System (1)     GPS 6     Range 3.4m km    MCR 304.7k km    Resolution 1
MK I Infrarred Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
MK I Electromagnetic Augur Array (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The problem is that in the ship combat tab I cant see any weapon  ??? ???

It has some railguns, beam FC, sensors.. etc. But can't assign any weapon to the FC because it is not shown:

(https://i.imgur.com/NXS9Clg.jpg)

The point is that I was able to do previously. I made some upgrades in the ships, (IIIS) but I think all is correct. Could you take a look? Maybe I'm missing something.

Thanks :D

EDITED: I created a test game and SM'd a small ship with railguns and the weapons appears correctly. I think the save is corrupted somehow and now I have to start again... after 94 years :(

EDITED 2: I created, using SM, in the same game a ship using the same Railguns, Power Plant and FC.. and it shows the weapons in the ship combat tab. I also "copied" the ship in the design tab and SM'd one and it shows the weapons (with the exact components).

Any ideas?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 05, 2021, 05:26:48 AM
Use the SM created ship to copy firecontrol template to all other ships of the same class, there is button for this (Assign All). This should solve this issue.

This can happen if you change the design in SM mode after the ship is built or when the ship is refitted. Another reason why there are no weapons can be combat damage as destroyed weapons are not shown in the list.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 05, 2021, 05:53:43 AM
I am not very sure what do you mean. Lets see if I am doing it correctly:

- I copy a ship.

- I move that ship to the fleet were the "bugged" ships are.

- I go to the combat ship tab.

- I move the weapons in the good ship, to the FCs

- I click on "assign all" button in the left column.

I did that, and nothing happened. The ships are still without weapons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on August 05, 2021, 06:04:34 AM
I've had similar issues with ships after they have been upgraded. On the 'bugged' ship click the Auto Assign FC button, for me at least that magically "finds" any lost weapons and fixes the problem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 05, 2021, 06:13:46 AM
It worked!!!  ;D ;D ;D ;D ;D

Thank you very much. I will report this bug to Steve, hopefully he can fix it before 1.14
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 07, 2021, 01:53:11 PM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 08, 2021, 07:33:53 AM
That sounds like a very weird bug and first time that I've heard of it. Please upload your database and link to it in the Bugs thread so that Steve can take a closer look when he has time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 08, 2021, 09:25:55 AM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 08, 2021, 11:27:34 AM
Thing is that there isn't any pop on these newly created colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on August 09, 2021, 08:35:23 AM
Does anyone know if Female boolean field in DIM_CommanderNames is consistent with FamilyName field?
That is: if I add feminitive surnames set for, say, a Russian naming scheme, making both Female and FamilyName fields TRUE for them - will it work well or break smth several years in?

There is no such name now in this table (with both Female and FamilyName TRUE) nor in-game interface to add feminitive surnames, yet there are independent fields there, so DB-wise it's possible. I just don't know if Aurora code will take it correctly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 09, 2021, 10:05:52 AM
I do not have a missile boat in my current game, but I would like to build one now with orbital bombardment in mind. And here come the problems:

1. Is it possible to load alien missiles now or does it still require DB magic?
2. If they are not intended to be used, what do you guys think about building a size 12 high yield ground attack missile?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 09, 2021, 10:31:55 AM
I do not have a missile boat in my current game, but I would like to build one now with orbital bombardment in mind. And here come the problems:

1. Is it possible to load alien missiles now or does it still require DB magic?
2. If they are not intended to be used, what do you guys think about building a size 12 high yield ground attack missile?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 09, 2021, 10:51:05 AM
I do not have a missile boat in my current game, but I would like to build one now with orbital bombardment in mind. And here come the problems:

1. Is it possible to load alien missiles now or does it still require DB magic?
2. If they are not intended to be used, what do you guys think about building a size 12 high yield ground attack missile?

  • DB magic.
  • I generally avoid missile bombardment due to the effects on the planet environment and the collateral damage effects, but this is because I want to take and use the loot for my own empire. If you just want to kill everything then it is fine as long as you wipe out any PD STOs first.

Well, it is "just" Rakhas on a planet with unfavorable terrain combined with me being backwards a few tech levels. The STOs have been dealt with. It is time for some instant sunshine ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on August 10, 2021, 12:01:34 AM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.

I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 10, 2021, 02:44:33 AM
Well, it is "just" Rakhas on a planet with unfavorable terrain combined with me being backwards a few tech levels. The STOs have been dealt with. It is time for some instant sunshine ;D

 - "Here comes the sun..."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 10, 2021, 04:20:26 AM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.

I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign

There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on August 10, 2021, 09:43:44 PM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.

I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign

There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.

I got the impression that it was caused by shipments already in progress at the time that I conquered the alien homeworld pop, they would arrive at the planet, not find the population that they had originally been sent to, and therefore auto create a new pop for the race. I definitely remember seeing alien freighters suddenly appear at the homeworld and new tiny populations appear.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 10, 2021, 10:31:31 PM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.

I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign

There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.

I got the impression that it was caused by shipments already in progress at the time that I conquered the alien homeworld pop, they would arrive at the planet, not find the population that they had originally been sent to, and therefore auto create a new pop for the race. I definitely remember seeing alien freighters suddenly appear at the homeworld and new tiny populations appear.

I'm left wondering if there's somehow an undetected and active/bugged alien CMC somewhere that's sending minerals to the homeworld and creating colonies with mineral packets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 11, 2021, 03:08:24 AM
I conquered an enemy planet and put police forces on it to max out the political stability modifier. Somehow the game keeps creating "new" colonies of said planet saying that the enemy forces capitulated. The political status of the planet is "Imperial Population".

What can I do to impede the creation of new colonies on the conquered planet?

So in one of my games I decided to DB magic to eliminate an NPR which was conquered already. One of the weird things I noticed was that the NPR had like 30 "populated" colonies with 0,01m population, none of them were being conquered because they were presumably empty. So I think the creation of these new colonies for you is that somehow, you are conquering these weird colonies.

I have seen something like this before and IIRC it was caused either by alien freighters dropping off minerals or mineral packets from automines - I dont recall exactly what I did about it but eventually it ceased - maybe because the source of the minerals was exhausted, or perhaps I upgraded to 1.13 and therefore nuked the campaign

There arent any aliens objects left in the system, so I really don't know what's wrong. I delete the additional colonies as soon as they pop up.

I got the impression that it was caused by shipments already in progress at the time that I conquered the alien homeworld pop, they would arrive at the planet, not find the population that they had originally been sent to, and therefore auto create a new pop for the race. I definitely remember seeing alien freighters suddenly appear at the homeworld and new tiny populations appear.

I'm left wondering if there's somehow an undetected and active/bugged alien CMC somewhere that's sending minerals to the homeworld and creating colonies with mineral packets.

I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 11, 2021, 03:56:52 AM
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.

The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trainhighway on August 11, 2021, 08:11:19 AM
G'day  Everyone,
                         I recently started up a new game and wanted to disable automated officer promotion for all officers so I don't have to deal with them being promoted out of a job when I don't want it.  I assumed that by deselecting the realistic commander promotions that the game would no longer run the automatic promotions. 
Am I missing something or is it not how this option works?

Cheers
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 11, 2021, 09:05:53 AM
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.

The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?

Worst case scenario you can pop into the DB and delete the offending NPR and all associated entries. Needless to say this is the risky approach so make a backup before you attempt this but an NPR that no longer exists should be unable to make new colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 11, 2021, 10:21:32 AM
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.

The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?

Worst case scenario you can pop into the DB and delete the offending NPR and all associated entries. Needless to say this is the risky approach so make a backup before you attempt this but an NPR that no longer exists should be unable to make new colonies.

How do I do that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 11, 2021, 12:31:33 PM
I would be totally fine if there were any alien freighters etc. but there arent any. They keep getting created without any alien presence. I thought about deleting the main pop on the conquered planet and then to create a colony on it again just for the sake of seeing if it keeps happening or not.

The next time one shows up, save the game and open the database. Then poke around until you can figure out what is there. Is it population? Installations? Minerals?

Worst case scenario you can pop into the DB and delete the offending NPR and all associated entries. Needless to say this is the risky approach so make a backup before you attempt this but an NPR that no longer exists should be unable to make new colonies.

How do I do that?

FCT_Race is the table where the NPR is stored. However, since you are doing a manual deletion, the game won't be doing the usual cleanup that needs to be done. You will have to make sure that tables such as FCT_Ships, FCT_Population(s?) are purged of all entries that are associated with the appropriate raceID. Failure to do so will almost certainly break something in the save - which is why you need to make a backup in case you miss something and cause irreversible damage.

My recommendation is to find the NPR in FCT_Race and turn the NPR from an NPR race to a player race (there should be a binary column "NPR" with value "1", make that "0"). Once you do this, hop on the save, turn on SM and select the NPR race. SM delete everything that you can about that race through the game (document stuff that you can't delete as you need to enter the DB for that) without advancing game time and save the game, this way you've minimized the chance of missing something important. Finally delete the NPR and hopefully, your troubles will stop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 14, 2021, 03:32:12 PM
Do the maintenance rules for military vessels apply to NPR vessels at all? I have seen an NPR with 4 megatons of deployed military vessels but only 0.27 megatons of maintenance capacity. This looks strange to me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 14, 2021, 03:49:23 PM
Do the maintenance rules for military vessels apply to NPR vessels at all? I have seen an NPR with 4 megatons of deployed military vessels but only 0.27 megatons of maintenance capacity. This looks strange to me.

As far as I know, NPRs are not affected by fuel or MSP/maintenance needs. Their AI will still behave as if it were to an extent (e.g., sending ships to a base to refuel) but mechanically they do not have to do this. The reason is exactly what you see here: the AI is simply not capable of actually managing its fleets while working with such mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: The0didactus on August 14, 2021, 07:08:37 PM
so I've got this wonderful campaign going where I destroyed the entire Sol system and rebuilt from the ground up with 200,000 pop, 2 mines, 2 factories, and a handful of ships.   It's going great so far.  .  .  but it's taken me more than 2 centuries to get a decent economy going where I can, eg, research techs, build ships, and refuel stuff.   It's probably going to be at least another century before I get systems resembling a typical game start (20+ labs). 

While I did not start with any NPR's enabled.  .  .  I'm bound to run into them eventually.   Will they just absolutely wipe the floor with me when I make contact with them? Given how NPR generation works per the wiki, it seems like their tech will be vastly greater than my own.   Any clever ways to surmount this? by "clever" I mean something cleverer than "cheat and purchase a bunch of techs right now to catch up". . . but I'll do that if I have to.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 14, 2021, 07:30:16 PM
so I've got this wonderful campaign going where I destroyed the entire Sol system and rebuilt from the ground up with 200,000 pop, 2 mines, 2 factories, and a handful of ships.   It's going great so far.  .  .  but it's taken me more than 2 centuries to get a decent economy going where I can, eg, research techs, build ships, and refuel stuff.   It's probably going to be at least another century before I get systems resembling a typical game start (20+ labs). 

While I did not start with any NPR's enabled.  .  .  I'm bound to run into them eventually.   Will they just absolutely wipe the floor with me when I make contact with them? Given how NPR generation works per the wiki, it seems like their tech will be vastly greater than my own.   Any clever ways to surmount this? by "clever" I mean something cleverer than "cheat and purchase a bunch of techs right now to catch up". . . but I'll do that if I have to.

Well, you could always make every race a player race...

I believe, but cannot confirm in a test game due to the naturally low rate of generating new races, that if you uncheck the box for "Generate new races as NPRs" in the game settings, it will still let you select to create the race as a NPR after you tweak its settings in accordance with your preferences. You can try to use that to limit how much tech the NPRs have.

Your other option of course is to roleplay the whole "humanity meets superior alien race" thing, although this requires some luck i.e. hoping the NPR is not the kind who turns immediately hostile and kills you. Even then, it is not impossible for a technologically inferior player race to put up a good fight against an NPR using clever tactics - as Steve has recently showed in his Gothic campaign.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: The0didactus on August 14, 2021, 08:14:41 PM
yeah I think I might just be RPing it.  I'm anticipating this campaign to generate a lot of spinoff factions of humanity, and that might generate most of the ship-to-ship combat etc
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on August 14, 2021, 09:04:22 PM
The rules post for planetary terrain from way back in 2017 says:

Quote
Ground units of species with certain types of home world may gain capabilities for free (if you are from a desert planet, you would gain Desert Warfare for free, for example).

Has this in fact been implemented? I don't see this information listed anywhere -- you certainly don't get the tech for free, and I don't see any such information on my ground units. If this is actually implemented, can you stack bonuses with the techs as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 15, 2021, 05:05:31 AM
The rules post for planetary terrain from way back in 2017 says:

Quote
Ground units of species with certain types of home world may gain capabilities for free (if you are from a desert planet, you would gain Desert Warfare for free, for example).

Has this in fact been implemented? I don't see this information listed anywhere -- you certainly don't get the tech for free, and I don't see any such information on my ground units. If this is actually implemented, can you stack bonuses with the techs as well?

No, it wasn't implemented. I just haven't got around to it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: idefelipe on August 16, 2021, 12:56:12 AM
I'm trying to change the settings for my game. Specifically I want to change the Construction Cycle Time from 430000 (5 days) to 86400 (1 day), but each time I change it and save settings, I open again the settings and 430000 is set..

Am I missing something?

EDITED: Nevermind, I realized that I just needed to restart the game and the new settings are applied.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 16, 2021, 11:08:58 AM
My observation with this problem is, that you have to save the changes in the options menu first and then save the game.


Q of myself:

Changing the armor quality changes the price of a ground unit. For static units there are three different armor qualities available. These affect the build cost and the armor quality by x1/x1, x2/x2 and x3/x3. This is perfectly fine when it comes to ground units. When it comes to STOs, the difference in resource cost is close to 0 between the options, while the build time is significantly different. This does not make sense to me. What do you guys think?


PS: pro tip when writing on linux and you need a Q; do not accidentally hit the crtl key
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 16, 2021, 11:54:18 AM
I have an ECCM installed on my ship but I cant select it in the ship combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 16, 2021, 12:05:03 PM
I have an ECCM installed on my ship but I cant select it in the ship combat.

 --- Put that in the v1.13 Bugs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 16, 2021, 12:13:25 PM
Q of myself:

Changing the armor quality changes the price of a ground unit. For static units there are three different armor qualities available. These affect the build cost and the armor quality by x1/x1, x2/x2 and x3/x3. This is perfectly fine when it comes to ground units. When it comes to STOs, the difference in resource cost is close to 0 between the options, while the build time is significantly different. This does not make sense to me. What do you guys think?

I think it is okay. There are a few other places where BP cost =/= mineral cost in Aurora, although we could argue that this should be considered inconsistent. In any case I think it is reasonable for STOs, as a necessary balancing factor to make putting armor on them very unappealing. Armor on STOs makes an already strong unit much stronger so it should come at a high cost. However, doubling/tripling the mineral cost would be quite excessive and wouldn't make much sense.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on August 16, 2021, 09:52:13 PM
What happens to officers in lifepods that are "rescued" by an enemy? I know the game tracks POWs in populations, so that when you conquer an alien population that has your POWs it'll give you a nice notification about all the prisoners you rescued (although it seems to still list them as POWs on the population summary screen). Does this extend to captured officers, or are they shuffled off to some gulag somewhere, never to be seen again?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 17, 2021, 11:15:33 PM
What happens to officers in lifepods that are "rescued" by an enemy? I know the game tracks POWs in populations, so that when you conquer an alien population that has your POWs it'll give you a nice notification about all the prisoners you rescued (although it seems to still list them as POWs on the population summary screen). Does this extend to captured officers, or are they shuffled off to some gulag somewhere, never to be seen again?
Captured officers are forever lost. Rescued prisoners are not returned to manpower pool either, if I remember correctly - they are forever stuck in the colony. Same for enemy prisoners that you take.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on August 18, 2021, 10:44:28 AM
That's (almost certainly) what should be happening; but unless it's been fixed in the latest version that Steve's working on, the actual behavior in v13 is that captured commanders get thrown back into your pool.

Evidence: I've currently got a captain commanding one of my ships who has a "ship destroyed" in his history, who was left behind in an NPR home system when the fleet was forced to retreat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 18, 2021, 10:46:46 AM
That's (almost certainly) what should be happening; but unless it's been fixed in the latest version that Steve's working on, the actual behavior in v13 is that captured commanders get thrown back into your pool.

Evidence: I've currently got a captain commanding one of my ships who has a "ship destroyed" in his history, who was left behind in an NPR home system when the fleet was forced to retreat.

I believe this is a bug which happens because commanders in life pods can be immediately reassigned in which case they magically teleport from their life pod to their new command.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 20, 2021, 01:52:00 AM
 --- A Particle Beam 2 has a power requirement of 5. If I use Capacitor 2.5 it will fire every two increments. However, if I use Capacitor 3, will it fire quicker over time? Everytime it shoots, it dumps 5 power, but every time it charges it charges three, meaning every other shot a capacitor is left charged, so every 2nd shot shot be on a 5 second increment instead. Right?

 --- So the 2.5 Cap one is 2.5, 5, FIRE.

 --- The 3 Cap one is 3, 6, FIRE, 4, 7, FIRE, FIRE, 3, 6 FIRE, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on August 20, 2021, 02:34:05 AM
--- A Particle Beam 2 has a power requirement of 5. If I use Capacitor 2.5 it will fire every two increments. However, if I use Capacitor 3, will it fire quicker over time? Everytime it shoots, it dumps 5 power, but every time it charges it charges three, meaning every other shot a capacitor is left charged, so every 2nd shot shot be on a 5 second increment instead. Right?

 --- So the 2.5 Cap one is 2.5, 5, FIRE.

 --- The 3 Cap one is 3, 6, FIRE, 4, 7, FIRE, FIRE, 3, 6 FIRE, etc.

Working from memory here so I could be wrong, but no. IIRC, beam weapons do not, and have never stored extra energy. Which lines up with missile launchers that don't benefit from extra reload time.

So it's 2.5, full, FIRE vs 3, full, FIRE
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 20, 2021, 05:20:21 AM
Density is correct, there's no saving of extra energy in beam weapons or in capacitors.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on August 22, 2021, 06:06:16 AM
Hi fellow rulers,

I came across a Rakhas planet and knew from rumours that they are quite good warriors.
I dropped my crack troops in, landed the support units and set up my command structure.

Got slaughtered in the first three combat rounds and pulled out with heavy losses.
Here the problem:
In the log there is not a single mentioning of my guys firing a shot.
I only got messages about the enemy firing and killing my troops, i.e. Element Loss Summaries and Formation Loss Summaries.
I am also missing the updated reconnaissance report, I am used to at the beginning of combat.

Is this a case of my guys firing and not hitting a single shot and therefore nothing gets logged?

Thanks
Thomas

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 22, 2021, 07:03:25 AM
Did you set them as hostile?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mostly_harmless on August 22, 2021, 07:04:23 AM
Did you set them as hostile?
No .... ::)

Thanks a lot!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 22, 2021, 08:03:43 AM
Did you set them as hostile?
No .... ::)

Thanks a lot!

Take a mulligan and load a save from before the fight.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: The0didactus on August 22, 2021, 05:24:56 PM
I'm clearly doing something wrong here, but I've failed to figure it out:

Asteroid mining is not working...sometimes. My miners go to some asteroids, clearly labeled as such "asteroid #4" etc...I designate a colony, direct the miners to the colony, and the production value of accessible minerals are 0s across the board.

sometimes I "fix" the problem by simply having them go to another asteroid, and they work just fine. What am I doing wrong here?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 22, 2021, 05:47:00 PM
Some Most asteroids have no minerals. You should be sending miners to asteroids with minerals or are you using the standing order of 'move to asteroid mineral source' I have never used that so I do not know what you need to do , I would expect to have to pick out asteroids in advance and create a colony
Sorry I failed to understand question so stupid post
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Demonius on August 22, 2021, 05:52:49 PM
In his screenshot the asteroid clearly has minerals - in this case I would assume a body size issue, check your construction research, theres a tech called something like max size of orbital mining body x km, check your available one with the size of the asteroid, likely the asteroid is just a tiny bit too large to be mined by the orbital mines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: The0didactus on August 22, 2021, 07:05:16 PM
yep, diagnosed and treated, I didn't even know that was a thing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on August 22, 2021, 11:23:52 PM
yep, diagnosed and treated, I didn't even know that was a thing.

For future reference, the system view window has a checkbox for "OM Eligible"; ticking that adds an "E" to the letter codes between name and type (in the same place that shows U or M) on bodies that can be orbital mined with your current tech. (It also helpfully doesn't show the E on bodies that are small enough and surveyed, but empty of minerals.)
The mineral survey window also has an "OM Eligible" checkbox, but this time it doesn't refresh the page. It is a further limiter to the search parameters. When it is ticked (and whatever other parameters you want are set) and you click "search", the only results will be bodies you can currently orbital mine.

Hope these tips help you out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 24, 2021, 11:42:35 AM
Stupid question regarding ground forces.

When you create a series for a certain type of equipment, say supply trucks for reference. Will ground forces be build with the most recent piece of equipment from that category automatically or do I have to alter every type of ground unit using the old equipment?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 24, 2021, 11:46:39 AM
Stupid question regarding ground forces.

When you create a series for a certain type of equipment, say supply trucks for reference. Will ground forces be build with the most recent piece of equipment from that category automatically or do I have to alter every type of ground unit using the old equipment?

The latter, unfortunately.

I do wish that someday Steve would rework unit series to be more or less automatic, and for formations to be built using series so that the templates automatically update, but for now we do not have this wonderful functionality. I hope it is coming someday Soon™ because Steve has been inching more towards the kind of automation we have been asking for with recent patch notes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on August 26, 2021, 05:36:24 AM
Has anyone ever done a more extensive DB edit, something like "adding 10 more engine research types" to reach a finer granularity between engine levels? If so, did it work in any way? Did something break?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 26, 2021, 10:25:51 AM
Has anyone ever done a more extensive DB edit, something like "adding 10 more engine research types" to reach a finer granularity between engine levels? If so, did it work in any way? Did something break?

I have successfully added both a single additional engine/reactor tier as well as an additional armor tier. The game successfully recognizes the tiers, the engine is applied to missile engines and stats shown correctly and the armor is not only applied correctly onto ships but also pushes the ground racial armor tech up, in my case beyond 45 and into 90 (ground weapon tech seems to be hardcoded to 45  max though).

When deciding the tier of the engine the game looks at the development cost as well as item cost. It expects higher tier armor and engines to be more expensive than its predecessor, both in RP and in BP cost (not necessarily mineral cost).

I've played both a 1.12 and 1.13 campaign with these edits with no issues encountered.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on August 26, 2021, 12:06:03 PM
So one basically has to take the dependencies into account and "just" set up the additional levels - and voila?!?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 26, 2021, 12:17:45 PM
I recently captured some enemy colony ships, and have no idea what to do with them.  I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think).  What do you do with captured enemy colonists if you haven't captured one of their planets yet?

I've never gotten as far as capturing an enemy planet in my prior games, although I just did so now, so I may just dump the colonists back on their own planet for now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on August 26, 2021, 01:14:29 PM
I recently captured some enemy colony ships, and have no idea what to do with them.  I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think).  What do you do with captured enemy colonists if you haven't captured one of their planets yet?

I've never gotten as far as capturing an enemy planet in my prior games, although I just did so now, so I may just dump the colonists back on their own planet for now.

I had that happen in one of my games as well. Actually I captured an alien luxury liner, so I only had a couple thousand of them, but I couldn't let such an opportunity go to waste. I couldn't figure out how to make a colony with the alien species either, so I ended up making a small database edit: make a normal colony on the chosen body, and then change the SpeciesID column in the population table entry for that colony to the new species. The game seemed to pick up correctly that I now had a colony of that species. It was rather fun imagining all the upper-class aliens going on a luxury cruise and ending up toiling away on a barren planet...

Of course if you've got one of the alien's planets now it should be much simpler.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elminster on August 26, 2021, 01:16:54 PM
I recently captured some enemy colony ships, and have no idea what to do with them.  I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think).  What do you do with captured enemy colonists if you haven't captured one of their planets yet?
I'm courious, what happens if you scrap that ship? Normally all colonists would be unloaded to the planet where the scrapping takes place.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 27, 2021, 07:43:04 AM
I recently captured some enemy colony ships, and have no idea what to do with them.  I can't unload them anywhere because I don't have a colony of that species, and I can't create a colony of that species (I don't think).  What do you do with captured enemy colonists if you haven't captured one of their planets yet?

I've never gotten as far as capturing an enemy planet in my prior games, although I just did so now, so I may just dump the colonists back on their own planet for now.

I had the same problem in 1.12. You can only unload them after conquering a world on which this species already lives. Prior to that, there is not much you can do. I would not scrap them though. In have no idea what happens in the game, as stuff that is on board gets transferred. This might have some unintended results. If you want to scrap these ships you should abandon ship and send salvagers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on August 28, 2021, 09:04:01 AM
Back to the topic of scrapping: Does it transfer ground forces to the planet's surface? It would be a pretty convenient way to get the boarding units on the ground and replenished.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 01, 2021, 05:05:41 PM
Ground units question:

Suppose that I have a SP artillery formation with units built as VEH + MB/LAA, so on and so forth. Based on the weapon types these should fire in the bombardment support phase and then once again in the ground-to-air phase if any enemy fighters can be targeted.

From the wiki we are told that:
Quote
AA units take part in ground combat normally, using their ground combat values. If an AA unit takes part in both ground-ground and ground-air combat, it will draw supply twice.

The question here is regarding ambiguity in the definition of a "unit" in relation to the supply draw. The units I have specified have a supply draw of 18 (MB) + 2 (LAA) = 20 (total). If these units fire in the bombardment phase and then again in the AA firing phase, which of these will happen?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 02, 2021, 05:30:28 AM
Are there any postings which explain the cost to maintain ground units? I mean the financial costs not how to maintain their supply.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 02, 2021, 11:56:57 AM
Are there any postings which explain the cost to maintain ground units? I mean the financial costs not how to maintain their supply.

1/8 the BP cost per annum in wealth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on September 03, 2021, 09:46:00 PM
I just noticed that the main armament on my ships has a higher hit chance against missiles (around 22%) than the dedicated PD turrets (around 15%) on the same ship. The lasers have a BFC with a range of 320,000 km and a tracking speed of 6250 km/s (the ships are slightly faster). The Gauss cannon turrets have a tracking speed of 20,000 km/s; their fire controls have a range of 64,000 km and a tracking speed of 20,000 km/s. Both are firing at 10,000 km in Final Defensive Fire mode. The lasers have ECCM, but the missiles they're targeting don't have ECM so that shouldn't matter. The missiles are size 6, move at 39,333 km/s, and have a maneuver rating of 13. The ships just performed a squadron jump but that should affect both equally. I've played around with the accuracy calculations a bit but I can't get the numbers to work out.

Given this, I have two questions: What is the formula used to calculate hit chance against missiles? And how do you design your PD BFCs? Because clearly I'm doing something wrong with mine.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 03, 2021, 11:56:36 PM
I just noticed that the main armament on my ships has a higher hit chance against missiles (around 22%) than the dedicated PD turrets (around 15%) on the same ship. The lasers have a BFC with a range of 320,000 km and a tracking speed of 6250 km/s (the ships are slightly faster). The Gauss cannon turrets have a tracking speed of 20,000 km/s; their fire controls have a range of 64,000 km and a tracking speed of 20,000 km/s. Both are firing at 10,000 km in Final Defensive Fire mode. The lasers have ECCM, but the missiles they're targeting don't have ECM so that shouldn't matter. The missiles are size 6, move at 39,333 km/s, and have a maneuver rating of 13. The ships just performed a squadron jump but that should affect both equally. I've played around with the accuracy calculations a bit but I can't get the numbers to work out.

What size are your Gauss cannons? I can get these numbers to work out if I assume size-2 (33% base accuracy)

Quote
Given this, I have two questions: What is the formula used to calculate hit chance against missiles?

Code: [Select]
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) - 10 * (ECM - ECCM) ]
Leaving off some boundary conditions/limits for brevity. Parameters are:

Quote
And how do you design your PD BFCs? Because clearly I'm doing something wrong with mine.

Your PD BFC looks fine, I would probably use 80,000 km range at this tech level if not 100,000 km but the exact best value is going to depend on your ship design principles. Always make sure you use the maximum tracking speed though, I am not sure if that is the case here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on September 04, 2021, 03:01:46 AM
Just want to check I'm not missing something important. Orbital Bombardment Support is basically a waste of time, correct?

If it's from ships then it's very few shots and a low chance to hit, same from fighters but with high levels of attrition as well. So it's something to do for flavour/RP, not in the expectation that it will make any significant difference.

I only ask as the rules post from Steve said it was a "powerful aid" and my experience has been that it really isn't. So maybe I am missing some subtle detail?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 04, 2021, 04:20:45 AM
Just want to check I'm not missing something important. Orbital Bombardment Support is basically a waste of time, correct?

If it's from ships then it's very few shots and a low chance to hit, same from fighters but with high levels of attrition as well. So it's something to do for flavour/RP, not in the expectation that it will make any significant difference.

I only ask as the rules post from Steve said it was a "powerful aid" and my experience has been that it really isn't. So maybe I am missing some subtle detail?
As long as you have FFD units on the ground then the orbital bombardment support should hit - though naturally if it's a jungle rift planet then nothing is going to help. And fighters shouldn't get hit by STO's anymore so unless the enemy has loads of AA units, it's feasible. People have gotten good results with fighters, they are just micro intensive.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on September 04, 2021, 05:18:34 AM
As long as you have FFD units on the ground then the orbital bombardment support should hit - though naturally if it's a jungle rift planet then nothing is going to help. And fighters shouldn't get hit by STO's anymore so unless the enemy has loads of AA units, it's feasible. People have gotten good results with fighters, they are just micro intensive.
Sure you can get some hits, but even if you give the supporting ships commanders with good Ground Support traits, a CIC with the same and a full Admin Command of great officers the hit percentage is still pretty low even on a barren planet. More seriously there just aren't many shots being fired.

Even a smallish force (say 100kT of vehicles with mostly CAP/MAV) is throwing out thousands of shots per round. In comparison to that a few dozen shots from orbiting ship is a rounding error. You can use gauss or rail guns to get more shots for the same tonnage, but it's still very few shots compared to the ground forces.


Fighters I agree you can load up the bombardment pods and get a decent number of shots, I also think they get a bonus - looks like 3x as many shots as weapons they have in the pod. But as you say it would be a micro-intensive horror to scale up and while enemy AA is not lethal, you are still going to lose a few fighters each round.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 04, 2021, 07:53:18 AM
Would you be willing to put make a thread in the Mechanics forum where you test different Orbital Bombardment Support options so that we have hard data for Steve?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on September 04, 2021, 09:45:20 AM
I just noticed that the main armament on my ships has a higher hit chance against missiles (around 22%) than the dedicated PD turrets (around 15%) on the same ship. The lasers have a BFC with a range of 320,000 km and a tracking speed of 6250 km/s (the ships are slightly faster). The Gauss cannon turrets have a tracking speed of 20,000 km/s; their fire controls have a range of 64,000 km and a tracking speed of 20,000 km/s. Both are firing at 10,000 km in Final Defensive Fire mode. The lasers have ECCM, but the missiles they're targeting don't have ECM so that shouldn't matter. The missiles are size 6, move at 39,333 km/s, and have a maneuver rating of 13. The ships just performed a squadron jump but that should affect both equally. I've played around with the accuracy calculations a bit but I can't get the numbers to work out.

What size are your Gauss cannons? I can get these numbers to work out if I assume size-2 (33% base accuracy)

You're right -- I totally forgot about using reduced size Gauss cannons (although they're actually size-1.5 at 25% accuracy). That explains it, thanks.

Quote
Quote
And how do you design your PD BFCs? Because clearly I'm doing something wrong with mine.

Your PD BFC looks fine, I would probably use 80,000 km range at this tech level if not 100,000 km but the exact best value is going to depend on your ship design principles. Always make sure you use the maximum tracking speed though, I am not sure if that is the case here.

I am using maximum tracking speed. I think I reduced the range of the BFCs because you get pretty sharp diminishing returns on range when firing at 10,000km -- going from 64,000km to 100,000km only changes the range multiplier from 0.84 to 0.9 while increasing the size of each BFC by 56%. But you're right that PD is probably not something I want to skimp on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 04, 2021, 10:13:06 AM
First let me express my profound gratitude for considering 100 kT as a "smallish" force as is right and proper. (https://i.imgur.com/DYAEiOu.gif)

For both airborne and spaceborne fire support the hit chance is roughly the same as for your ground units, with the same target selection options as the heavy bombardment component. For airborne support the fighter pod types have variable damage/penetration depending on size and tech level so I will leave those alone, however for spaceborne support the effective damage per shot is 20x the square root of the weapon damage and the armor penetration is half this, e.g. for a 10cm railgun (1 damage per shot) we have 10 AP and 20 damage, while a 20cm railgun (4 damage per shot) deals 20 AP and 40 damage. These values are comparable to light and medium bombardment (LB and MB) components at racial attack 10 (which would be granted from researching 20cm railguns), which gives us a rough equivalency for comparisons.

Given a smallish 100 kT of forces on the ground, we might assume for sake of argument that these are 3x 25 kT tank brigades and a single 25 kT support brigade including HQ, supply vehicles, and medium artillery - this 3:1 ratio being implied as optimal by the officer promotions ratio. Assuming that roughly half of the HQ formation is logistics vehicles (rough calculations suggest this is not actually enough to sustain a month or so of campaigning by 75 kT of tanks, but let's assume it is), this implies some 12,000 tons of artillery or approximately 240 MB guns. Thus to bring equivalent firepower would require around ships in orbit totaling some 240x 20cm railguns. Recent behind-the-scenes ship design experience suggests that a reasonable amount of railguns of this size is perhaps 10x per 10,000 tons of ship, which could be more or less depending on your engine and armor policies, so to provide equivalent firepower to a 12 kT artillery force you need some 240,000-ish tons of naval vessels in orbit. If you like, reduce this to 180,000 since railguns fire four shots while artillery fires three, but the order of magnitude is not changing significantly here.

On one hand this seems quite inefficient - as it should be, ground units should be the most effective at ground combat particularly as they do not have much else to be good at. However, orbital bombardment does have a few advantages. On one hand it does not consume expensive ground-based GSP, maintenance supplies are not usually a serious bottleneck provided that a space empire has sufficient sources of duranium and gallicite particularly when the guns are only fired once every eight hours (effectively). By contrast GSP requires relatively scarce ground unit BPs to produce so is often a key constraint especially for an unprepared force. On the other hand, naval weapons need not be purpose-built for ground bombardment and you can simply loop in a spare battle fleet to shoot at tiny men on the ground if they happen to be in the area. Additionally, in the absence of STOs naval fire support cannot be killed by the enemy ground units unlike the artillery on the ground, so as a fight goes on the naval support element becomes progressively more powerful relative to the battle-damaged ground units and the contribution may be not insignificant.

I have focused on the fire support method of naval bombardment here, however there is also the option to bombard enemy ground units without coordination with the friendly ground units. I'm unclear on whether this happens every ground combat increment (8 hours) or at the weapon rate of fire; if the latter this is a fairly quick, though inaccurate and correspondingly MSP-expensive, way to reduce the enemy ground forces, though I think the collateral damage is likely to be much worse as each shot has a 1/3 chance to cause population damage instead. From the wiki I am not clear on if fire support operations cause this damage.

----

I am using maximum tracking speed. I think I reduced the range of the BFCs because you get pretty sharp diminishing returns on range when firing at 10,000km -- going from 64,000km to 100,000km only changes the range multiplier from 0.84 to 0.9 while increasing the size of each BFC by 56%. But you're right that PD is probably not something I want to skimp on.

If you want to do math about it, the optimal value of the BFC range is going to depend on how many guns you have per BFC. If you have, say, 100 guns per BFC, then even a small improvement in BFC range will give a significant improvement in kill rate. Whereas if you have one BFC for a handful of guns, reducing the BFC size may allow you to fit another gun instead which will probably give more expected missile kills than a modest range increase. There is also the practical question of fitting a BFC to a specific ship class - you might be able to gain a few points of missile kill % by taking off 20 tons of fuel and pushing up BFC size by a small amount on one ship class, but maybe another class does not have that kind of room.

Generally I stick with 1x range multiplier for PD BFCs and don't think about it anymore.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Elminster on September 04, 2021, 03:17:52 PM
Code: [Select]
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) * 10 * (ECM - ECCM) ]
Hm, I have a problem with this formula. I'm good at math, but surely no expert, so I may have missed something.

The first thing to do (after putting the correct numbers in, of course) is to dissolve the brackets.
My problem is, when ECM and ECCM cancel each other out, say ECM = 20 and ECCM = 20.
That will result in a 0 for that bracket. Dissolving all other brackets will produce some other values which, in the end, would be multiplied by 0, resulting in an Accuracy of 0, regardless of the other values.

So, am I missing something, or is there a flaw in the formula?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on September 04, 2021, 03:28:39 PM
The ECM/ECCM defaults to 1. So ECM Modifies it downwards to say 0.8 and if there is excess ECCM it stays at 1
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 04, 2021, 04:59:07 PM
Code: [Select]
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) * 10 * (ECM - ECCM) ]
Hm, I have a problem with this formula. I'm good at math, but surely no expert, so I may have missed something.

The first thing to do (after putting the correct numbers in, of course) is to dissolve the brackets.
My problem is, when ECM and ECCM cancel each other out, say ECM = 20 and ECCM = 20.
That will result in a 0 for that bracket. Dissolving all other brackets will produce some other values which, in the end, would be multiplied by 0, resulting in an Accuracy of 0, regardless of the other values.

So, am I missing something, or is there a flaw in the formula?

Oops, yes. There should be a minus sign, not a multiply sign. Correcting this above, the correct formula should be:

Code: [Select]
Accuracy = Aweap * [ (1 - Rt / Rfc) * (Vfc / Vt) * (1.0 + MTB) - 10 * (ECM - ECCM) ]
N.B. the factor of 10 is there since ECM and ECCM levels are taken as 1, 2, 3, ... rather than 10, 20, 30..., just to clarify.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 05, 2021, 02:25:57 AM
Just for fun sake:

The orbit of any object mainly depends on three factors:
a+b) The mass and speed of the object itself
c) The mass of the object in the center

Since planets have an excessive amount of mass shipping tons and tons of TN minerals around maybe isn't much of a thing. But I was wondering if anyone has ever done calculations of how much mass can be added (or subtracted) to any object until it will significantly modify the orbit of that object... ?!?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on September 05, 2021, 02:31:15 AM
Words on orbital support and tonnage
A fine effort post and I believe I agree with the conclusion; orbital bombardment support is inefficient and not 'incredibly powerful', but with enough ships it can make a difference. This seems entirely reasonable from a game balance perspective, forcing the player to build up many millions of tons of ground forces is one of the biggest changes in C# Aurora and making orbiting ships too helpful would completely undermine that objective.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 05, 2021, 10:54:59 PM
Just for fun sake:

The orbit of any object mainly depends on three factors:
a+b) The mass and speed of the object itself
c) The mass of the object in the center

Since planets have an excessive amount of mass shipping tons and tons of TN minerals around maybe isn't much of a thing. But I was wondering if anyone has ever done calculations of how much mass can be added (or subtracted) to any object until it will significantly modify the orbit of that object... ?!?

This has been discussed numerous times in the context of moving asteroids with engines, but the same principles apply. Generally the understanding is that the mass of an asteroid is so large that human (or alien) constructions on the scale of Aurora cannot really affect them at all.

Consider an "small" asteroid (by Aurora standards) with a diameter of ~100 km. This is a volume of approximately 500,000 km^3, or more useful for dimensional analysis 5e14 m^3. A quick Google check suggests a rough estimate of asteroid density as 2 g/cm^3 which is equivalently 2 metric tons/m^3, so we can estimate the mass of our "small" asteroid as 1e15 tons.

In zeroes, that is 1,000,000,000,000,000 tons.

A billion tons of TNEs - an unrealistic amount to have on hand, really - would if dropped on this asteroid cause a change of 0.0001% in its mass, almost imperceptible in any case and certainly well below the quantified uncertainty in astronomical measurements of any given asteroid's orbital parameters.

In fairness there are many asteroids much smaller than this, at least according to people who are dreadfully intelligent and know much more than me about the subject, however in Aurora these are generally not modeled as they wouldn't be worth colonizing and - at the scale of the game - would not have any resources worth mentioning. An asteroid of, say, 1 km diameter would be small enough that dropping a billion tons of TNEs on its surface would have a noticeable effect (roughly doubling its mass, in fact), but I don't think we have any of those in the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 06, 2021, 02:19:25 AM
This has been discussed numerous times in the context of moving asteroids with engines, but the same principles apply. Generally the understanding is that the mass of an asteroid is so large that human (or alien) constructions on the scale of Aurora cannot really affect them at all.

Consider an "small" asteroid (by Aurora standards) with a diameter of ~100 km. This is a volume of approximately 500,000 km^3, or more useful for dimensional analysis 5e14 m^3. A quick Google check suggests a rough estimate of asteroid density as 2 g/cm^3 which is equivalently 2 metric tons/m^3, so we can estimate the mass of our "small" asteroid as 1e15 tons.

In zeroes, that is 1,000,000,000,000,000 tons.

A billion tons of TNEs - an unrealistic amount to have on hand, really - would if dropped on this asteroid cause a change of 0.0001% in its mass, almost imperceptible in any case and certainly well below the quantified uncertainty in astronomical measurements of any given asteroid's orbital parameters.

In fairness there are many asteroids much smaller than this, at least according to people who are dreadfully intelligent and know much more than me about the subject, however in Aurora these are generally not modeled as they wouldn't be worth colonizing and - at the scale of the game - would not have any resources worth mentioning. An asteroid of, say, 1 km diameter would be small enough that dropping a billion tons of TNEs on its surface would have a noticeable effect (roughly doubling its mass, in fact), but I don't think we have any of those in the game.
Thanks for the info. I thought it might be slim - but that is not even slim... so biggest change in terms of mass is when we terraform atmospheres onto planets. Though I imagine even that might not be that much mass compared to the solid bodies of planets... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 08, 2021, 05:38:58 AM
I was wondering if empty posts in the command hierarchy are always filled up before assignments for ship commanders or if it is possible to set the priority of ship commanders so high that they get restaffed before equal rank command posts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 08, 2021, 09:57:20 AM
I was wondering if empty posts in the command hierarchy are always filled up before assignments for ship commanders or if it is possible to set the priority of ship commanders so high that they get restaffed before equal rank command posts?

As usual there is a dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046) on the matter:

Relevant quote pull:
Quote
After ship commanders are assigned, the non-command positions are assigned.

There is also a final step which assigns ship commanders with Reaction/Engineering/Tactical skills and AFAIK can pull commanders from the auxiliary posts. Basically there will never be an officer in an auxiliary post if there is an open command for which they are qualified. Even with the priority system this cannot be changed unless you fill all ship commands, either automatically or by divine intervention.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on September 08, 2021, 10:08:57 PM
Question regarding Infantry units "Ground Capabilities", specifically "Extreme Pressure" & "Extreme Temperature". What exactly counts as "Extreme"?

My initial thought is anything that results in a CC > 0, is this correct or am I missing something? Thanks in advance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 08, 2021, 10:11:39 PM
Question regarding Infantry units "Ground Capabilities", specifically "Extreme Pressure" & "Extreme Temperature". What exactly counts as "Extreme"?

My initial thought is anything that results in a CC > 0, is this correct or am I missing something? Thanks in advance.

Your initial thought is correct. The environment screen of a planet is a good place to look if you are specifically gearing up for a particular planet.

For your examples, if there is a CC cost associated with the temperature or the atmospheric pressure then you'll want their corresponding capability or suffer half effectiveness for each area.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 09, 2021, 01:30:58 AM
I was wondering if empty posts in the command hierarchy are always filled up before assignments for ship commanders or if it is possible to set the priority of ship commanders so high that they get restaffed before equal rank command posts?

As usual there is a dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046) on the matter:

Relevant quote pull:
Quote
After ship commanders are assigned, the non-command positions are assigned.

There is also a final step which assigns ship commanders with Reaction/Engineering/Tactical skills and AFAIK can pull commanders from the auxiliary posts. Basically there will never be an officer in an auxiliary post if there is an open command for which they are qualified. Even with the priority system this cannot be changed unless you fill all ship commands, either automatically or by divine intervention.
Thanks. Because of that posting I asked, because I understood it in a way that it only talks about the command assignments on ships, but not in the admin superstructure - and I was wondering if they get prioritized over the ship commander assignments. It shouldn’t be an issue as long as all admin commands have a higher rank than ship captain - but what happens if an admin command has an equal (or even lower) rank than that for a certain type of ship class? Who gets assigned first? The admin command or the higher ranked ship commander?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 09, 2021, 04:12:12 AM
Ships cannot have equal or higher rank than admin commands because the ranks required for admin go up if the ship captains rank goes up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 09, 2021, 05:07:09 AM
Ships cannot have equal or higher rank than admin commands because the ranks required for admin go up if the ship captains rank goes up.
That is only true for fleets below one admin command. Ships in other admin commands can have lower ranks and therefore that admin command can have an equal or lower rank than the ship in the first admin command.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 09, 2021, 08:48:45 AM
Naval admin commands are, AFAIK, always assigned manually and an officer in such a position is never re-assigned by the commander auto-assign. At least, I have never seen an admin post filled automatically nor would I want this to be the case as these assignments require more care and precision than the auto-assignment system is capable of.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 09, 2021, 12:30:47 PM
Naval admin commands are, AFAIK, always assigned manually and an officer in such a position is never re-assigned by the commander auto-assign. At least, I have never seen an admin post filled automatically nor would I want this to be the case as these assignments require more care and precision than the auto-assignment system is capable of.
Yeah, you are right... don't know why I mixed that one totally up. Sorry... confused... thought that would actually happen...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on September 12, 2021, 05:28:21 AM
Simple question about ground formations:

You can combine two formations by dragging elements over from one formation to the other and deleting the old one. How does one split such a formation into two? For this you would need to create a dummy formation on a planet, which is not possible, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 12, 2021, 09:06:36 AM
Simple question about ground formations:

You can combine two formations by dragging elements over from one formation to the other and deleting the old one. How does one split such a formation into two? For this you would need to create a dummy formation on a planet, which is not possible, right?

Basically this, you would have to build a skeleton of a new formation (with, say, a HQ unit and nothing else in it) and then move units between the formations. Probably in this case it is easier to use the replacements system to build the new formation out of the old one by changing the formation templates of both.

Candidly, I wouldn't really recommend splitting formations like this though, unless it is part of a much larger reorganization and for some reason it is necessary to have additional formations. Usually with ground forces the big limitation is number of leaders, and smaller formations exacerbate this problem. Larger formations are also more resistant to breakthroughs and will perform better in combat although this effect is relatively small above 5,000 tons or so.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: KriegsMeister on September 12, 2021, 11:21:42 PM
I'm trying to start my first campaign with multiple player races and I've run into small little hiccup (possible game design flaw?) with the zero RP conventional start.  That being when trying to design weaponry and fire controls for combat ships, you run into this problem where you can design and build Beam Fire Controls, but not Beam weapons, as well as the inverse for missiles.  I can design and build missiles and launchers, but require Trans-Newtonian and Active Grav Sensor techs to make Missile Fire controls.

As disappointing as it is to forgo pre-TN railguns and lasers that are already in development now, I'm fine with just having missiles as the only available armament.  But my actual question is can I actually use missiles without MFC? I know I can add Active/EM/IR sensors to missiles which supposedly are for re-tracking onto lost or new targets, but i haven't really played with them much in the past.  If I build these sensors into my missiles is there a way I can launch them in the general direction of a target with out an actual MFC lock and hope that they hit?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on September 13, 2021, 07:20:08 AM
Simple question about ground formations:

You can combine two formations by dragging elements over from one formation to the other and deleting the old one. How does one split such a formation into two? For this you would need to create a dummy formation on a planet, which is not possible, right?

Basically this, you would have to build a skeleton of a new formation (with, say, a HQ unit and nothing else in it) and then move units between the formations. Probably in this case it is easier to use the replacements system to build the new formation out of the old one by changing the formation templates of both.

Candidly, I wouldn't really recommend splitting formations like this though, unless it is part of a much larger reorganization and for some reason it is necessary to have additional formations. Usually with ground forces the big limitation is number of leaders, and smaller formations exacerbate this problem. Larger formations are also more resistant to breakthroughs and will perform better in combat although this effect is relatively small above 5,000 tons or so.

Yeah you are right when it comes to combat units. My problem is slightly different though. I combined my geo survey formations and now they do not fit into the transports anymore. This is a typical programming problem i guess, as I had 4 formations of 5kt and now there is one of 20kt. The 20kt one does not fit onto the landing fleet anymore...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 13, 2021, 07:34:30 AM
I'm trying to start my first campaign with multiple player races and I've run into small little hiccup (possible game design flaw?) with the zero RP conventional start.  That being when trying to design weaponry and fire controls for combat ships, you run into this problem where you can design and build Beam Fire Controls, but not Beam weapons, as well as the inverse for missiles.  I can design and build missiles and launchers, but require Trans-Newtonian and Active Grav Sensor techs to make Missile Fire controls.

As disappointing as it is to forgo pre-TN railguns and lasers that are already in development now, I'm fine with just having missiles as the only available armament.  But my actual question is can I actually use missiles without MFC? I know I can add Active/EM/IR sensors to missiles which supposedly are for re-tracking onto lost or new targets, but i haven't really played with them much in the past.  If I build these sensors into my missiles is there a way I can launch them in the general direction of a target with out an actual MFC lock and hope that they hit?
You cannot have truly Conventional campaign, for several reasons but the most important is that without researching TN-Theory, you cannot have Active Sensors which are absolutely required for space combat. For ground combat, you'll need to use SM mode to create communications between all powers on Earth and set their relations to what you want because you cannot create diplomatic ships either. And ground units cannot fight what they cannot see which brings you back to the sensor problem. Plus, while you can use fighters to move colonists around, there are no cargo holds small enough for fighters.

There have been several different suggestions to Steve that would enable a truly Conventional campaign with a multi-faction start to work but currently it isn't possible. What you can do is have everyone start at Conventional with no shipyards and just few labs, then use SM mode to instant components. That means that researching all the TN stuff will take quite a while but the factions can get the necessary components (weapons, sensors, engines) into usage fairly quickly. For example, faction A might go for Duranium armour immediately to make fighters/ships lighter but faction B might go for a cheaper, advanced conventional armour that will give their ground troops an edge and thus plan for a imminent ground war instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 13, 2021, 09:39:18 AM
I'm trying to start my first campaign with multiple player races and I've run into small little hiccup (possible game design flaw?) with the zero RP conventional start.  That being when trying to design weaponry and fire controls for combat ships, you run into this problem where you can design and build Beam Fire Controls, but not Beam weapons, as well as the inverse for missiles.  I can design and build missiles and launchers, but require Trans-Newtonian and Active Grav Sensor techs to make Missile Fire controls.

As disappointing as it is to forgo pre-TN railguns and lasers that are already in development now, I'm fine with just having missiles as the only available armament.  But my actual question is can I actually use missiles without MFC? I know I can add Active/EM/IR sensors to missiles which supposedly are for re-tracking onto lost or new targets, but i haven't really played with them much in the past.  If I build these sensors into my missiles is there a way I can launch them in the general direction of a target with out an actual MFC lock and hope that they hit?
You cannot have truly Conventional campaign, for several reasons but the most important is that without researching TN-Theory, you cannot have Active Sensors which are absolutely required for space combat.

I have used some light DB modding on a separate 1.13 DB to add in necessary technologies to allow for a somewhat playable conventional setup without initially researching TN Tech before doing anything. I haven't enabled beam weapons (frankly I think they would be a bit OP since conventional missiles are very limited) but with conventional tiers of the sensor techs you can build the needed sensors and MFCs plus I enable a conventional CIWS for missile defense along with the basic transport modules as researchable tech.

The main limits remaining are lack of targetable beam weapons (even basic Gauss, 10cm Railgun, or Laser would likely overpower un-boosted missiles, so this isn't a big loss) and geosurvey which means you cannot find mineral sources on other planets to mine. To solve the latter would probably require adding a new, inefficient survey component (something like: 500 tons and 0.25 survey points/hour) along with the tech to enable it and I will probably do this at some point.

All this to say... the needed changes are not difficult and can be done DB-only so it would not be much work for Steve, but if he will not do it then it is not a problem for a player with a DB editor to make the changes. Of course doing this means you cannot submit a bug report (or must reproduce with an unmodded DB first which is what I do).

Quote
For ground combat, you'll need to use SM mode to create communications between all powers on Earth and set their relations to what you want because you cannot create diplomatic ships either. And ground units cannot fight what they cannot see which brings you back to the sensor problem. Plus, while you can use fighters to move colonists around, there are no cargo holds small enough for fighters.

Actually the diplomatic modules are available without TN tech. You also have access to cargo holds + shuttle bays, luxury transport (but not cryogenics), and the recreational module for all the good that does anyone, so with the starting shipyards it is not difficult to at least colonize Sol but it is pointless to do so without knowing where the minerals are.

Essentially "all" that is needed for conventional starts to be playable are conventional active and geosurvey sensors, with conventional troop transport modules being desirable as well. Once you have this you can at least survey, colonize, mine other bodies, and have missile combat + ground combat, which is the bare minimum needed tor a playable 4X game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 13, 2021, 11:04:26 AM
I've added some conventional systems, as suggested by nuclearslurpee.

http://aurora2.pentarch.org/index.php?topic=12523.msg155095#msg155095
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on September 16, 2021, 08:54:46 AM
I've been away for awhile so I apologize in advance if this is a dumb question...what is the deal with the version number being worked on? I thought the next release was to be 1.14. However, now i see references to a 2.0 and I even saw Steve reference 2.20?!

The latest build I have is 1.13...is that current? What the heck is coming next?

Sorry for the confusion.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpaceMarine on September 16, 2021, 08:57:35 AM
due to the jump in changes being made and the complexity of those changes, steve decided to essentially call 1.14, 2.0, he hasnt changed the name on the forum page to try to limit confusion but 1.14 is 2.0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 16, 2021, 09:58:48 AM
2.20 was a typo :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on September 18, 2021, 08:40:41 AM
Did the "No JP Survey" button make it into Aurora C#. If so, where is it hiding?

I know that "Full Grav Survey" would get the same result, but I'd rather my ships have to go off and redo the survey than just SM it into place. I've found the "No Geo Survey" button so I am hopeful there is a Grav/JP equivalent.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 18, 2021, 11:30:40 AM
Seems to be missing, sadly. A rather curious omission.

If you haven't actually explored any of the JPs, you can work around this by deleting the existing JPs and clicking the Create JP button that many times, as those new JPs will remain hidden until a resurvey is done.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 18, 2021, 11:38:39 AM
There is a 'No Grav Survey' button on the System View in my version, but it is possible I added it since v1.13.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Blogaugis on September 20, 2021, 02:07:07 PM
I've added some conventional systems, as suggested by nuclearslurpee.

http://aurora2.pentarch.org/index.php?topic=12523.msg155095#msg155095
Hooray!
While we are at it, what other technologies (and installations, units) You folks think should be available (if not immediately, then at least with research) in a pre-TN start?
I am thinking that a starting army would be nice, something that can give a rough idea on how large formation a player should be initially aiming for. A very primitive STO installations, or stations with weapons could also be... interesting.
Oh and, give an option before start if you want to start with the said army, or pretend that it was some pacifistic (or some other reason) nation.
Though, we do have 'design ground forces' button before starting, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 21, 2021, 05:22:47 AM
We do and we shouldn't have STO's before TN-tech as that would be highly inconsistent.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on September 21, 2021, 10:23:56 AM
Under what circumstances do missiles disappear? I just had several fleets squadron-jump into a system and launch missiles at some stationary targets. When the first few squadrons fired, their missiles appeared for one increment and then vanished. (They are far enough away that they could not have hit their targets yet -- and even if they had hit, I should be able to see that in the events log. The missiles are not staged, so this isn't shouldn't involve any of the issues with those.) But when the rest of the squadrons fired an increment or two later, the missiles behaved normally. I've been able to reproduce this behavior by reloading the save several times, but I haven't been able to figure out what makes some the missiles disappear and others not. Presumably there's some sort of bug here (unless there's some weird jump mechanic I'm unfamiliar with), but I can't figure out exactly what the issue is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 21, 2021, 11:31:52 AM
Under what circumstances do missiles disappear? I just had several fleets squadron-jump into a system and launch missiles at some stationary targets. When the first few squadrons fired, their missiles appeared for one increment and then vanished. (They are far enough away that they could not have hit their targets yet -- and even if they had hit, I should be able to see that in the events log. The missiles are not staged, so this isn't shouldn't involve any of the issues with those.) But when the rest of the squadrons fired an increment or two later, the missiles behaved normally. I've been able to reproduce this behavior by reloading the save several times, but I haven't been able to figure out what makes some the missiles disappear and others not. Presumably there's some sort of bug here (unless there's some weird jump mechanic I'm unfamiliar with), but I can't figure out exactly what the issue is.
Sounds like something for the bug section, DB included for Steve to reproduce... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on September 21, 2021, 11:58:17 AM
Questions about ground forces:

1. When you have a ship in orbit above a colony, which has cargo handling capabilities, you can unload ground units to the ground from troop transport bays. How do you do that when you have a ship without a transport bay? You have to load them to a ship with a cargo bay and then transfer them to the ground to replace losses, right?
2. What happens when you scrap a ship with ground forces on it? Do they get recovered like ammunition or are they lost?
3. Can you accelerate the troop transfer between ships by adding cargo handling systems? If yes, which ship requires them, the donating or the receiving one?

I know it is lazy to ask these questions, but I am at a point in my campaign at which I cannot easily test it. And transferring troops around was quite intensive when it comes to clicks. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 21, 2021, 12:38:25 PM
1. When you have a ship in orbit above a colony, which has cargo handling capabilities, you can unload ground units to the ground from troop transport bays. How do you do that when you have a ship without a transport bay? You have to load them to a ship with a cargo bay and then transfer them to the ground to replace losses, right?

You can only transport ground units with troop transport bays.

Quote
2. What happens when you scrap a ship with ground forces on it? Do they get recovered like ammunition or are they lost?

I'm not certain, but offhand I believe the troops are transferred to the colony, same as ordnance, fuel, crews, etc.

Quote
3. Can you accelerate the troop transfer between ships by adding cargo handling systems? If yes, which ship requires them, the donating or the receiving one?

Cargo shuttle bays are always applied to the ship from which goods are being transferred. This applies for cargo, colonists, troops, as well as fuel and ordnance in the case of those specialized transfer systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on September 21, 2021, 01:26:46 PM
That makes getting troops out of captured hulls unnecessary complicated. I will make the suggestion that Steve changes the order from 'transfer ground units from troop bay' to 'transfer ground units from ship' or whatever it is called right now. I will look it up how it is called right now though to not look completely stupid. I do not see a reason, why it should require a transport bay to do this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on September 21, 2021, 01:32:43 PM
That makes getting troops out of captured hulls unnecessary complicated. I will make the suggestion that Steve changes the order from 'transfer ground units from troop bay' to 'transfer ground units from ship' or whatever it is called right now. I will look it up how it is called right now though to not look completely stupid. I do not see a reason, why it should require a transport bay to do this.

I Think there is some confusion here. Troops can only be in a ship if it has a troop transport bay/ drop bay/ or boarding bay. Without one there can be no troops on the ship.

Now if a ship is designed without cargo shuttles, troops can be loaded form a spaceport but only unloaded at a spaceport (unless dropping with a troop transport drop bay).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 21, 2021, 02:01:08 PM
That makes getting troops out of captured hulls unnecessary complicated. I will make the suggestion that Steve changes the order from 'transfer ground units from troop bay' to 'transfer ground units from ship' or whatever it is called right now. I will look it up how it is called right now though to not look completely stupid. I do not see a reason, why it should require a transport bay to do this.

If you have troops on a captured ship, i.e., survivors of a boarding party, they can be extracted by the same ship that delivered them. There is a specific order to accomplish this. It might require a boarding-capable bay specifically, I don't know because I've not tried to do it any other way.

Otherwise if you have troops on a ship without a transport bay, I think it should still be possible to unload them at a colony. I'm not sure how this would happen outside of a boarding party, since if the transport bay was destroyed by battle damage the troops would have died.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 21, 2021, 02:08:21 PM
Lazy Mass Driver question:

I have a colony on Mars with three mass drivers.  This should have a capacity of 15K tons/year.  But every time I advance 5 days I get a 13 ton packet.  30 days/month, 12 days/year gives 13x6x12 = 936 tons/year.

Martian mines are producing 9K minerals/year and Mars is my collection point for commercial mines, I have 5 minerals over the reserve totaling 3K excess, so I should have enough minerals on hand to send full mass driver loads of 200ish tons. 

Or am I missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on September 21, 2021, 03:56:48 PM
Lazy Mass Driver question:

I have a colony on Mars with three mass drivers.  This should have a capacity of 15K tons/year.  But every time I advance 5 days I get a 13 ton packet.  30 days/month, 12 days/year gives 13x6x12 = 936 tons/year.

Martian mines are producing 9K minerals/year and Mars is my collection point for commercial mines, I have 5 minerals over the reserve totaling 3K excess, so I should have enough minerals on hand to send full mass driver loads of 200ish tons. 

Or am I missing something?

Could be a bug. Seems to me that for whatever reason you are vetting shipped only minerals for the quantity of 1 mass driver. Maybe it's not stacking due to a coding error?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 21, 2021, 10:13:41 PM
What is your production cycle length and what increment lengths did you use? Mass driver packet reporting is notoriously fickle and the information you get per increment might not be correct at all, especially if you look at one day only and extrapolate from there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 22, 2021, 09:36:42 AM
Standard 5 day, production cycle, 5 day increments, automatic sub-pulse.  I've attached the database if you'd like to have a look at my setup.  I'm not extrapolating, just watching the minerals accumulate - I've had to periodically task a freighter to scoop up minerals for delivery.

I stepped through two 5 day cycles using 8 hour increments, and the mass driver is now flinging 5 ton packets, so it looks like a bug.  Can anyone else confirm the behavior on your game before I submit it?

Civilian mass drivers work normally but so far none of them are anywhere near 5K tons/year production.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 22, 2021, 01:47:00 PM
Standard 5 day, production cycle, 5 day increments, automatic sub-pulse.  I've attached the database if you'd like to have a look at my setup.  I'm not extrapolating, just watching the minerals accumulate - I've had to periodically task a freighter to scoop up minerals for delivery.

I stepped through two 5 day cycles using 8 hour increments, and the mass driver is now flinging 5 ton packets, so it looks like a bug.  Can anyone else confirm the behavior on your game before I submit it?

Civilian mass drivers work normally but so far none of them are anywhere near 5K tons/year production.

Packet size is based on increment length. So it makes sense that the packet size has dropped when you used smaller increments. I've also noticed that because packets aren't launched regularly, it's usually helpful to have mass driver capacity that is slightly more than the production capability of the colony they're attached to.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 22, 2021, 03:26:05 PM
Just to be clear - there was still only one packet per 5 day production cycle.  When I stepped through a production cycle 8 hours at a time it took 15 intervals before a packet was produced (at the same time as Mars moved in its orbit).

I'm producing 9kt/year locally and some CMCs in the asteroids are sending packets to Mars.  Mars has about 3kt in minerals on hand over the reserve levels.  So I should have plenty of minerals for flinging.

I have 3 mass drivers on Mars for a capacity of 15kt/yr.  12 months/year and 30 days/month gives 12x30/5 = 72 production cycles/year.  So I should be getting 15k/72 = 208t packets, not 5-13t.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on September 22, 2021, 04:31:23 PM
do you get the correct # of minerals shipped if you set all your reserve levels to 0? That used to be a bug but I thought it was fixed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 23, 2021, 08:30:32 AM
Yep, that appears to be the issue.  Zeroing some of my reserve levels increases packet size.  Zeroing them all gives 205t packets. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on September 23, 2021, 03:22:49 PM
How sweet the idea of having a ship module: Mass Driver. We could station such a base close to a jump point, send all materials of a system to that base, collect it there via transport ship, jump to the next system, unload to another Mass Driver Space Station and send them from there to Earth (or whereever you want the minerals to go) ... .

Ah, dreaming...  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 23, 2021, 10:54:26 PM
I'm not sure where to ask this so let me know if this is a bad place.

I'm currently trying to invade a precursor world, but my ground forces don't seem to want to attack anything. They out-tech me, so large losses are expected, but I'm not even targeting them. I have several formations set to Frontline attack, with supporting artillery attached and in support position, and around 400 fighters attached with room for hundreds more. The fighters all have autocannons and a fire control (not sure if that's necessary for auto cannons), in addition I have 200 more fighters set to search and destroy with bombardment pods and missile fire controls. After 5 combat phases, I literally targeted nothing and suffered a LOT of casualties.

Anyone have any ideas as to why this is happening?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 23, 2021, 10:58:16 PM
I'm not sure where to ask this so let me know if this is a bad place.

I'm currently trying to invade a precursor world, but my ground forces don't seem to want to attack anything. They out-tech me, so large losses are expected, but I'm not even targeting them. I have several formations set to Frontline attack, with supporting artillery attached and in support position, and around 400 fighters attached with room for hundreds more. The fighters all have autocannons and a fire control (not sure if that's necessary for auto cannons), in addition I have 200 more fighters set to search and destroy with bombardment pods and missile fire controls. After 5 combat phases, I literally targeted nothing and suffered a LOT of casualties.

Anyone have any ideas as to why this is happening?

Make sure the enemy race is set as Hostile (in the Intel window).

Make sure you have an active sensor contact with the enemy ground forces. I'm not sure this is necessary but it might be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 23, 2021, 11:51:02 PM
Ahhhhh. I feel really dumb now for overlooking that  :-\  ;D

Thanks! Time to re do the last few months of combat  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on September 28, 2021, 07:01:51 AM
I've added some conventional systems, as suggested by nuclearslurpee.

http://aurora2.pentarch.org/index.php?topic=12523.msg155095#msg155095

When I did a playthrough some one year ago (or was it 8 months?) I noticed that some lists were rather shorts, are you interested by some extra. China, etc.
It's not much, just an extra minimum for a multi-nations start.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Marv on September 30, 2021, 02:00:35 AM
Guys, here is one question that might be easy for you experts, however I have not found any info here or at the wiki.   Bad search terms maybe.   
It is about the basic racial production rate (like 10 mining, 160 research, base sensor strength etc.  ).   In VB (and Quasar) there is information about the race basic values under "Race details"->"Empire Technology" plus in VB some bubble help or info in the mining/research etc.   tab.   
I do not find any such information in C#.   
Of course I can extract that info while I play but
a.   is all that summarized on any tab/window I have not discovered yet?
b.   are the race base values always the same in any new game I start or do they depend on any starting conditions?
I understand that during game creation you can modify some from 100% to other values, my questions are more about "what are these 100%" and if these are identical in any game. 
Thank you so much,
M
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on September 30, 2021, 02:47:17 AM
Guys, here is one question that might be easy for you experts, however I have not found any info here or at the wiki.   Bad search terms maybe.   
It is about the basic racial production rate (like 10 mining, 160 research, base sensor strength etc.  ).   In VB (and Quasar) there is information about the race basic values under "Race details"->"Empire Technology" plus in VB some bubble help or info in the mining/research etc.   tab.   
I do not find any such information in C#.   
Of course I can extract that info while I play but
a.   is all that summarized on any tab/window I have not discovered yet?
b.   are the race base values always the same in any new game I start or do they depend on any starting conditions?
I understand that during game creation you can modify some from 100% to other values, my questions are more about "what are these 100%" and if these are identical in any game. 
Thank you so much,
M

As far as i can tell, Mining is the only stat directly stated on any screen (and that is under the 'Mining' tab of the Econ window). Everything else you would  have to do the math to figure out.

That said, without researching any techs, Mining/Construction/Ordnance/fighter production starts at 10, fuel production starts at 40k/year, and research at 200/year. This is before taking into account species stats & game conditions. So if your species has a production rate of .9 your starting production is 90% of the base 10, so 9. From what I can tell, species production rate dose not effect mining rate.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Marv on September 30, 2021, 11:22:12 AM
Thank you ArcWolf so that confirms my understanding.  Base rates are always the same unless manually changed during setup or with SM.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 04, 2021, 01:48:23 PM
This seems obvious, but i'm just looking for a conformation:

Using a DB editor i see under "FCT_ShippingLines" a Colum named "MaxAssets". By default this is set to 1000, if i change that to, say 20, will Civilian shipping lines be limited to just 20 ships total?

Again seems obvious, but worth double checking.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on October 04, 2021, 04:01:12 PM
 --- How exactly do the bonuses from the Main Engineering work? Do they apply to each Engineering Space individually or do they apply to all of them collectively? So if I have 100x Engineering Spaces, and my Chief Engineer has a 10% bonus, is that the equivalent of 110x Engineering Spaces or is it 100x Engineering Spaces with 10% added on to each of them.

...or is there no difference between either implementation?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 04, 2021, 04:20:08 PM
--- How exactly do the bonuses from the Main Engineering work? Do they apply to each Engineering Space individually or do they apply to all of them collectively? So if I have 100x Engineering Spaces, and my Chief Engineer has a 10% bonus, is that the equivalent of 110x Engineering Spaces or is it 100x Engineering Spaces with 10% added on to each of them.

...or is there no difference between either implementation?

Here you go, relevant wiki link (http://aurorawiki.pentarch.org/index.php?title=C-Commander_Boni#Engineering).

Looks like they do two different things. Engineering Spaces determine your IFR (and derived quantities), and then bonuses from engineering skills act as a sub-1.0x multiplier to that IFR.

It is probably better to think of it this way than as a modifier directly to the Engineering Spaces, since the actual IFR calculation is IIRC a bit more complicated than a straight sum-and-multiply operation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on October 05, 2021, 09:01:12 PM
What do all the different kinds of waypoints do?

I know you can set standing orders to move to the nearest point of interest or rendezvous point, and I know you can move a fleet to a rendezvous point in the Miscellaneous tab (but not any other kind of waypoint for some reason). Is there any other functionality I don't know about? Is there any actual difference between a normal point of interest and an urgent one? Also, do you actually use any of this functionality? I never find myself needing anything but the normal and named waypoints.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 05, 2021, 09:22:42 PM
Normal waypoints are just labeled with a number, while named waypoints can be given a name. As far as I know there is no functional difference, this is just a convenience feature.

Rendezvous waypoints can be used with standing or conditional orders. You can probably use it to automate things in a clever way if you can think of one.

Points of Interest are supposed to exist only for a limited time and are automatically removed once visited or if time expires, and can also be used for standing orders, but I'm not certain if this functionality was implemented fully as I've never used them. Supposedly, the "urgent" ones last longer and are also a higher priority for a fleet with standing orders to visit. I think in practice they see very little use since usually player like to investigate such things themselves, but it could be useful for example to have a scout in a survey fleet visit all of the CC2.0 planets in a new system and check for aliens in an automated manner.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 06, 2021, 02:53:11 AM
Rendezvous waypoints can be used with standing or conditional orders. You can probably use it to automate things in a clever way if you can think of one.

Rendezvous waypoints can also be important when using SM to set up a scenario, as they will show up on the misc tab as valid teleport destinations when SM is active, letting you place fleets wherever in space.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on October 06, 2021, 03:05:34 AM
NPRs use a lot of point of interest waypoints to 'remember' things they need to investigate once they have handled higher priority tasks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 06, 2021, 03:06:05 AM
What do all the different kinds of waypoints do?

I know you can set standing orders to move to the nearest point of interest or rendezvous point, and I know you can move a fleet to a rendezvous point in the Miscellaneous tab (but not any other kind of waypoint for some reason). Is there any other functionality I don't know about? Is there any actual difference between a normal point of interest and an urgent one? Also, do you actually use any of this functionality? I never find myself needing anything but the normal and named waypoints.

a nice use of Rendezvous points is to set up Maintenance/fuel stations (with R&R) away from you colonies and have your exploration ships go there with conditional orders once fuel levels or deployment time excides for faster overhull and turn-around
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: L0ckAndL0ad on October 08, 2021, 03:48:55 PM
Situation: I've sent a bunch of maintenance facilities to several small colonies, but did not give them MSP yet. Local mineral production is too small to provide a decent amount of MSP yet. BUT I have forgotten that many of my exploration ships have automated overhaul standing order when they exceed deployment time. And this got half of my fleet of exploration ships stranded without MSP on these small MSPless colonies trying to get overhauled.

Question: Is there a way to prevent ships from overhauling at a particular colony when standing orders are set to overhaul at colony, or do I have to manage all overhauls manually now?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 08, 2021, 11:56:17 PM
Yeah you'll have to do it manually now or better yet, transport MSP to these forward bases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on October 09, 2021, 09:39:52 AM
When creating colonies with infrastructure that allows refueling and resupplying of ships, your survey ships will automatically move there. This can end in disaster if they choose such a colony and you have no supplies lying around. This means you should either transport the required material to those colonies or tug the affected ships back to Earth and do some babysitting afterwards. I do not have any great solution for that either.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on October 09, 2021, 10:53:14 PM
I captured some Precursor ships, one of which was right next to another of their ships that I had not yet captured. The enemy ship started firing on my newly captured ship and was clearly about to destroy it, so I abandoned ship, thinking that would save my boarding parties. Unfortunately that was not the case... not a single life pod was generated when I gave the Abandon Ship order. Is that because Precursor ships are hard coded to not leave life pods? Will that be an issue with my continued use of any captured Precursor ships? I can live with that, as it makes sense from an RP perspective that Precursor ships wouldn't be designed to even HAVE lifepods, but wanted to know if that was working as intended or if it was a bug.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 10, 2021, 12:55:09 AM
Situation: I've sent a bunch of maintenance facilities to several small colonies, but did not give them MSP yet. Local mineral production is too small to provide a decent amount of MSP yet. BUT I have forgotten that many of my exploration ships have automated overhaul standing order when they exceed deployment time. And this got half of my fleet of exploration ships stranded without MSP on these small MSPless colonies trying to get overhauled.

Question: Is there a way to prevent ships from overhauling at a particular colony when standing orders are set to overhaul at colony, or do I have to manage all overhauls manually now?

what you can do until you get MSP to those colonies is set up a Rendezvous point on the colonies you do have fuel and MSP at and change their conditional order to go to nearest PV point when X.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on October 10, 2021, 07:39:14 AM
I captured some Precursor ships, one of which was right next to another of their ships that I had not yet captured. The enemy ship started firing on my newly captured ship and was clearly about to destroy it, so I abandoned ship, thinking that would save my boarding parties. Unfortunately that was not the case... not a single life pod was generated when I gave the Abandon Ship order. Is that because Precursor ships are hard coded to not leave life pods? Will that be an issue with my continued use of any captured Precursor ships? I can live with that, as it makes sense from an RP perspective that Precursor ships wouldn't be designed to even HAVE lifepods, but wanted to know if that was working as intended or if it was a bug.

Life pods get created when there is remaining crew at the moment of the ships destruction. When you captured the enemy ship, you killed all the enemy crew though. This means there will be no life pods, as you did not replenish the ships crew in the meantime. Troops on the other hand do not count as crew and will be killed with the ship they are on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 10, 2021, 11:20:41 AM
I captured some Precursor ships, one of which was right next to another of their ships that I had not yet captured. The enemy ship started firing on my newly captured ship and was clearly about to destroy it, so I abandoned ship, thinking that would save my boarding parties. Unfortunately that was not the case... not a single life pod was generated when I gave the Abandon Ship order. Is that because Precursor ships are hard coded to not leave life pods? Will that be an issue with my continued use of any captured Precursor ships? I can live with that, as it makes sense from an RP perspective that Precursor ships wouldn't be designed to even HAVE lifepods, but wanted to know if that was working as intended or if it was a bug.

You need to use the boarding ship and troop transport to unload the boarding parties from the captured ship.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 21, 2021, 06:20:56 PM
Which support ground units should I avoid giving the avoid combat trait?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 21, 2021, 09:14:04 PM
Which support ground units should I avoid giving the avoid combat trait?

Anything which does not fire in the ground combat phases.

Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air.

Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 22, 2021, 08:13:19 AM
Quote from: nuclearslurpee link=topic=11545.  msg156195#msg156195 date=1634868844
Quote from: Tavik Toth link=topic=11545.  msg156194#msg156194 date=1634858456
Which support ground units should I avoid giving the avoid combat trait?

Anything which does not fire in the ground combat phases. 

Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air. 

Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs. 

Thanks! And hm, I just noticed Medium Autocannon is heavier than Medium Anti-Vehicle.  Is that WAI?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on October 22, 2021, 09:53:59 AM
Quote from: nuclearslurpee link=topic=11545.  msg156195#msg156195 date=1634868844
Quote from: Tavik Toth link=topic=11545.  msg156194#msg156194 date=1634858456
Which support ground units should I avoid giving the avoid combat trait?

Anything which does not fire in the ground combat phases. 

Combat elements: Personal weapons, crew-served anti-personnel, anti-vehicle, bombardment, autocannon, and anti-air. 

Non-combat elements: forward fire direction, logistics modules, headquarters, construction, geosurvey, xenoarcheology, and STOs. 

Thanks! And hm, I just noticed Medium Autocannon is heavier than Medium Anti-Vehicle.  Is that WAI?

Yeah, autocannons are surprisingly heavy, but they can be extremely useful when fighting enemies with heavily armored infantry or lightly armored vehicles. They fire 3 shots instead of 1 for the medium anti-vehicle for instance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 22, 2021, 10:09:14 AM
Thanks! And hm, I just noticed Medium Autocannon is heavier than Medium Anti-Vehicle.  Is that WAI?

Autocannons are often considered a weak weapon due to their size and lack of specialization but they are actually quite useful. Not only are they a useful middle ground between CAP and AV weapons, but they are also very effective against the middle of the range - light vehicles and statics, as well as power armor infantry (often the most effective weapon type against these). I tend to think of them as being very similar to the artillery components, except direct-fire and usually a bit better against armor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 22, 2021, 10:34:58 AM
Is light or medium vehicle better for bombardment weapons?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 22, 2021, 11:05:24 AM
Is light or medium vehicle better for bombardment weapons?

I medium vehicle with 2x medium bombardment weights the same as 2x Light Vehicles each with 1 Medium Bombardment. So in that regard ton-for-ton they are the same. I would have to check production costs, weather 2x LV are cheaper or not compared to 1xMV.

The Biggest difference i can think of is that MV can have medium armor while LV can only have light armor, meaning MV have better survivability.


Edit: Just read Nuclearslurpee's response, it's a better explanation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 22, 2021, 11:48:38 AM
Is light or medium vehicle better for bombardment weapons?

Yes.

The comparison is between:
LVH+MB: 52 tons * 2 armor = 2.08 cost
VEH+2xMB: 98 tons * 2 armor = 3.92 cost, but 2x weapons so 49 tons/1.96 cost per weapon

On paper, this makes the VEH option seem a bit more efficient. However, each time a VEH is destroyed by a shot you will lose twice as many weapons, so the VEH-mounted artillery brings a bit more firepower but gives a more fragile formation. Of course VEH is a bit harder to kill due to having 4 HP versus 3 HP for the LVH, but I don't think that will make much of a difference in practice unless you have superior tech compared to the enemy.

While VEH can have 4 armor instead of 2, it is worth considering that doubling the armor also doubles the cost of the unit, so you are not going to be able to build as many weapons for the same build cost, although the weapons you do build will have ~4x as much survivability against counter-battery fire. As build cost is usually a major constraint for ground forces I would probably avoid armoring my artillery.

Personally I usually prefer the LVH variant as I prefer the more resilient formation that results, but either one is about equally good.

Note that if you care about optimization, it is difficult to beat STA+MB as these can have only 1 armor (thus are much cheaper to build) and can benefit much more from fortification than any vehicle type. Artillery does not benefit from the evasion stat of vehicle base types since that stat is only effective when a formation is in front line attack stance. In comparison, LVH+MB is really only a roleplay choice if you want to have mechanized formations. of course VEH+MB and heavier vehicle types still have some utility especially if you use the stronger armor to maximize survivability.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 22, 2021, 02:15:13 PM
Do construction units fortify units lower in the hierarchy if they are placed in a HQ formation?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 22, 2021, 02:34:05 PM
Do construction units fortify units lower in the hierarchy if they are placed in a HQ formation?

Yes, but they will fortify the units in their own formation first. IIRC they will also eventually fortify any units in their parent formation hierarchy as well, which allows you to attach a construction brigade to a HQ and have it fortify everything.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on October 22, 2021, 03:53:19 PM
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on October 22, 2021, 04:06:12 PM
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.

The enemy is currently fielding TONS of AA, especially when you are fighting home worlds. On top of that, it is incredibly tedious to assign and manage ground attackers, which is why I am not fielding them anymore. What is usable are bombardment ships with cheap weapons and no engine. I tugged them to the planet, but they are more or less a role play thingy only.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 22, 2021, 04:09:10 PM
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.

The enemy is currently fielding TONS of AA, especially when you are fighting home worlds. On top of that, it is incredibly tedious to assign and manage ground attackers, which is why I am not fielding them anymore. What is usable are bombardment ships with cheap weapons and no engine. I tugged them to the planet, but they are more or less a role play thingy only.

To contextualize this, the last NPR I fought had 10k+ AA tanks and 37k+ infantry AA. I had 60 CAS fighters.

I only brought the CAS fighters in once the enemy AA was mostly destroyed. But by that point the battle was already pretty much won. CAS fighters are completely inconsequential to ground combat so only bother using them where your RP demands it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 22, 2021, 04:46:51 PM
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.

This may be a dumb question, but are your GSFs armed with fighter pod bays and are the bays loaded with suitable pods? A regular old laser cannon will not work for ground support missions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 22, 2021, 05:43:41 PM
Hm, what is a good number of xenoarchaeology vehicles when it comes to getting a decent rate of ruin extraction?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on October 22, 2021, 05:56:57 PM
None, because xenoarcheology vehicles don't recover things from ruins, construction vehicles do.

Actual answer is in the mechanics post: http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167

The probability of translating in a construction cycle is cycle length/year*# of xenoarcheology modules/200.

Assuming a 5 day cycle and 365 day year (is it 360?), 200 modules would give you a 1.4% chance/cycle and the chances of translating within 1 year would be 63%.

I don't know the precise rules for recovering stuff.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on October 22, 2021, 06:02:33 PM
Assuming a 5 day cycle and 365 day year (is it 360?),

In C#, 365. Uniform 30-day months was a VB6 thing.

I don't know the precise rules for recovering stuff.

I don't that either. But from experience, when I send the same tonnage of construction as I sent in xenos, ruin recovery goes super fast compaired to translation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on October 22, 2021, 06:11:30 PM
Assuming a 5 day cycle and 365 day year (is it 360?),

In C#, 365. Uniform 30-day months was a VB6 thing.


C# actually includes leap-years. so it's technically 365.25 days/year.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on October 23, 2021, 03:16:09 AM
How do you assess the effectiveness of ground support fighters? I'm currently in a ground war and have assigned ground support fighters to formations with FFD components, but they don't seem to do anything but get blown up by AA. There are events saying they got hit by AA, but I cannot see any events stating that they destroyed any enemy forces nor see it on the ships themselves.

This may be a dumb question, but are your GSFs armed with fighter pod bays and are the bays loaded with suitable pods? A regular old laser cannon will not work for ground support missions.

They are. What strikes me as odd is that even though the AA is to dense to make an impact, I feel like there should be an event describing to-hit chances or something like that.

Off-Topic: show
Roc AC class Ground Support Fighter      500 tons       9 Crew       138.4 BP       TCS 10    TH 95    EM 0
9517 km/s      Armour 3-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 3.4
Maint Life 2.12 Years     MSP 17    AFR 20%    IFR 0.3%    1YR 5    5YR 76    Max Repair 47.5 MSP
Magazine 68   
Trailer    Control Rating 1   
Intended Deployment Time: 2 months    Morale Check Required   

Ion Drive  EP95.00 (1)    Power 95    Fuel Use 472.07%    Signature 95    Explosion 19%
Fuel Capacity 25,000 Litres    Range 1.91 billion km (55 hours at full power)

Size 34 Fighter Pod Bay (2)     Pod Size: 34    Hangar Reload 291 minutes    MF Reload 48 hours
Abhogravel Kinetics Wyvern Autocannon Pod (2)    Armour Penetration: 61     Damage: 20     Shots: 3

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 Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on October 23, 2021, 06:00:50 AM
The wiki says you need a missile fire control.

Source:
Off-Topic: show
https://aurorawiki.pentarch.org/index.php?title=C-Missiles#Fighter_Pods_for_Ground_Combat
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on October 23, 2021, 09:55:20 AM
The wiki says you need a missile fire control.

Source:
Off-Topic: show
https://aurorawiki.pentarch.org/index.php?title=C-Missiles#Fighter_Pods_for_Ground_Combat


Thanks, it definitely doesn't help if they can't fire  :)
But there still seems to be an issue even after adding the MFC. Fortunately, I had saved the game just before the battle started, so I decided to run it five times without ground support and three times with assigned ground support fighters. There was no discernable difference in duration of combat or losses suffered and no events relating to the fighters.

But I did also get an error message when designing the pods, so perhaps I just did something wrong when making them, if others have made it work?

Off-Topic: show
Roc AC class Ground Support Fighter      500 tons       9 Crew       140 BP       TCS 10    TH 95    EM 0
9517 km/s      Armour 3-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 3.4
Maint Life 2.11 Years     MSP 17    AFR 20%    IFR 0.3%    1YR 5    5YR 77    Max Repair 47.5 MSP
Magazine 68   
Trailer    Control Rating 1   
Intended Deployment Time: 2 months    Morale Check Required   

Ion Drive  EP95.00 (1)    Power 95    Fuel Use 472.07%    Signature 95    Explosion 19%
Fuel Capacity 20,000 Litres    Range 1.53 billion km (44 hours at full power)

Size 34 Fighter Pod Bay (2)     Pod Size: 34    Hangar Reload 291 minutes    MF Reload 48 hours
Ground Combat Fire Control (1)     Range 6.1m km    Resolution 1
Abhogravel Kinetics Wyvern Autocannon Pod (2)    Armour Penetration: 61     Damage: 20     Shots: 3

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 Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes


EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 23, 2021, 11:46:48 PM
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.

Ah, yes, the same "bug" that afflicts me every time I use buoy droppers on my survey ships... agh!  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 24, 2021, 10:30:43 AM
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.

How many CAS total were you using. I only bothered with 60 max because of the micro burden so that may be part of my problems with bad CAS performance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on October 24, 2021, 10:53:36 AM
EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.

How many CAS total were you using. I only bothered with 60 max because of the micro burden so that may be part of my problems with bad CAS performance.

I actually used a total of 100 fighters. 50 with autocannon and 50 with bombardment (total of 50.000 tons). I actually don't think the micro was too much, but I did need to open a second ground force window as you can see in the screenshot above. The plan was to use a single formation as the 'FFD' formation, so I had calculated ahead of time, that I would need to assign around 8 or so fighters to each of those formations to divide them properly (3 FFD's per formation, for redundancy) and then I just went through them and counted 8 fighters per formation.

Regarding efficiency:
Since it was against Rahkas I'm spoilering this part.
I used a total of 360.000 tons of troops and the battle started on March 12th. For most of the runs without fighters, the battle lasted until somewhere between March 27th or 30th and I lost around 90.000-100.000 tons of troops each time. With the ground support working properly, the battle lasted until March 21st and I lost around 75.000 tons of troops, but I also lost 17 fighters, so 8.500 tons. It seems a fair trade to lose 8.500 tons of fighters in order to lose 20-25.000 fewer tons of ground forces. In addition, I can see that the fighters destroyd around 25.000 tons of enemy ground forces, so half their own weight. I don't have data for individual formations, but I did take a quick look at the relevant officers and most were far below half. A few destroyed almost double their formation size, but most were around 800-1.300 per 5.000 tons formation.

EDIT: Out of curiosity I went through the list of 'units destroyed' in the diplomacy window and guestimated the total size of enemy forces. I calculated around 75.000 tons of Rahkas troops (of which 8.700 tons were AA). This means my ground support fighters destroyed a third of the enemy forces.


This probably goes beyond a 'quick questions'-thread, so I might start a separate thread at some point. It would be interesting to test, what effect 50.000 tons of extra ground forces would have done instead of the fighters.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 24, 2021, 11:54:09 AM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 24, 2021, 12:35:26 PM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.

I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on October 24, 2021, 12:37:54 PM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.

I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.

Ah. I had added the tech to my race my editing the database. Guess I'll revert that change.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 24, 2021, 02:10:24 PM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.

I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.

I recall getting advanced railguns organically once and they worked but I can't recall if this was VB6 or C#.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 24, 2021, 02:17:51 PM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.

I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.

Ah. I had added the tech to my race my editing the database. Guess I'll revert that change.

With even more messing around with the DB you can get them to work properly. It's more involved for railguns since shot count is hardcoded to 4 and you need to fix the 5-shot property manually for every advanced railgun based weapon but for other weapons it can be quite simple. You just make the typeID of the advanced weapon the same as it's base version's typeID which makes the game pretend they are a normal version.

You can use it to make some interesting weapon variants like weak multi-shot lasers, microwave repeaters, meson machineguns and whatever else your imagination conjures up.

I'm not going to give you a step by step tutorial on how to do this though so back up your save and mess around the DB like I did if you're willing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 25, 2021, 07:18:12 PM
How do I design an advanced laser weapon once I've obtained the tech? Despite having the tech, I can't design any.

I'm fairly certain that these and other ruins-only weapons are not implemented in C#, and I'm really not sure you're even supposed to be able to obtain them normally.

I recall getting advanced railguns organically once and they worked but I can't recall if this was VB6 or C#.
That was VB6.

Also, all of these posts should be in the Spoilers forum.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on October 26, 2021, 10:03:23 PM
How do i delete a ship that is obsolete? Do i just press delete on the Fleet Organization Menu or is there something more specific? And do i lose all the fuel, ammo, personnel and officers if i do that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 26, 2021, 10:05:10 PM
Use a shipyard with a free slipway to scrap the ship. You get fuel, supplies and missiles back. Crew gets sent to the crew pool and officers are unassigned. You also get partial minerals back.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Foxxonius Augustus on October 28, 2021, 01:27:32 PM
When creating a ground unit formation template, there is a button to change the default rank required for that formation template. When clicked it brings up a window with a dropdown selection for what rank you want but it also has an unlabeled checkbox. My question is what does the checkbox do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Density on October 28, 2021, 02:42:22 PM
When creating a ground unit formation template, there is a button to change the default rank required for that formation template. When clicked it brings up a window with a dropdown selection for what rank you want but it also has an unlabeled checkbox. My question is what does the checkbox do?

The changelist for v1.14/v2.0 calls it an empty checkbox, which implies it does nothing. That thing shows up in popup windows throughout v1.13, and is listed as fixed for the next version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on October 30, 2021, 08:42:21 AM
I just lost a ground battle, and all my orbiting warships surrendered.  What happened?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 30, 2021, 10:01:18 AM
I just lost a ground battle, and all my orbiting warships surrendered.  What happened?

The enemy forces took your colony, and the game is coded so that when a colony is taken any ships in orbit have a chance of surrendering. This is an obnoxious edge case where the mechanic doesn't work as it probably should.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on October 30, 2021, 12:14:14 PM
That sucks.  The only reason I had a colony was because I was invading.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on October 30, 2021, 02:45:14 PM
So in theory a small marine scout team could cause a whole sector fleet to surrender if it goes badly. This could probably be changed to only allow the handover mechanic if there is actual population or industry at the colony surrendering. Or even better some sort of weighting formula like %-surrendering = colony-pop% of empire-pop, so it also avoids cases where you come to orbit-assist a small outpost who has only a tiny garrison.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on October 30, 2021, 05:31:43 PM
So in theory a small marine scout team could cause a whole sector fleet to surrender if it goes badly. This could probably be changed to only allow the handover mechanic if there is actual population or industry at the colony surrendering. Or even better some sort of weighting formula like %-surrendering = colony-pop% of empire-pop, so it also avoids cases where you come to orbit-assist a small outpost who has only a tiny garrison.

Something like this would certainly be much better.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 30, 2021, 11:05:23 PM
I think a minimum of 10m pop to trigger surrender mechanics should be sufficient, as this benchmark is already used as the minimum requiring PPV so it makes some sense.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on October 31, 2021, 02:48:46 AM
I think a minimum of 10m pop to trigger surrender mechanics should be sufficient, as this benchmark is already used as the minimum requiring PPV so it makes some sense.
Oh, that is a good point, there is a measure for protection rank already there. Maybe it just shouldn't be possible for ships to surrender once the already surrendering ships exceed the PPV value of the colony?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on October 31, 2021, 07:42:56 AM
I think a minimum of 10m pop to trigger surrender mechanics should be sufficient, as this benchmark is already used as the minimum requiring PPV so it makes some sense.

Good suggestion. Added for v2.0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on October 31, 2021, 04:35:58 PM
Why should the ships in orbit surrender at all? Especially the military ones.

Seems to me a space fleet would have a planet at its mercy assuming they were fully supplied, not the other way around.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 31, 2021, 05:52:58 PM
Why should the ships in orbit surrender at all? Especially the military ones.

Seems to me a space fleet would have a planet at its mercy assuming they were fully supplied, not the other way around.

"Surrender, or we will begin executing the hostages."

Just one idea.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on October 31, 2021, 07:56:20 PM
Has Steve given any indication of when v2.0 might be released?  I have not seen any posts about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 31, 2021, 08:12:13 PM
Steve always releases an update whenever he feels like it is "done". You know what they say about wizards...  :P

Often people ask this because they do not want to start a campaign and then restart when the update happens, however I can say that the best practice is always to just start the campaign and let Steve proceed in his own time.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stryker on October 31, 2021, 09:50:54 PM
I was just wondering.

How many capabilities can you give to your infantry?  It appears that you can give them all.  At least the cost keeps going up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 31, 2021, 10:08:53 PM
I was just wondering.

How many capabilities can you give to your infantry?  It appears that you can give them all.  At least the cost keeps going up.

All of them, the only limiter is that the cost increases are multiplicative. So your infantry is going to take ages to train and eat all of your vendarite in the process.

Edit: An exception is that you can only have one of the genetic enhancement capabilities, you cant stack all 3 on top of eachother.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on November 01, 2021, 06:00:56 AM
Do unit is support position and rear echelon position benefit from Fortification or Hit modifier? Or does it depend on suported unit position? (If the support Units in Attack, then they use Hit mod and the other way around)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on November 01, 2021, 08:02:54 AM
Do unit is support position and rear echelon position benefit from Fortification or Hit modifier? Or does it depend on suported unit position? (If the support Units in Attack, then they use Hit mod and the other way around)

Use of fortification is only dependent on the formation's own position. So any formation in either front line defence, support, or rear echelon will benefit from fortification, while any formation on front line attack will gain no benefit from fortification, but will use the hit modifier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on November 14, 2021, 03:17:07 AM
Does Science department module bonus apply to missiles fired from the ship to scan planetary body? Or does it only work on onboard sensors?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on November 14, 2021, 10:21:32 PM
Does Science department module bonus apply to missiles fired from the ship to scan planetary body? Or does it only work on onboard sensors?

it should only work for onboard sensors.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bluebreaker on November 16, 2021, 12:43:57 PM
Do NPR ever use shields?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 16, 2021, 12:56:54 PM
Do NPR ever use shields?

Yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on November 16, 2021, 02:21:20 PM
Do NPR ever use shields?

Yes.

I do wish it was more common though, I've only had one NPR have shields on them so far across multiple campaigns with multiple generated NPRs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on November 17, 2021, 05:56:46 AM
Do Orbital habitats population produce infrastructure? Or only "On-planet" population do?

EDIT.
Tested it out and it worked. I was reading some old post where somebody said it did not produce them. Wasn't sure if there were not any rules that I did not know about.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: knife644 on November 18, 2021, 01:21:03 PM
can someone explain to me how the standing order "move to gas giant with sorium" works because i have a fleet with fuel harvesting ships in it and when i set this standing order is says "Fuel fleet 1 is unable to carry out its primary standing order move to gas giant with sorium as there is no suitable destination" even though it is in sol and i know for a fact there are gas giants with sorium.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 18, 2021, 01:23:22 PM
can someone explain to me how the standing order "move to gas giant with sorium" works because i have a fleet with fuel harvesting ships in it and when i set this standing order is says "Fuel fleet 1 is unable to carry out its primary standing order move to gas giant with sorium as there is no suitable destination" even though it is in sol and i know for a fact there are gas giants with sorium.

This could be a bug, assuming you have surveyed said gas giants. There was a bug fix in the 1.13 patch for this standing order as previously a fleet was able to use this to fly over to a gas giant which hadn't been surveyed, so it is possible that the bug fix introduced its own bug of the opposite flavor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: knife644 on November 18, 2021, 03:09:38 PM
Quote from: nuclearslurpee link=topic=11545.     msg156834#msg156834 date=1637263402
Quote from: knife644 link=topic=11545.     msg156833#msg156833 date=1637263263
can someone explain to me how the standing order "move to gas giant with sorium" works because i have a fleet with fuel harvesting ships in it and when i set this standing order is says "Fuel fleet 1 is unable to carry out its primary standing order move to gas giant with sorium as there is no suitable destination" even though it is in sol and i know for a fact there are gas giants with sorium.     

This could be a bug, assuming you have surveyed said gas giants.      There was a bug fix in the 1.     13 patch for this standing order as previously a fleet was able to use this to fly over to a gas giant which hadn't been surveyed, so it is possible that the bug fix introduced its own bug of the opposite flavor.     
thank you i checked to see if this bug had been reported and it has it has been fixed for 1. 14
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 22, 2021, 12:44:57 PM
Getting back into C# now...

Am I missing something obvious or how do you SM Add Ordnance or Ship Components?

Looks like the SM Add/Edit buttons were moved from Industry tab to Civilian Economy tab where these are not handled.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 22, 2021, 12:56:00 PM
Getting back into C# now...

Am I missing something obvious or how do you SM Add Ordnance or Ship Components?

Looks like the SM Add/Edit buttons were moved from Industry tab to Civilian Economy tab where these are not handled.

There is not a way to do this at a colony as far as I know. However, you can add ordnance to ships with SM mode: in the Naval Organization window, select a ship, navigate to the ordnance tab, and there are a few buttons you can use to do this. If you have an ammunition transport ship in orbit you can SM add ordnance to it and then transfer that to the colony. For components I do not know any ways to do this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 23, 2021, 11:22:15 AM
I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?

Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 23, 2021, 11:30:04 AM
I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?

Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)

Not AFAIK because wealth is an empire-wide value. I suggest modifying the FCT_Race table and not telling Steve that you did.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 24, 2021, 12:07:04 AM
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 24, 2021, 01:27:48 PM
Quote from: nuclearslurpee link=topic=11545. msg156995#msg156995 date=1637688604
Quote from: alex_brunius link=topic=11545. msg156990#msg156990 date=1637688135
I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?

Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)

Not AFAIK because wealth is an empire-wide value.  I suggest modifying the FCT_Race table and not telling Steve that you did.   ;)

It doesn't work: I've tried it in one game, editing the current wealth value in the BD, but the value never stayed, it somehow reverted to what it would have been, and ignored the value I'd added.  I don't know if there's some way to do it, that'd require more changes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 24, 2021, 11:02:00 PM
Quote from: nuclearslurpee link=topic=11545. msg156995#msg156995 date=1637688604
Quote from: alex_brunius link=topic=11545. msg156990#msg156990 date=1637688135
I'm guessing it's the same deal with Wealth? Can't SM Edit it anywhere?

Testing out a multiple empires on Earth start with trading going on and it's kind of tricky to do without being able to pay eachother ::)

Not AFAIK because wealth is an empire-wide value.  I suggest modifying the FCT_Race table and not telling Steve that you did.   ;)

It doesn't work: I've tried it in one game, editing the current wealth value in the BD, but the value never stayed, it somehow reverted to what it would have been, and ignored the value I'd added.  I don't know if there's some way to do it, that'd require more changes.

What DB viewer/editor are you using? Some might default to read-only or have some other less intuitive method to save changes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 25, 2021, 07:07:51 AM
Quote from: nuclearslurpee link=topic=11545. msg157049#msg157049 date=1637816520

What DB viewer/editor are you using? Some might default to read-only or have some other less intuitive method to save changes.

SQLite.  But I committed the changes, saved the DB, checked it was saved. . .  and somehow it didn't work.  Next construction cycle and it was back where it was before. 

It's not the first time I've taken to editing the DB (once I found how to do it and got used to the Aurora DB structure).  Though it's been a few months already.  I'll try it again, it doesn't hurt to check.
I like RPing a lot, and sometimes changing some detail helps.  Though the game I'm preparing right now is the first time I'll try more extensive changes (attempting to make very low tech empires more effective and easier to play).

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 25, 2021, 07:11:21 AM
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.

I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 25, 2021, 09:42:20 AM
Quote from: nuclearslurpee link=topic=11545. msg157049#msg157049 date=1637816520

What DB viewer/editor are you using? Some might default to read-only or have some other less intuitive method to save changes.

SQLite.  But I committed the changes, saved the DB, checked it was saved. . .  and somehow it didn't work.  Next construction cycle and it was back where it was before. 

It's not the first time I've taken to editing the DB (once I found how to do it and got used to the Aurora DB structure).  Though it's been a few months already.  I'll try it again, it doesn't hurt to check.
I like RPing a lot, and sometimes changing some detail helps.  Though the game I'm preparing right now is the first time I'll try more extensive changes (attempting to make very low tech empires more effective and easier to play).

In order to edit the DB you need to close the game, make your changes in an editor and save them, and then reload the game. Changes in a DB editor will not modify the game while it is running as the game does not read from the DB except when loading the save initially.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 25, 2021, 01:51:28 PM
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.

I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 25, 2021, 02:55:46 PM
since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)
Maybe Earth orbit?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on November 25, 2021, 03:06:21 PM
since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)
Maybe Earth orbit?

"cislunar space" refers to the volume closer to the Earth than the Moon is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 25, 2021, 07:26:53 PM
I suppose, to use technical standards, you have LEO, MEO, and HEO: low, medium, and high-Earth orbit. LEO is defined as below an altitude of a third of the Earth's radius above sea level (so, about 2000km and below), HEO is anything above geosynchronous orbit, and MEO is everything in-between. Decoupling the concepts from Earth (since tidal lock makes orbital period moot relative to planetary rotation as a metric), I guess you could define similar concepts as... low orbit is a third of the planetary radius above the surface of the planet, high orbit is greater than 5x the planet's radius, and medium orbit is everything in-between.

Then you can just cap high orbit at, like... 50x the planet's radius, since the Moon is about 30x out from Earth. Seems like reasonable boundaries to me. Low-orbit would be the usage of ground-support fighters (for which my campaign will no doubt have many), medium-orbit would be having a ship dock at a planet (construction range), and high orbit would be simply being near a planet.

Definitely going to be an interesting campaign, as soon as the 2.0 update rolls around.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 25, 2021, 09:39:51 PM
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.

I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.

It's a bit involved changing names in the DB though. If all you want to do is change a component's name, there's a table for that. If you want to change a research tech or field, well, it's more complicated, and may be risky.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 25, 2021, 09:46:13 PM
Is it possible to rename the in-game elements? I'd presume fiddling with AuroraPatch could make that work, but I wouldn't know where to start with that.

I'm doing that right now, but you must edit the DB for that. I changed Meson cannons for Subspace Mortars - a story idea I had that makes them way more interesting for RP purposes. And following some suggestions here I swapped Particle beams to kinetic research field (though I haven't changed their names yet).
Oh, good to know! Well, mild DB fiddling was expected anyway, since I wanna make a couple of research tech cost changes (make fighters cheaper to research, since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?) and might have to do other mild adjustments of stuff to get the campaign at the starting point that I want. That'll all be in waiting for 2.0, though.

It's a bit involved changing names in the DB though. If all you want to do is change a component's name, there's a table for that. If you want to change a research tech or field, well, it's more complicated, and may be risky.
Ah, I see. That might complicate matters, then. Well, no big deal as long as for my write-up of everything I remain consistent. I can only imagine the potential things that would break if I outright changed the name of a mineral!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on November 25, 2021, 09:56:09 PM
Can you tractor enemy ships? From and RP perspective I would LOVE to be able to use fast, gun-less, heavily armored "catcher" ships to hold the enemy down while I bring in slower ships with big guns to pound them.

This would also potentially open up new tactics. It would also be useful if the tug could hold the enemy ship fixed (or at least oppose their motion to make them slower), reducing their ability to dodge laser/missile fire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 25, 2021, 09:58:16 PM
Ah, I see. That might complicate matters, then. Well, no big deal as long as for my write-up of everything I remain consistent. I can only imagine the potential things that would break if I outright changed the name of a mineral!

Changing the name of something in the DB should never cause a problem (take this with a massive grain of salt at your own risk!!). In the DB, everything is referenced by ID numbers, the actual string values for various names are not referenced. If you change the name of "Mineral #1" from Duranium to Durasteel for instance there should not be anything in the DB that cares.

Again, grain of salt, at your own risk, etc. etc. because the DB is a complex and confusing beast which often only appears to follow any semblance of rules.  ;)

Can you tractor enemy ships? From and RP perspective I would LOVE to be able to use fast, gun-less, heavily armored "catcher" ships to hold the enemy down while I bring in slower ships with big guns to pound them.

This would also potentially open up new tactics. It would also be useful if the tug could hold the enemy ship fixed (or at least oppose their motion to make them slower), reducing their ability to dodge laser/missile fire.

Nope.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 25, 2021, 10:17:09 PM

Changing the name of something in the DB should never cause a problem (take this with a massive grain of salt at your own risk!!). In the DB, everything is referenced by ID numbers, the actual string values for various names are not referenced. If you change the name of "Mineral #1" from Duranium to Durasteel for instance there should not be anything in the DB that cares.

Again, grain of salt, at your own risk, etc. etc. because the DB is a complex and confusing beast which often only appears to follow any semblance of rules.  ;)


If you've found where in the DB are the names of the minerals, please tell me, I did look and I never found them. BTW I'm looking for the place where's the list of names used for newly generated species, and I haven't found it either...

On changing the names, what I meant is that for tech names, you'll need to change it in multiple tables for it to work. Even then, changing the name of a weapon tech (and probably any user-specified component), it *won't change* the generated component's name when you try to design it. So you have to write it in full every time, and it gets boring. Also, if there's a way to change the name of the group where your components end up in the ship design window, I haven't found it yet. It's twice annoying to look for my newly-designed and named subspace mortars, when I forget they must be under "mesons" ugh...

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on November 26, 2021, 10:48:40 AM
Changing the name of any component can be done via the Technology Report or in the Class Design window.
Changing the name in the DB should (in principle) do the exact same thing, as long as you don't make any typos in the SQL when doing so.

I've not seen anyone claim to change the name of any minerals/elements like 'Duranium', although I've not exactly done an exhaustive search. My guess would be that these names are hard coded and not in the DB.


since my campaign goal is a multifaction Earth conventional scenario and there's going to be a lot of power posturing around Earth's space... space. What's the equivalent term to airspace in space? Spacespace? It can't be, right?)

Earths' Sphere of Influence or the Space-lanes around Earth might serve.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 26, 2021, 11:17:50 AM
If you've found where in the DB are the names of the minerals, please tell me, I did look and I never found them.

I've never found it either, it was only an example sadly.

Quote
BTW I'm looking for the place where's the list of names used for newly generated species, and I haven't found it either...

You can change the names for types of empires (DIM_EmpireTitles or similar) but curiously there is no table with species names.

Quote
On changing the names, what I meant is that for tech names, you'll need to change it in multiple tables for it to work. Even then, changing the name of a weapon tech (and probably any user-specified component), it *won't change* the generated component's name when you try to design it. So you have to write it in full every time, and it gets boring. Also, if there's a way to change the name of the group where your components end up in the ship design window, I haven't found it yet. It's twice annoying to look for my newly-designed and named subspace mortars, when I forget they must be under "mesons" ugh...

DIM_ComponentType is one of the tables you need, you can rename mesons to subspace mortars or whatever else you want and it will use this as the category name in component design, tech window, etc.

FCT_TechSystem is the other, which changes both the tech name and the auto-generated name used when designing components. There is a second column for an optional name which is used for auto-generated naming, currently only engines and fighter pods use this but it might work for any other component type you can design if you add a name in that column for each level of the relevant tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 26, 2021, 12:19:46 PM

In order to edit the DB you need to close the game, make your changes in an editor and save them, and then reload the game. Changes in a DB editor will not modify the game while it is running as the game does not read from the DB except when loading the save initially.

I've just tried it again. Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.
Closed the game, changed *both* the current wealth and the previous wealth in the BD, saved, opened the game, checked the new value was there, advanced 5 days, and yes, the value was back to where it was... It even registered the change in the top of the window, -100000 wealth (the value I'd added on the BD, an outrageous value just so I wouldn't miss it). Therefore the game must be saving the current amount somewhere else as well. Possibly a whole list of past values.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 26, 2021, 12:41:02 PM

DIM_ComponentType is one of the tables you need, you can rename mesons to subspace mortars or whatever else you want and it will use this as the category name in component design, tech window, etc.

FCT_TechSystem is the other, which changes both the tech name and the auto-generated name used when designing components. There is a second column for an optional name which is used for auto-generated naming, currently only engines and fighter pods use this but it might work for any other component type you can design if you add a name in that column for each level of the relevant tech.

Yes, these are two I've changed, but there's two more: DIM_ResearchCategories that's used (as far as I can see) for the component design window, but I've only dared changing the names. And there's DIM_TechType, which says where the tech is listed (under Beam Weapons or Missiles/Kinetics in my case). Still, my subspace mortar remains listed under the "Mesons" category in the class design window... it's probably hardcoded in the executable.

But I hadn't tried this second column, thanks for the tip! I'll try and see if it works to give a more appropriate name for my components.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 26, 2021, 12:42:07 PM
Ah, it would make sense for it to be hardcoded. Not a big deal in the end; honestly I don't think my write-up is actually going to include all that many screenshots of game menus, so I won't have to edit over it or anything like that. Mostly just mild annoyance on my part.

I suppose I have the time while waiting for 2.0 to figure out Blender, at least.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 26, 2021, 03:38:39 PM
Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.

Worked just fine for me to change the wealth via DB edit, for me the changed wealth value persists through both economy tick and saving + closing down Aurora and opening it again.

Did you edit the "WealthPoints" column?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 26, 2021, 04:26:49 PM
Ah, it would make sense for it to be hardcoded. Not a big deal in the end; honestly I don't think my write-up is actually going to include all that many screenshots of game menus, so I won't have to edit over it or anything like that. Mostly just mild annoyance on my part.

Aside from doing the mental work to keep track of your RP changes, it's very possible to handwave the Aurora terminology and even certain mechanics for the sake of an AAR. Stormtrooper for example has done this very effectively in his Dark Forest AARs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Coleslaw on November 26, 2021, 05:48:20 PM
Ground combat is still really confusing to me and I have various questions about it.

Is there a way to have your bombardment units indiscriminately fire on any and all enemy formations or do all bombardment units in support/rear echelon have to be assigned to support a specific formation in order to attack?

Are light bombardment elements that fight on the front line less likely to be targeted by enemies? Do they still fire on attacking enemies as if they were supporting?

If a bombardment unit is set as "non-combat," does it suffer the malus to its chance to hit when bombarding or only when it's on the frontline?

Do units with static headquarters, or really any static units, completely miss out on the ability to do breakthroughs? For example, for a tank formation with a static HQ, can the tanks still do breakthroughs?

Can static elements attack or only defend?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 26, 2021, 06:58:39 PM
Is there a way to have your bombardment units indiscriminately fire on any and all enemy formations or do all bombardment units in support/rear echelon have to be assigned to support a specific formation in order to attack?

If your bombardment formations are not assigned to support, they will do counter-battery fire, basically they will fire at any enemy bombardment element within range. However there is not an indiscriminate fire option unless you want to put your artillery in the front line (please do not put your artillery in the front line).

Quote
Are light bombardment elements that fight on the front line less likely to be targeted by enemies?

No.

Quote
Do they still fire on attacking enemies as if they were supporting?

Light bombardment elements in a front line attack/defense formation fire as normal units. They are small and cheap enough that this is an okay strategy if you want to use them to represent infantry mortars, however they can also work from the support echelon. Note that LB are not generally capable of counter-battery due to short range so if you use them in the support echelon they need to have a support relationship set.

Quote
If a bombardment unit is set as "non-combat," does it suffer the malus to its chance to hit when bombarding or only when it's on the frontline?

It will suffer the malus. The only units which should be set as non-combat are those which do not fire in ground combat (note that this includes STOs, since they do not fire in ground combat, even though they are a type of weapon).

Quote
Do units with static headquarters, or really any static units, completely miss out on the ability to do breakthroughs? For example, for a tank formation with a static HQ, can the tanks still do breakthroughs?

Breakthroughs occur on a formation basis, so a formation with static elements can break through but will have a lower chance to do so due to the static elements.

Quote
Can static elements attack or only defend?

Any formation can be set to any stance, including front line attack and defense. Static formations are no exception. The difference between front line attack and defense is only that attack uses unit evasion/hit modifier stat while defense uses unit fortification stat, and that attack stance formations have a higher breakthrough chance (factor of 2x).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Coleslaw on November 26, 2021, 07:19:01 PM
Much appreciated!   ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on November 26, 2021, 11:11:12 PM
Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.

Worked just fine for me to change the wealth via DB edit, for me the changed wealth value persists through both economy tick and saving + closing down Aurora and opening it again.

Did you edit the "WealthPoints" column?

Yeah, both the WealthPoints and the PreviousWealth columns. Strange... are you using v.1.13 as I am?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 27, 2021, 02:49:07 AM
are you using v.1.13 as I am?

Yeah.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on November 27, 2021, 06:10:17 AM
Another question.
Why is my infantry only fortifying to their base value (3) on Earth? Based on this update on Planetary Terrain (http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912) ( and on what's visible in DB in DIM_PlanetaryTerrain Table ) Temperate Forest should have a fortification modifier of 1.25 which should work as "a modifier for the max fortification level".

I was expecting them to fortify to 3.75 based on this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 27, 2021, 06:43:48 AM
Another question.
Why is my infantry only fortifying to their base value (3) on Earth? Based on this update on Planetary Terrain (http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912) ( and on what's visible in DB in DIM_PlanetaryTerrain Table ) Temperate Forest should have a fortification modifier of 1.25 which should work as "a modifier for the max fortification level".

I was expecting them to fortify to 3.75 based on this.

The 1.25 is applied in combat, not as a modifier to max fortification. Otherwise it would be confusing when you looked at the fortification rate of units on different planets without checking the terrain first for each one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on November 28, 2021, 10:41:30 PM
Is it normal to get an autopsy research item for Precursors? I've gotten ones for other races when I've blown up their ships and then rescued survivors, but I've never actually seen any Precursor lifepods, much less picked one up. I have a screenshot if it turns out to be a previously unreported bug, but didn't want to post it here because there's no way to spoiler tag an attachment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on November 28, 2021, 10:59:26 PM
Is it normal to get an autopsy research item for Precursors? I've gotten ones for other races when I've blown up their ships and then rescued survivors, but I've never actually seen any Precursor lifepods, much less picked one up. I have a screenshot if it turns out to be a previously unreported bug, but didn't want to post it here because there's no way to spoiler tag an attachment.

No, no escape pods from Precursors

i also have never gotten an autopsy research for them. Report it as a bug with spoilers, if it's not someone will tell you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 28, 2021, 11:49:01 PM
I have gotten this research before. I don't know that it is a bug, the autopsy techs seem to be generated from combat rather than only lifepods under-the-hood.

For this specific case it can make sense to generate the autopsy tech since you would presumably be able to autopsy their ground units or the remains of the ship crew after a boarding action, even if you don't capture any lifepods. Practically, all the autopsy techs give you is the biological stats on the alien race (i.e. the factors for colonization cost, gravity, temperature, pressure tolerances and so on) so it's not exactly problematic for the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on November 29, 2021, 04:18:18 AM
I recently realized that my orbital habitats get assigned officers with the logistics skill. Does this actually have any effect? I can't seem to find any indication that logistics affects anything other that cargo handling speed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 29, 2021, 06:21:45 AM
No effect unless your OrbHabs also have some kind of cargo modules. Fortunately in v2.0 we can omit these classes from auto-assignment to avoid wasting commanders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 29, 2021, 09:16:46 PM
What are the drawbacks of using fighters as troop dropships? Is that even remotely practical? Would they need troop drop transports or just troop transports, given that fighters can freely do cargo stuff without shuttles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 29, 2021, 10:06:54 PM
What are the drawbacks of using fighters as troop dropships? Is that even remotely practical? Would they need troop drop transports or just troop transports, given that fighters can freely do cargo stuff without shuttles?

You usually need to land multiple millions of tons of ground troops to invade a planet, and fighters can carry like 250 tons each. Even if building and micro-managing that many fighters isn't a challenge, finding enough commanders to lead tens of thousand of 250-ton drop platoons will be.

Even the typical CMC is going to be defended by ~3,500 tons of dug-in troops, so you'd need a few dozen fighters to invade even a small asteroid mining base. I think maneuvering a single 50,000-ton drop transport into place is probably easier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 29, 2021, 10:50:13 PM
What are the drawbacks of using fighters as troop dropships? Is that even remotely practical? Would they need troop drop transports or just troop transports, given that fighters can freely do cargo stuff without shuttles?

You usually need to land multiple millions of tons of ground troops to invade a planet, and fighters can carry like 250 tons each. Even if building and micro-managing that many fighters isn't a challenge, finding enough commanders to lead tens of thousand of 250-ton drop platoons will be.

Even the typical CMC is going to be defended by ~3,500 tons of dug-in troops, so you'd need a few dozen fighters to invade even a small asteroid mining base. I think maneuvering a single 50,000-ton drop transport into place is probably easier.
Yeah, that's what I figured. Even I'm not crazy enough to try and represent an OOB that detailed; even making captain the lowest rank is pushing things. Though at least the changes for 2.0 should alleviate that a bit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 30, 2021, 03:32:40 PM
Apologies for the double-post, but new question. One of the things I noticed in the dev listings for STOs is that they have the option to select other STOs to target. Now, I expect this was intended to handle cases where you, say, establish a colony on a moon above a hostile planet and ship over a bunch of STOs to rain hell on your enemies, but what about a shared planet? Can STOs shoot other STOs if they share a planetary body?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on November 30, 2021, 03:59:14 PM
Apologies for the double-post, but new question. One of the things I noticed in the dev listings for STOs is that they have the option to select other STOs to target. Now, I expect this was intended to handle cases where you, say, establish a colony on a moon above a hostile planet and ship over a bunch of STOs to rain hell on your enemies, but what about a shared planet? Can STOs shoot other STOs if they share a planetary body?
AFIK STO's can't target units on their own body which is WAI.
Large weapons shooting at targets in direct fire mode is basically covered by heavy anti-air and anti-vehicle.
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on November 30, 2021, 04:01:44 PM
Apologies for the double-post, but new question. One of the things I noticed in the dev listings for STOs is that they have the option to select other STOs to target. Now, I expect this was intended to handle cases where you, say, establish a colony on a moon above a hostile planet and ship over a bunch of STOs to rain hell on your enemies, but what about a shared planet? Can STOs shoot other STOs if they share a planetary body?
AFIK STO's can't target units on their own body which is WAI.
Large weapons shooting at targets in direct fire mode is basically covered by heavy anti-air and anti-vehicle.
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.
Yep, makes sense. Just wanted to be sure for the sake of considering my own campaign for 2.0. Would definitely make planetary invasions weird if you could just... ship your own counter-STOs directly to the surface.

Or the premise of a beam weapon that's supposed to shoot into space somehow then shooting back down to the surface.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 01, 2021, 12:22:10 AM
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.

More to the point, the STOs in Russia cannot shoot through the Earth to blow up the STOs in the United States.

Actually mesons could do this in VB6 but with the mechanics changes I'm sure this wouldn't be allowed even if we asked... or if anyone actually used mesons for anything...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on December 01, 2021, 10:28:40 PM
Is there any mechanical difference for setting a race as a neutral race when creating a new race on a system body (particularly if it's player-controlled), or does it just set every installation except shipyards to 0?

I read that apparently it matters whether or not the race is also an NPR, but it seems to be impossible to actually set a neutral race to be an NPR.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 01, 2021, 10:31:55 PM
STO's are designed to shoot things in orbit, so for headcannon purposes they aren't designed with the necessary targeting and declination/inclination to fire on ground targets.

More to the point, the STOs in Russia cannot shoot through the Earth to blow up the STOs in the United States.

Next your going to tell me that I can't just shoot a whole through mars...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 02, 2021, 12:13:23 AM
Is there any mechanical difference for setting a race as a neutral race when creating a new race on a system body (particularly if it's player-controlled), or does it just set every installation except shipyards to 0?

I read that apparently it matters whether or not the race is also an NPR, but it seems to be impossible to actually set a neutral race to be an NPR.

As far as I have ever been able to tell, there is no mechanical effect. It simply generates a player race which will never have anything to do and can be completely ignored for the duration of the campaign. Supposedly they are able to act as a source of colonists but I have never observed this in action.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 02, 2021, 04:31:02 AM
Neutral cannot be NPR.

Neutral is for multi-faction Earth starts, where you might want to simulate the non-imperialistic, non-space faring powers. The neutral power can be named as "Rest of humanity" or whatever you want. It will never do anything except breed.

What's the use then? Immigration. Your civilian shipping lines will not carry colonists from the Neutral power but your government-owned colony ships can do so. This is to simulate the sort of immigration flux that the United States (to give the most prominent example) benefited from throughout the 19th and 20th centuries. It can also be a tool for RP, as you can get exact numbers for your story about immigrants coming from outside your actual nation/faction/power.

Just make sure that they are the same human race as your other faction. The most common mistake in multi-faction Earth starts is to have each faction be its own race which means that their colonies cannot be ever merged as Aurora always keeps races/species in their own colonies on a body.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on December 02, 2021, 06:19:49 AM
Neutral cannot be NPR.

Neutral is for multi-faction Earth starts, where you might want to simulate the non-imperialistic, non-space faring powers. The neutral power can be named as "Rest of humanity" or whatever you want. It will never do anything except breed.

What's the use then? Immigration. Your civilian shipping lines will not carry colonists from the Neutral power but your government-owned colony ships can do so. This is to simulate the sort of immigration flux that the United States (to give the most prominent example) benefited from throughout the 19th and 20th centuries. It can also be a tool for RP, as you can get exact numbers for your story about immigrants coming from outside your actual nation/faction/power.

Just make sure that they are the same human race as your other faction. The most common mistake in multi-faction Earth starts is to have each faction be its own race which means that their colonies cannot be ever merged as Aurora always keeps races/species in their own colonies on a body.

How exactly can I order my ships to load colonists from this neutral pop? It only appears to me as a "contact", and there's no order to load colonists from a contact.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 02, 2021, 08:16:24 AM
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on December 02, 2021, 08:30:49 AM
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.

The neutral doesn't even detect my race, though. I'm not sure it'd work if one side doesn't recognize the other.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gabrote42 on December 02, 2021, 07:48:20 PM
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.

The neutral doesn't even detect my race, though. I'm not sure it'd work if one side doesn't recognize the other.
What if you SM'd them some sensor platforms so they can detect you and then force open comms?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dsedrez on December 03, 2021, 07:15:50 AM
You need to use SM to set open communications after you've "found" them via active sensors if I remember it right.

Actually, I don't know if they still work that way in C# as I've only used them in VB6 and haven't had the chance to run a C# campaign with them.

The neutral doesn't even detect my race, though. I'm not sure it'd work if one side doesn't recognize the other.
What if you SM'd them some sensor platforms so they can detect you and then force open comms?

I tried that. In fact I even SM'ed them into alliance. Still, my colony ship doesn't recognize their colony as a source of colonists. They're of the same species and they detect each other's presence.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on December 03, 2021, 08:31:36 AM
Ah, that's a shame. Oh well; I suppose I'll just work around that in the lore setup for that campaign, once 2.0 releases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 03, 2021, 02:12:12 PM
I've never used them, but I thought neutrals were a source of colonists only for your civilian transports not your state owned ships. Is it possible they are actually working and you just didn't notice?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2021, 02:40:13 PM
I've never used them, but I thought neutrals were a source of colonists only for your civilian transports not your state owned ships. Is it possible they are actually working and you just didn't notice?

It's possible... I suppose the way to find out would be to set racial population growth rate to 0 (I take no responsibility for any bug this causes) and see if their population actually goes down once the civilian colony ships start running.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on December 05, 2021, 10:03:41 AM
Is there an easy way to make use of the more than 42 ground support fighters / orbital support that fits in the UI? ( Issue is I can't find a way to drag + drop and scroll the list at the same time )
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 05, 2021, 10:47:11 AM
Is there an easy way to make use of the more than 42 ground support fighters / orbital support that fits in the UI? ( Issue is I can't find a way to drag + drop and scroll the list at the same time )
You can have multiple ground combat windows open at the same time and drag and drop between them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on December 10, 2021, 07:17:22 PM
When you discover an NPR generated during the game, not at world gen, is it a frontier system, or the alien's homeworld system?  Are mid-game generated empires given multiple systems on generation?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2021, 07:36:09 PM
It is the alien homeworld. Aurora does not support generating multiple-system empires when a NPR spawns in.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on December 12, 2021, 11:26:48 AM
After many years, I'm back to Aurora.  This is my first C# game and I think I understand a lot or most of the meachnics (I re-wrote the wiki many moons ago), but some things are still worth asking:

1) I just realized that you can stabilize Lagrange points. Would you say it is worth the hassle of going through every high-traffic system to find opportunities, just to shave off a few days of travel?

2) I have a Battalion HQ with 10 HQ guys. Assigning stuff works just fine. But when I try to put it under a Brigade HQ (60 HQ guys) I get a message saying something about needing a higher rating. All my ground commanders have a command rating of 0, which seems somewhat low... Is there something I don't understand?

3) I found out how to manually move stuff between units. But the reinforcements checkbox doesn't seem to have any effect. When are reinforcements being sent?

4) I've been neighbors with an alien race for ages. Language is understood and diplo ships are there. But our relationship is still 0. Are there some (non-spoiler) races which don't ever feel like getting friendly?

5) Is there a way to quickly find a system on the galaxy map when there's a hundred systems and more?

6) Do ELINT modules stack? If so, do they stack in regard to range or point collection speed?

7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?

8) What determines the order in which medals are shown in the commander window?

9) I guess I could figure it out myself from the wiki documentation, but anyway:
- ECM makes my missiles harder to hit (beam hit chance/ MFC range)
- ECCM makes my missiles... what? I already have ECCM on my fire controls, do I need both? On offensive missiles and AMM?

10) Leftover damage (after destroying a ship component) is applied "sideways" to other components, or wasted?

11) With no water on a planet, terraforming is kind of pointless, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on December 12, 2021, 11:48:13 AM

1) I just realized that you can stabilize Lagrange points. Would you say it is worth the hassle of going through every high-traffic system to find opportunities, just to shave off a few days of travel?
Meh. They are mostly useful for getting between distant binaries imo.

2) I have a Battalion HQ with 10 HQ guys. Assigning stuff works just fine. But when I try to put it under a Brigade HQ (60 HQ guys) I get a message saying something about needing a higher rating. All my ground commanders have a command rating of 0, which seems somewhat low... Is there something I don't understand?
Command rating doesn't do anything anymore (ignore it). However, multiple HQ units in a single formation don't stack. Instead, you need to change the HQ capacity of the unit in the design screen (it's the green number that defaults to 1000 tons). You also only need 1 such unit in the formation (multiple units decrease the chance of the commander dying if an HQ unit is destroyed, but they also increase the odds of an HQ unit being destroyed so it's a wash).

3) I found out how to manually move stuff between units. But the reinforcements checkbox doesn't seem to have any effect. When are reinforcements being sent?
Reinforcements happen during the construction cycle only. The process moves units from formations that are marked as a replacement source to replace any losses in other formations on the same colony.

4) I've been neighbors with an alien race for ages. Language is understood and diplo ships are there. But our relationship is still 0. Are there some (non-spoiler) races which don't ever feel like getting friendly?
The relationship you can see in the diplo screen is your opinion of them and only increases if the aliens have diplo ships with an officer with a diplo rating assigned that are hanging out where you can see them.

5) Is there a way to quickly find a system on the galaxy map when there's a hundred systems and more?
Not really. You can try using the automatic path to system finder thing in the ship orders (since the systems will appear in alphabetical order), then look at the path taken to figure out where the system is.

6) Do ELINT modules stack? If so, do they stack in regard to range or point collection speed?
ELINT modules stack in regards to range, but not collection speed.

7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?
Delete civilian ships, muck around with automatic detection settings.

8) What determines the order in which medals are shown in the commander window?
No idea.
9) I guess I could figure it out myself from the wiki documentation, but anyway:
- ECM makes my missiles harder to hit (beam hit chance/ MFC range)
- ECCM makes my missiles... what? I already have ECCM on my fire controls, do I need both? On offensive missiles and AMM?
ECM makes missiles (or ships) harder to hit, as well as reducing missile fire control lock on range.

ECCM onboard missiles reduces the effects of ECM wrt. hit chance. ECCM on the missile fire control just means you can lock on at longer range, but your missiles still might miss!

There is also a bug right now where multiple ECM modules on a ship stack.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on December 12, 2021, 12:20:03 PM
That was quick. Thanks!

Anyway, I don't quite get the command HQ system - if I can just enter any number (max. command tonnage), what's the point then?

edit: I think the penny is slowly, slowly dropping... thanks again.

10) Leftover damage (after destroying a ship component) is applied "sideways" to other components, or wasted?

11) With no water on a planet, terraforming is kind of pointless, right?

12) Are missile-based planetary defenses possible?

13) Can I scrap ground units and get minerals back?

14) Can I stop e.g. fighter factories from employing millions when I don't build any fighters, other than shipping them all to the next moon?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 12, 2021, 01:36:03 PM
That was quick. Thanks!

Anyway, I don't quite get the command HQ system - if I can just enter any number (max. command tonnage), what's the point then?

Larger HQ units are more expensive to build and research, but can apply their commander’s bonuses to a larger amount of troops. You want to have different sizes, but at the low end the wasted minerals might not be worth bothering about. That is, if you have formations of 1kt and 5kt, you could give them both an HQ unit for 5kt without caring about the extra cost. You wouldn’t want to do that with 5Mt army HQ units though.

11) With no water on a planet, terraforming is kind of pointless, right?

If there is no water then the minimum cost is 2.0; it might still be worth terraforming the planet, but it will never go lower than that.

12) Are missile-based planetary defenses possible?

No. Tow a monitor into orbit.

14) Can I stop e.g. fighter factories from employing millions when I don't build any fighters, other than shipping them all to the next moon?

Nope.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 12, 2021, 01:39:46 PM
The index of changes, which is easier to look through than reading every single changes post, is here:
http://aurora2.pentarch.org/index.php?topic=10666.0

4) I've been neighbors with an alien race for ages. Language is understood and diplo ships are there. But our relationship is still 0. Are there some (non-spoiler) races which don't ever feel like getting friendly?
Very high xenophobia will essentially prevent diplomatic relations from increasing, so check your race stats.


Anyway, I don't quite get the command HQ system - if I can just enter any number (max. command tonnage), what's the point then?
For Ground units, if the HQ size is lower than the unit it commands then the commander bonuses are reduced proportionally.
Larger HQs cost more to research and build than smaller HQs, but provide their bonus to more units. They are also larger, up to 250T max.
A chain of HQs provides a portion of their bonus down the chain. Also you can use the "Load all sub-units" checkbox to load a whole formation with one order. Finally it cleans up the ground window.

Quote
10) Leftover damage (after destroying a ship component) is applied "sideways" to other components, or wasted?
AFIK left over damage gets applied to the next component, as determined by the DAC. Components with 0 HTK can get chain exploded, ie all the damage keeps transmitted.

Quote
11) With no water on a planet, terraforming is kind of pointless, right?
It takes longer. First you add water vapour, the water vapour slowly condenses out of the atmosphere and the hydrosphere increases.

Quote
12) Are missile-based planetary defenses possible?
There are no missile based PDCs or STOs. You can build stations, but you need a Naval shipyard because 'no-armour stations' can't have military components.

Quote
13) Can I scrap ground units and get minerals back?
In 1.13 and lower you can delete formations but you get nothing back. In 2.0 (aka 1.14) scrapping will give you 30% of the cost and minerals back.

Quote
14) Can I stop e.g. fighter factories from employing millions when I don't build any fighters, other than shipping them all to the next moon?
No, you need to move them. If it's any consolation, they do generate you wealth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on December 12, 2021, 06:18:36 PM
Thanks for all the answers!


7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?
Delete civilian ships, muck around with automatic detection settings.

If I feel bad about deleting civvie ships - what about combining them in fleets (I just found out it's possible per drag & drop)? That should speed up things a little, no?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 12, 2021, 07:52:54 PM
Thanks for all the answers!


7) I suppose there are no good tips on how to increase increment calculation speed, other than "get a REAL computer"...?
Delete civilian ships, muck around with automatic detection settings.

If I feel bad about deleting civvie ships - what about combining them in fleets (I just found out it's possible per drag & drop)? That should speed up things a little, no?

Having multiple civie ships in one fleet can cause weird behaviour as they are not made to handle more than 1 ship in a fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on December 23, 2021, 04:04:31 AM
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 23, 2021, 04:22:25 AM
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?

 --- Fear. Because you're next.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 23, 2021, 05:34:08 AM
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?
There's war going on somewhere if it has really been 2 in-game years. Though it's possible that there's a fleet stuck in a loop somewhere and/or sensor detection loop as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 23, 2021, 08:42:56 AM
Despite always clicking either 5 or 30 days, my game has been on 2 hour or shorter increments for almost 2 years. What should I be deducing from this about the NPRs?

Probably that there is a NPR caught in a jump logic loop and it is time to crack open the DB.

One of these days Steve will actually fix the AI logic that leads to these jump loops, shortly before this we will have peace in the Middle East.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on December 23, 2021, 12:14:04 PM
See here:
http://aurora2.pentarch.org/index.php?topic=12322.new#new
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on December 24, 2021, 07:31:59 PM
Thank you. Looking at FCT_FleetHistory it seems there are loops involving 13 fleets that jump every 2 hours between 3 different pairs of systems and one fleet that just logs "Abdiel-A II - Moon 4: Refuel from Colony" every 2 hours. None of the 5 systems involved in the loops are ones I have discovered. I randomly changed the x and y coords of most of the offending fleets in the database and that didn't seem to have any effect.

Considering the number of stuck fleets and that this has now been going on for the better part of 3 in-game years, I am not sure how or if I can fix this, and more importantly I don't see how to stop it from recurring since it seems to have happened multiple times in this game.

Any advise on what to do (or not do) in game setup to avoid this in the next game?

I assume this should be the expected result of how I set this game up (5 starting NPRs with a min distance of 20 hoping for at least one big mid-game challenge and lower than normal NPR generation chance to reduce early game encounters).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 24, 2021, 08:34:10 PM
The only way to completely avoid it is to play completely without NPR's.

Alternatively, there's only a small chance of it if you play without game-start NPR's and only have them be randomly generated as you explore. These issues can still pop-up if you don't kill the NPR fast but odds are on your favour.

Third and final option is to fiddle with the DB and try to fix these issues - delete the fleet causing problems if moving it doesn't help.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on December 24, 2021, 09:57:51 PM
Per Steve:

Quote
For C#, the ground forces signature is equal to the total signature of all ground formation elements on a planet, divided by 100.
The signature of each element is equal to (unit size * unit number) / (fortification level * dominant terrain fortification modifier).

My current scan of a planet shows an alien ground forces signature of 2,900tons.
Is my scanner compensating for the division by 100, or is the total signature of the ground force formation elements on the planet actually 290,000tons?

The latter. The total ground force signature is equivalent to 290,000 tons. However, the actual number of ground forces may be several times that due to fortification levels, and you may be looking at over a million tons of enemy ground forces.

Good luck.

Sorry to resurrect a "settled" discussion, but I'm running into a situation where the numbers above don't make sense, specifically the 100x divisor on signature for ground forces. I'm seeing a Ground Forces Signature of 445,600 tons, on a Jungle planet. If that 100x divisor is still present in the signature per Steve's original post which was referenced as recently as April of 2021 in the above explanation, then I'm looking at an actual sig of 44 million tons, which accounting for fortification is probably more like 280 million tons of troops, which is... not believable. If the 100 divisor is no longer in use (and I'm not sure why it ever was, seems to just confuse the issue), then I'm looking at an army likely in the 2.8m range, which seems totally believable. Hence my question is... did that 100x divisor get removed at some point since 1.0.0?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 24, 2021, 11:29:55 PM
Sorry to resurrect a "settled" discussion, but I'm running into a situation where the numbers above don't make sense, specifically the 100x divisor on signature for ground forces. I'm seeing a Ground Forces Signature of 445,600 tons, on a Jungle planet. If that 100x divisor is still present in the signature per Steve's original post which was referenced as recently as April of 2021 in the above explanation, then I'm looking at an actual sig of 44 million tons, which accounting for fortification is probably more like 280 million tons of troops, which is... not believable. If the 100 divisor is no longer in use (and I'm not sure why it ever was, seems to just confuse the issue), then I'm looking at an army likely in the 2.8m range, which seems totally believable. Hence my question is... did that 100x divisor get removed at some point since 1.0.0?

I've done a bit of checking in an old campaign with a conveniently-located sensor frigate, and you're actually correct, the 100x divisor does seem to have been removed at some point, as I detect a signature of ~540,000 tons for a force which I estimate from a DB trawl masses not more than 4 million tons as an absolute maximum. I think when I originally answered Skoormit's post I was assuming that the force he detected was on an alien home planet and assumed the difference was made up by the 100x factor (many players are surprised to learn how much it takes to invest an alien home world!).

I think the other half of the change was that ground force signatures now have resolution 1 regardless of total size, as the only reason for the 100x factor was to bring the sensor signature down to a reasonable amount for smaller formations that prefer to remain undetected at long range. Actually I was not aware of this nuance back when I typed that answer.

The moral of this story is to never fear resurrecting a "settled" discussion when there is always more to learn about Aurora!  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on December 25, 2021, 03:11:44 AM
So, I decided to try to salvage the game. Just deleting the fleets unsurprisingly gave me a spam of null reference exception popups. So, I tried making a script and still got a similar volume of spam. That script is as follows:

Code: [Select]
DELETE FROM "main"."FCT_ShipyardTask" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_DamageControlQueue" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_DamagedComponent" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_FireControlAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_MissileAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_ShipCargo" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_ShipWeapon" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_Survivors" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_WeaponAssignment" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));
DELETE FROM "main"."FCT_WeaponRecharge" WHERE "ShipID" IN (SELECT "ShipID" FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets));

DELETE FROM "main"."FCT_MoveOrders" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_ShipyardTask" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_Ship" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);
DELETE FROM "main"."FCT_Fleet" WHERE "FleetID" IN (SELECT FleetID FROM ProblemFleets);

What tables am I missing that I need, or including that I should be skipping? More generally, where would I find documentation for how to "properly" delete the problem fleets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on December 25, 2021, 05:23:18 AM
Maybe just change the systemID for those fleets and send them all to an arena system where they can duke it out?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on December 25, 2021, 10:34:08 AM
Maybe just change the systemID for those fleets and send them all to an arena system where they can duke it out?
That is a good idea. Come to think of it I could send every problem fleet to it's homeworld. I know from futzing around with a couple changed to not be NPRs that most of those fleets are out of fuel and either trying to get home or flee to unexplored space because they belong to an empire that got very defeated in a war such that they only have their homeworld remaining and scattered defenses over 3 systems with enemy fleets running around the entirety of their current and former territory.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on December 26, 2021, 08:58:36 PM
Thank you for your help. I'm going to start a new game with the same settings and hope for better luck. Moving the fleets to their capitals fixed the 2 hour time increments but introduced a null reference every 5 days (or every time increment, whichever was less) implying something in a construction tick is screwed up. After a lot of futzing I found that there is one troop transport fleet I can move by itself to fix the 2 hour increments, but even just moving the one fleet within the system caused the null reference on construction tick, thus implying I have seriously broken something else in the database and that behavior can be replicated all the way back to my oldest database backup.

I am very tempted to write myself a tool to monitor the FleetHistory table for a fleet jumping back and forth 3 times in 12 hours and alert me. But I am not sure if that would break the rule against modding.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 26, 2021, 09:41:05 PM
Thank you for your help. I'm going to start a new game with the same settings and hope for better luck. Moving the fleets to their capitals fixed the 2 hour time increments but introduced a null reference every 5 days (or every time increment, whichever was less) implying something in a construction tick is screwed up. After a lot of futzing I found that there is one troop transport fleet I can move by itself to fix the 2 hour increments, but even just moving the one fleet within the system caused the null reference on construction tick, thus implying I have seriously broken something else in the database and that behavior can be replicated all the way back to my oldest database backup.

I am very tempted to write myself a tool to monitor the FleetHistory table for a fleet jumping back and forth 3 times in 12 hours and alert me. But I am not sure if that would break the rule against modding.

If you only use it on your own DB and don't report bugs then you should be fine.
If you want to share it, check with Steve first. I think the general criteria is that a tool which only reads the DB is fine, but if it encourages more people to edit the DB he might object.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Felius on December 28, 2021, 03:09:19 AM
Haven't played in a long while, so probably missing the obvious here and there, but a couple questions:

Any way to disable "night mode", that is, get the screens to stop being dark with light text and go back to white backgrounds with black text?

Any quicker way of giving all techs under "x" cost with Space Master mode? I vaguely recall it was possible in the VB version, but only seem to be able to do tech by tech in C#.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on December 28, 2021, 05:51:34 AM
I was thinking about using High Powered Microwave only to break shields.
Wiki tells, that HPM deals 3 times more damage to shields, but I don't understand how to get base damage.
Can anyone tell me, how to calculate/ where is shown HPM base damage?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: serger on December 28, 2021, 06:44:38 AM
HPMs base damage is always 1.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on December 28, 2021, 05:21:55 PM
Any way to disable "night mode", that is, get the screens to stop being dark with light text and go back to white backgrounds with black text?
The only thing you can do is go to the approved mods section and have a look for something there.
If you can't find one there, I assume you could make your own if you are willing to put the time and effort in.

Quote
Any quicker way of giving all techs under "x" cost with Space Master mode? I vaguely recall it was possible in the VB version, but only seem to be able to do tech by tech in C#.
Unfortunately this feature hasn't been added to C#, you'll have to do each tech individually.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 29, 2021, 09:02:53 AM
Is it possible to add additional system/ship/officer naming themes? Was curious if there were text or CSV files out there that could be grabbed and added to expand the possible themes to use. Adding theme from additional games like Mass Effect, or other TV/Book series not already included in the base game. Looked around the Mods and Utilities forum but nothing jumped out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 29, 2021, 09:14:52 AM
Yes. In the tactical map on the left there is a "Miscellaneous" tab, which includes buttons to load additional naming themes and commander naming themes.

Naming themes are formatted in a text file with one name per line. Commander naming themes are three such files, one each for male given names, female given names, and family/surnames; this does not cover every possibility of naming conventions for every culture but for adding names based on TV/books/games/movies it should usually be good enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 01, 2022, 02:03:48 PM
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!

Second question, is there an easy way to compare lasers and see damages dealt at various ranges? Trying to compare Lasers to Particle Beams; the laser range is farther than my Beam Fire Control range even at 4x, so trying to see how much damage falloff will have occurred for the large laser at the max range of my fire controls.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on January 01, 2022, 03:27:46 PM
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!

Second question, is there an easy way to compare lasers and see damages dealt at various ranges? Trying to compare Lasers to Particle Beams; the laser range is farther than my Beam Fire Control range even at 4x, so trying to see how much damage falloff will have occurred for the large laser at the max range of my fire controls.

Thanks!

here is the beam weapon Wiki page: http://aurorawiki.pentarch.org/index.php?title=Beam_Overview

but the TLDR is: lasers lose 50% damage per range multiplier. So as 16 dmg laser (25cm) with a range multiplier of 5 (far ultraviolet) will do 16 dmg at 80,000km, 8 dmg at 160,000km, 4 dmg at 240,000k, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on January 01, 2022, 03:35:55 PM
I found on wiki, that Genetic Modification Centre was not implemented in 1. 12 and I can't find any post about implementing it in 1. 13.  Additionally I can't find any button in game, that would allow to use it (I can build it, but can't use it)>
So is it not implemented in 1. 13 yet, or I'm just an idiot, that can't find the way of using it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on January 01, 2022, 05:16:33 PM
I found on wiki, that Genetic Modification Centre was not implemented in 1. 12 and I can't find any post about implementing it in 1. 13.  Additionally I can't find any button in game, that would allow to use it (I can build it, but can't use it)>
So is it not implemented in 1. 13 yet, or I'm just an idiot, that can't find the way of using it?
It's still not implemented. Currently there's no indication when it will be re-added.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 01, 2022, 08:29:13 PM
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!

Second question, is there an easy way to compare lasers and see damages dealt at various ranges? Trying to compare Lasers to Particle Beams; the laser range is farther than my Beam Fire Control range even at 4x, so trying to see how much damage falloff will have occurred for the large laser at the max range of my fire controls.

Thanks!

There is an entry box on the right-hand side which you can use to specify a specific target range increment, by default it is 10,000 km (x10 increments, so maximum displayed is 100,000 km) but you can set this to whatever you want to match your fire control range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on January 02, 2022, 09:43:03 PM
Unrelated sort of dumb questions, I clicked "Wide View" on the Class Design Window on my laptop, and now the Class Design window has become too-wide for me to find the button to return to Normal View (even if I drag the window right or left). How do I get it back to normal size? EDIT: Closing and re-opening the game fixed it!

Click a component like Lux. Pass. or an orbital module. For some reason, the Normal View button reappears.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 03, 2022, 01:37:55 PM
Sorry to spam the thread but it's been very helpful!

So I'm working to open diplomatic relations for basically the first time in Aurora and it seems to be working, but had a question. I found an NPR in their home system, and was able to establish communications and have my scout ship leave before they fired at it (once comms were established they quickly demanded I leave or be fired upon).

In the next system over from them, I have a few size 1 Security Buoys with Active Sensors on each known jump point, and I saw the NPR jumped a few ships of their own into the system and left them sitting on the jump point. I've sent a 7,000 ton civilian Diplomatic Ship (with DIP module and size 1 passive thermal/em sensors) over to that system to also sit on the jump point, and diplomatic contact was established with an Ambassador of one of the ships on the jump point, with slow DR gains each day.

However, each day I gain DR, I do also get a message from the NPR requesting that my ships leave the system as the NPR has claimed it. Are they asking for my diplomatic ship to leave, or are they complaining about the Security Buoys? As far as I can tell the NPR hasn't gone farther towards me than the system they are asking me to leave, and I'm not sure if a way was added in C# Aurora to destroy missile salvos if that's their complaint. I'd prefer to keep building DR with them but also don't want them to eventually get fed up and turn on me for not sending the diplomatic ship away.

EDIT: Additional question, I've found a new NPR that's in two different systems where communication efforts are stalled because the NPR "refused to communicate." I thought this may just mean precursors, but thus far while they flew some ships over to my survey ship they haven't yet opened fire. Do some NPRs just not want to talk?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on January 03, 2022, 05:31:30 PM
Based off this post http://aurora2.pentarch.org/index.php?topic=12035.msg144587#msg144587
Quote
Motherships will automatically resupply ships in hangars, in the same way as automated refueling.

Hangers aren't mentioned in the refuelling post (http://aurora2.pentarch.org/index.php?topic=8495.msg97525#msg97525) but AFIK they refuel any docked ship, and it happens in military and commercial hangers.
How fast does refuelling in hangers happen and does it improve with tech?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on January 03, 2022, 05:40:10 PM
Another (probably dumb) question:

There are some techs, that you can only get from ancient ruins.
My question is: How you get the tech?
Is it retrived like installations?
Or I will get components, that I have to disassemble?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 03, 2022, 11:34:26 PM
Sorry to spam the thread but it's been very helpful!

Much better to spam this thread, as that is what it is for, than to start a dozen separate threads cluttering up the board elsewhere!  ;)

Quote
So I'm working to open diplomatic relations for basically the first time in Aurora and it seems to be working, but had a question. I found an NPR in their home system, and was able to establish communications and have my scout ship leave before they fired at it (once comms were established they quickly demanded I leave or be fired upon).

In the next system over from them, I have a few size 1 Security Buoys with Active Sensors on each known jump point, and I saw the NPR jumped a few ships of their own into the system and left them sitting on the jump point. I've sent a 7,000 ton civilian Diplomatic Ship (with DIP module and size 1 passive thermal/em sensors) over to that system to also sit on the jump point, and diplomatic contact was established with an Ambassador of one of the ships on the jump point, with slow DR gains each day.

However, each day I gain DR, I do also get a message from the NPR requesting that my ships leave the system as the NPR has claimed it. Are they asking for my diplomatic ship to leave, or are they complaining about the Security Buoys? As far as I can tell the NPR hasn't gone farther towards me than the system they are asking me to leave, and I'm not sure if a way was added in C# Aurora to destroy missile salvos if that's their complaint. I'd prefer to keep building DR with them but also don't want them to eventually get fed up and turn on me for not sending the diplomatic ship away.

I think this is a bug which has been corrected in the unreleased v2.0:
Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.

You should be okay as long as you haven't got any other ships in the system that would generate a of threat rating. However, if the system isn't terribly important to you it is probably worth giving it up if you want to foster continued good relations with the aliens as NPRs like a buffer around their home systems for obvious reasons.

Quote
EDIT: Additional question, I've found a new NPR that's in two different systems where communication efforts are stalled because the NPR "refused to communicate." I thought this may just mean precursors, but thus far while they flew some ships over to my survey ship they haven't yet opened fire. Do some NPRs just not want to talk?

Let's just say that some NPRs don't want to talk, and if the situation develops in an interesting way you can come back and let us know how it has gone.  ;)

How fast does refuelling in hangers happen and does it improve with tech?

I believe hangars automatically work as a refueling module of your current tech level. Steve decided not to force players to manually redesign/upgrade their hangars every time fuel, ordnance, MSP, etc. handling techs are incremented as this would be a rather superfluous kind of micromanagement.

Another (probably dumb) question:

There are some techs, that you can only get from ancient ruins.
My question is: How you get the tech?
Is it retrived like installations?
Or I will get components, that I have to disassemble?

Officially they are not implemented into the game at all, as they did not make the leap from VB6 (simply put with a couple of exceptions the spoiler NPRs do not use special technology, they just use a normal tech level which is intended to be elevated compared to the player's starting tech level). Unofficially it is possible to enable them with some DB tweaking and some players have done this - Droll I know for sure does this in their games, so they can comment with step-by-step instructions if they would like to.

Component disassembly is still valuable as you can gain significant progress in the normal tech tree from doing so.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 04, 2022, 01:51:07 AM
Note that when doing component disassembly, you're improving your own tech level and not skip-jumping to the enemy tech level. So, for example, your enemy has EM sensitivity 16 while you have 12 - when you disassemble enough components, you'll go from 12 to 14 and need then to loot a lot more components to go from 14 to 16. This is why in some cases it is better to design a special ship solely to use high-tech components that you only have one piece of, as you're unlikely to gain any significant tech boost but a scout ship that extends your sensor range or a brawler ship that has lot more advanced beam weapons can be quite useful.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 04, 2022, 02:07:20 AM
...This is why in some cases it is better to design a special ship solely to use high-tech components that you only have one piece of, as you're unlikely to gain any significant tech boost but a scout ship that extends your sensor range or a brawler ship that has lot more advanced beam weapons can be quite useful.

How to do it exactly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 04, 2022, 07:56:26 AM
I think this is a bug which has been corrected in the unreleased v2.0:
Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.

You should be okay as long as you haven't got any other ships in the system that would generate a of threat rating. However, if the system isn't terribly important to you it is probably worth giving it up if you want to foster continued good relations with the aliens as NPRs like a buffer around their home systems for obvious reasons.

Well, until I saw your reply I had left the Diplo Ship there as event reports showed my DR climbing to over 180. I sat down this morning, read your reply, advanced time and in the very next time increment the NPR began launching missiles at my Diplo Ship. Ske-daddling to the next system over!

EDIT: I had two races I was establishing diplomatic contact with with diplomatic ships; I decided to open up the DB to see what they thought of me. The one I had DR 180 with and opened fire on me was indeed at -101, and the one I had built up to have DR 402 with (the longest-contacted race) only is DR 28 with me. Is there another way to build DR without triggering the request leave warning hits?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 04, 2022, 09:59:24 AM
Well, until I saw your reply I had left the Diplo Ship there as event reports showed my DR climbing to over 180. I sat down this morning, read your reply, advanced time and in the very next time increment the NPR began launching missiles at my Diplo Ship. Ske-daddling to the next system over!

In this case it is probably the buoy which was annoying them, if you leave them alone for a while they may decide to be neutral again.

Quote
EDIT: I had two races I was establishing diplomatic contact with with diplomatic ships; I decided to open up the DB to see what they thought of me. The one I had DR 180 with and opened fire on me was indeed at -101, and the one I had built up to have DR 402 with (the longest-contacted race) only is DR 28 with me. Is there another way to build DR without triggering the request leave warning hits?

The best approach is going to be to contact them in a fairly neutral system which they do not claim but maintain a presence in. The AI is usually pretty good about maintaining a diplo ship presence in such a system if they do want to maintain relations with you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 04, 2022, 10:28:19 PM
...This is why in some cases it is better to design a special ship solely to use high-tech components that you only have one piece of, as you're unlikely to gain any significant tech boost but a scout ship that extends your sensor range or a brawler ship that has lot more advanced beam weapons can be quite useful.

How to do it exactly?

Once you've started designing your ship, you can tick that box:
(https://i.imgur.com/1ajhJ55.png)

and finish designing it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 05, 2022, 12:03:46 PM
Is the only way to get units to fortify above their SF value is by having construction vehicles either in the formation itself, or somewhere above the unit in the hierarchy? I thought I had read that units could leverage construction factories, or other construction ground units on the planet to fortify, even if not within the hierarchy.

I have a garrison on a ruins planet with a top-level Division HQ formation, with some support artillery attached to the DHQ directly, and 3 Brigades (one Garrison w/ Static units, one Assault w/ Vehicle and Inf units, one Construction/Xeno/GeoSurvey) under the DHQ, each with 4 battalions. The Con/Xeno/Geo brigade battalions AND the brigade HQ formations all fortified to the max Fortification value of 6, but neither the Garrison or Assault brigades ever went above their SF value. As a test I moved all the construction battalions on the planet (5 total) to be attached directly to the DHQ formation; now the Assault Brigade fortification values are going above the SF value, but the Garrison brigade units remain locked at their SF max.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 05, 2022, 12:23:56 PM
Is the only way to get units to fortify above their SF value is by having construction vehicles either in the formation itself, or somewhere above the unit in the hierarchy? I thought I had read that units could leverage construction factories, or other construction ground units on the planet to fortify, even if not within the hierarchy.

Per the wiki: (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Fortification_with_Construction_Elements)
Quote
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level.

Construction factories do not contribute to fortification, only CON-capability ground units.

Quote
I have a garrison on a ruins planet with a top-level Division HQ formation, with some support artillery attached to the DHQ directly, and 3 Brigades (one Garrison w/ Static units, one Assault w/ Vehicle and Inf units, one Construction/Xeno/GeoSurvey) under the DHQ, each with 4 battalions. The Con/Xeno/Geo brigade battalions AND the brigade HQ formations all fortified to the max Fortification value of 6, but neither the Garrison or Assault brigades ever went above their SF value. As a test I moved all the construction battalions on the planet (5 total) to be attached directly to the DHQ formation; now the Assault Brigade fortification values are going above the SF value, but the Garrison brigade units remain locked at their SF max.

Attaching the CON units to the top-level HQ should work. Note that the process takes time, so you should wait and after some time you will see the Garrison brigade units also fortifying. CON fortification works on a per-element basis, not on all elements at a population simultaneously.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 05, 2022, 05:05:21 PM

Thanks for continuing to be such a help! Really appreciate it, felt like I knew a lot about Aurora but constantly finding new things or items I never even tried out in VB6.

Along those lines, is there any additional diplomatic levels above once an NPR shares research with you? Is there ever a point at which they would share colony locations, class designs, or even shared vision?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 05, 2022, 06:59:12 PM

Thanks for continuing to be such a help! Really appreciate it, felt like I knew a lot about Aurora but constantly finding new things or items I never even tried out in VB6.

Along those lines, is there any additional diplomatic levels above once an NPR shares research with you? Is there ever a point at which they would share colony locations, class designs, or even shared vision?

Not to my knowledge, no. The diplomacy system while expanded from VB6 is still quite bare-bones, basically there is nothing beyond what is documented in-game or in Steve's dev posts in terms of mechanics. Many of us are hoping that a proper peace negotiation system is added at some point so that wars need not be existential, for example.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 07, 2022, 07:27:23 AM
Thanks again!

How does trade with NPRs work? I've allowed trade with an NPR who I am Allied status with and who's homeworld is ~4 jumps from mine, and they've also allowed trade with me. However, as best as I can tell, no civilian trade is occurring between our planets. My civilian freighters, who have no contracts from me to transport installations, are sitting idle on my capital, and I haven't seen any freighters of the NPR visit my homeworld.

Is there a way for me to build my own freighter and set up standing or cycling orders to exchange trade goods?

Also referencing standing orders, is there a way to make exploration ships auto-jump through unexplored jump points?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2022, 09:04:16 AM
Thanks again!

How does trade with NPRs work? I've allowed trade with an NPR who I am Allied status with and who's homeworld is ~4 jumps from mine, and they've also allowed trade with me. However, as best as I can tell, no civilian trade is occurring between our planets. My civilian freighters, who have no contracts from me to transport installations, are sitting idle on my capital, and I haven't seen any freighters of the NPR visit my homeworld.

If nothing else, make sure you have a complete stabilized JP network all the way to the NPR home world. Civilian ships cannot use JPs unless they have been stabilized.

Quote
Also referencing standing orders, is there a way to make exploration ships auto-jump through unexplored jump points?

None to my knowledge. I usually have a separate class of exploration ships for jumping into new systems, which also have the job of scouting out near-habitable bodies to check for aliens and dropping comm buoys at jump points to detect any uninvited guests facilitate the interstellar Internet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 07, 2022, 06:44:55 PM
Is there a way for me to build my own freighter and set up standing or cycling orders to exchange trade goods?
No, that's not possible at the moment. Only civilian shipping lines can do trade goods and ergo, only they can do trade with NPRs. As nuclearslurpee said, you need stabilized jump points in every system between your colonies and their colonies before your civilians will start trading with them. AI usually is quite aggressive in stabilizing JP's so if the network doesn't exist yet, it will soon. In fact, in one game Steve wrote about here, his civilians discovered the NPR home world by 'accident' via trade.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gaz on January 07, 2022, 09:40:51 PM
Hello Chaps,

Does any one know what the impact of changing the sub-pulse does to tun processing???

I dont quite understand what it is or what effect it has on the game. . . .

Cheers

Gaz
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2022, 11:33:57 PM
For the most part it will only make the game run slower (or faster) if the selected sub-pulse is smaller (or larger) than the automatic one. Really the only reason to ever mess with this is if you need a specific sub-pulse to make something "work", for example you could select a smaller one if you expect to encounter a hostile ship on sensors but want to use a large increment to advance time.

Generally do not worry about it unless you know what you are doing. Or you think you know what you are doing, anyways.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on January 08, 2022, 01:58:02 AM
Is there a way to lock the person assigned to a sector so he doesn't get automatically assigned to a colony?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on January 08, 2022, 03:00:23 AM
I'm in yet another brush with Precursors and I've fired a few missile salvos. The first, my usual size 10 ASM, worked like it should and went boom. Then my fighters and later my destroyers launched more salvos with two types of my size 8 el-cheapo ASMs. Which have worked against Precursors before, one of them even carrying the same second stage as the size 10 type.

This time they just disappeared. They reached separation range, separated, closed the remaining distance and then vanished. Every time. No sign of defensive fire, no hidden messages in the log.

Yes, the targets are well in sight of plenty of active sensors, missile range and fire control ranges are a multiple of the actual range to these targets. What's wrong here?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on January 08, 2022, 09:05:31 AM
I have captured a few enemy colony ships with colonists on board. How do I get rid of them. My game won't let me land them on a world with a different race it says.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ISN on January 08, 2022, 09:17:54 AM
I'm in yet another brush with Precursors and I've fired a few missile salvos. The first, my usual size 10 ASM, worked like it should and went boom. Then my fighters and later my destroyers launched more salvos with two types of my size 8 el-cheapo ASMs. Which have worked against Precursors before, one of them even carrying the same second stage as the size 10 type.

This time they just disappeared. They reached separation range, separated, closed the remaining distance and then vanished. Every time. No sign of defensive fire, no hidden messages in the log.

Yes, the targets are well in sight of plenty of active sensors, missile range and fire control ranges are a multiple of the actual range to these targets. What's wrong here?

This is likely due to a bug I've noted before in how the separation distance of two-stage missiles is calculated; see here: http://aurora2.pentarch.org/index.php?topic=12522.msg152316#msg152316

The short of it is that the missile separation code adjusts for the movement of the target when calculating when to release the second stage. However, it uses the speed of the first stage, not the second stage, to determine how far away to release it. This can result in too large of a separation distance, so your second stages are likely running out of fuel before hitting their targets. This can be solved either by giving your second stages a good deal of a buffer between the separation distance and their endurance, or by calculating how to adjust the separation distance for each combat (which will depend on the speed of the enemy ship and whether it's moving towards or away from the missiles) and editing the database each time with the corrected value.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on January 08, 2022, 10:05:08 AM
Yes, that's it - they separate far too early. Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on January 08, 2022, 12:13:43 PM
One more question.  Can shipyards be towed or moved to another planet?
If yes, how?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TallTroll on January 08, 2022, 01:56:46 PM
Yes, ships with tractor beams can be given orders to attach to shipyards, move to the desired new location, then to detach
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 08, 2022, 05:39:45 PM
I have captured a few enemy colony ships with colonists on board. How do I get rid of them. My game won't let me land them on a world with a different race it says.

Each colony on a world can only contain population of a single race. You need a colony of the correct race to drop them off at. It’s been quite a while, but as I recall once you have multiple species in your empire you are supposed to be able to choose what race a newly–created colony is for.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on January 08, 2022, 06:43:51 PM
I have captured a few enemy colony ships with colonists on board. How do I get rid of them. My game won't let me land them on a world with a different race it says.

Each colony on a world can only contain population of a single race. You need a colony of the correct race to drop them off at. It’s been quite a while, but as I recall once you have multiple species in your empire you are supposed to be able to choose what race a newly–created colony is for.

for the most part. but since he dose not have any of that species yet on a colony he can not make a new colony for them. He would have to conquer a colony of theirs with a token population on it, then he can create his own colony for that species.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on January 09, 2022, 09:48:04 AM
I am having land battles for first time.
My troops on enemy moon have 0% supplies after I won. I need to attack another moon. How can I resupply?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 09, 2022, 03:41:01 PM
I am having land battles for first time.
My troops on enemy moon have 0% supplies after I won. I need to attack another moon. How can I resupply?

The supply counter is their internal supply, make sure you have enough light vehicle supply trucks at the top of the hierarchy and send them to war.

It'll be fine.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on January 10, 2022, 02:38:21 PM
Must be the oldest question on this board, but why are ships sometimes flying an arc towards their target? Because the shortest connection between two points is a curve? Or is it the whiskey?

Tanker Tennessee is out of fuel and headed towards the Sol JP. TK Mineapolis heads from Novograd towards it. The red arrow is the course I would have expected.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 10, 2022, 02:47:48 PM
Usually, ships/fleets ordered to move to other ships/fleets in motion will attempt to plot a straight-line course which will intercept the target, and will re-evaluate this course at the increment (or sub-increment, I'm not sure exactly which). In this case, since TK Tennessee has orders to move, TK Minnesota would try to plot a course to intercept. However, since TK Tennessee has no fuel it is not actually able to move, so my guess is that this is confusing TK Minnesota into the odd behavior you are observing.

To solve this problem you should probably cancel the orders for TK Tennessee until it has received fuel (this will also prevent it from moving away as soon as it received fuel, but before it is fully refueled). If the orders are quite complicated and you don't want to re-issue them, saving them to an Order Template temporarily can be used to get around this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 10, 2022, 02:50:00 PM
Usually, ships/fleets ordered to move to other ships/fleets in motion will attempt to plot a straight-line course which will intercept the target, and will re-evaluate this course at the increment (or sub-increment, I'm not sure exactly which). In this case, since TK Tennessee has orders to move, TK Minnesota would try to plot a course to intercept. However, since TK Tennessee has no fuel it is not actually able to move, so my guess is that this is confusing TK Minnesota into the odd behavior you are observing.

To solve this problem you should probably cancel the orders for TK Tennessee until it has received fuel (this will also prevent it from moving away as soon as it received fuel, but before it is fully refueled). If the orders are quite complicated and you don't want to re-issue them, saving them to an Order Template temporarily can be used to get around this.

This would make sense however if you pay attention the Tennessee is moving to the JP which means it's going to go right, so I would expect Minnesota to curve right but instead it curves leftwards, which is the opposite of an intercept.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 10, 2022, 03:31:57 PM
This would make sense however if you pay attention the Tennessee is moving to the JP which means it's going to go right, so I would expect Minnesota to curve right but instead it curves leftwards, which is the opposite of an intercept.

This is why I said that TK Minnesota appears to be confused by the out-of-fuel status of TK Tennessee, since she appears to be trying to intercept TK Tennessee as if the latter were flying backwards. I don't think the out-of-fuel behavior is terribly well-refined, which is understandable since the "proper" way to handle that status should be to rescind orders and wait for refueling (as, again, you otherwise run into problems with the refuel target not holding still anyways).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on January 10, 2022, 03:55:39 PM
This is why I said that TK Minnesota appears to be confused by the out-of-fuel status of TK Tennessee, since she appears to be trying to intercept TK Tennessee as if the latter were flying backwards. I don't think the out-of-fuel behavior is terribly well-refined, which is understandable since the "proper" way to handle that status should be to rescind orders and wait for refueling (as, again, you otherwise run into problems with the refuel target not holding still anyways).
I see the same phenomenon when trying to intercept enemies all the time too, which, -even though they don't use fuel at all-, are well capable of flying. Sometimes the intercept is not correctly plotted to the hypothetical meeting point given constant velocities, but instead it follows a curve.
I think I have even seen it while going towards some faster celestial bodies in some cases, though I might be misremembering.
Why that is happening in some cases and not others I have not been looking into so much, but if nobody else can explain it here, I guess I will look out a bit more.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 10, 2022, 07:59:26 PM
I see the same phenomenon when trying to intercept enemies all the time too, which, -even though they don't use fuel at all-, are well capable of flying. Sometimes the intercept is not correctly plotted to the hypothetical meeting point given constant velocities, but instead it follows a curve.
I think I have even seen it while going towards some faster celestial bodies in some cases, though I might be misremembering.
Why that is happening in some cases and not others I have not been looking into so much, but if nobody else can explain it here, I guess I will look out a bit more.

If you can save a clear example of this, it would be a useful bug report for Steve in the appropriate thread, to preclude some of the potential confounding factors like fuel status.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 11, 2022, 03:46:41 AM
The old behaviour was that fleets/TGs would always plot course to the current location of their target, not where they would be after the next increment or whatever. I'm not sure if that got ever changed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on January 12, 2022, 09:00:10 AM
I have a problem with displaying enemy signatures.  On Tau-Ceti II are enemy ground forces. Neither my army nor my fleet can detect them, apart from being right on the planet. The active sensors on my army are on and so is the active sensor on my ship.

Did I mess something up?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 12, 2022, 09:40:34 AM
Ground forces are modeled as having a minimum-size active signature - it is either 1 HS (smallest AS resolution) or 6 MSP (minimum signature size), I'm not sure which. Either way, you'll do best trying to spot them with a RES-1 sensor, any sensor with a large resolution will not detect such a signature until it is right on top of them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on January 13, 2022, 12:44:56 AM
But shouldn't my landed ground forces with active sensors not detect them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2022, 10:20:12 AM
You need to turn on the active sensors of STO formations just as with any ship. The button for this should be in the Ground Forces window when you select the formation with STOs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 15, 2022, 08:09:09 PM
I fired 36 buyos (no engines) containing missiles at a waypoint.   The missiles were fired since the minelayer is empty now.   However, I can neither see the buyos nor their thermal sensor range.   What am I doing wrong? Are they just invisible or have they expired immediately?
Edit: The minelayer's data:

Code: [Select]
Sword class Missile Frigate      5.974 tons       42 Crew       536 BP       TCS 119    TH 90    EM 0
753 km/s      Armour 1-29       Shields 0-0       HTK 49      Sensors 0/0/0/0      DCR 1      PPV 75,6
Maint Life 2,08 Years     MSP 156    AFR 285%    IFR 4,0%    1YR 48    5YR 723    Max Repair 100 MSP
Magazine 504   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Loken Aircraft Engine Co Ion Drive  EP45,00 (2)    Power 90    Fuel Use 14,58%    Signature 45    Explosion 5%
Fuel Capacity 150.000 Litres    Range 31 billion km (476 days at full power)

Invictus & Brom Size 14 Box Launcher (36)     Missile Size: 14    Hangar Reload 187 minutes    MF Reload 31 hours
Avitus Sensor Systems Missile Fire Control FC57-R100 (1)     Range 57,4m km    Resolution 100
Styphus Kinetics Scorpion Mine S14 (36)    Speed: 0 km/s    End: 12,5m     Range: 11,8m km    WH: 0    Size: 14    TH: 0/0/0

Ortan-Ectellion Auspex I AS64-R100 (1)     GPS 10000     Range 64,1m km    Resolution 100

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
This design is classed as a c for auto-assignment purposes

The inner missile:
Code: [Select]
Missile Size: 11,95 MSP  (29,875 Tons)     Warhead: 9    Radiation Damage: 9    Manoeuvre Rating: 18
Speed: 15.732 km/s     Fuel: 625     Flight Time: 13 minutes     Range: 11,81m km
Active Sensor Strength: 1,2   EM Sensitivity Modifier: 6
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 7.026.798 km
Cost Per Missile: 10,838     Development Cost: 1.084
Chance to Hit: 1k km/s 283,2%   3k km/s 94,4%   5k km/s 56,6%   10k km/s 28,3%

The buyo itself:
Code: [Select]
Missile Size: 13,916 MSP  (34,7900 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 0 km/s     Fuel: 625     1st Stage Flight Time: 1 seconds    1st Stage Range: 0k km
2nd Stage Flight Time: 13 minutes    2nd Stage Range: 11,76m km
Thermal Sensor Strength: 0,48    Detect Sig Strength 1000:  5.477.226 km
Cost Per Missile: 11,286     Development Cost: 1.129
Second Stage: Styphus Kinetics Sting ASM D9 S12 R6.4b x1
Second Stage Separation Range: 150.000 km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 15, 2022, 11:21:27 PM
Two-stage mines are broken presently as they will self-destruct without a target. This will be fixed in v2.0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 16, 2022, 06:01:11 AM
Ok, many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on January 16, 2022, 05:24:52 PM
Does the size of a construction company (i.e. how many construction modules are in the overall force) influence ruin recover rate/success chance? Per the Wiki it does not, but that was written before C# and the elimination of "Teams" and introduction of construction units.

Quote
"Each production cycle, an Construction Brigade has a chance to make a recovery roll on an installation. If this roll is unsuccessful, nothing happens. If it is successful, then there is a chance that the facility they recover is unable to be repaired. The chance of this happening determined by taking a random roll from 1-200 and comparing it to 200 - (Construction Brigade Morale + Xenology Bonus of the Brigade commander).

For example, a new Construction Brigade with morale of 100 and a Xenology bonus of 5% should have a success rate of (200 - (100 + 5))=95 versus a 1-200 roll, or about 52%. Since Construction Brigades can gain morale and bonus increase with each successful recovery, a seasoned Construction Brigade with morale of 118 and bonus of 22% might have a success rate of (200 - (118 + 22))=60 versus a 1-200 roll, or about 70%

I'm guessing the overall construction capability of the unit should matter, but I can't seem to find any documentation/indication of that. I ask because I just found an Abandoned Intact City with 952 installations (*drool*) and I am considering merging some construction units I otherwise keep spread out with combat units for this special project, if it will help speed up recovery.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 16, 2022, 05:26:50 PM
What are rules of thumb for figuring out how big to make the beam weapons on your beam ships?

I try to get the largest I possibly can on a craft, even if it mean I can only mount one as I assume range will make my ships more safe and a bigger gun will make fights end quicker. But if they miss, its devastating.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 16, 2022, 05:42:26 PM
Total number of construction units (modules) matters, how many formations they are in doesn't matter.

For beam sluggers, while alpha strike and range-sniping are both important, DPS is the king. You can't rely on shock damage to take out an enemy, though when it happens it's fantastic. So first figure out which weapon gives you the highest damage over 30 seconds and 1 minute of firing. Use as many of those as you can fit. But do put in a spinal weapon - since you can only have one anyway. Plus, if you do need to kite/snipe, that's the weapon to do it with and if you go for close-range, it'll help punching a hole in enemy armour when you save it until you're close enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 16, 2022, 06:11:25 PM
Total number of construction units (modules) matters, how many formations they are in doesn't matter.

For beam sluggers, while alpha strike and range-sniping are both important, DPS is the king. You can't rely on shock damage to take out an enemy, though when it happens it's fantastic. So first figure out which weapon gives you the highest damage over 30 seconds and 1 minute of firing. Use as many of those as you can fit. But do put in a spinal weapon - since you can only have one anyway. Plus, if you do need to kite/snipe, that's the weapon to do it with and if you go for close-range, it'll help punching a hole in enemy armour when you save it until you're close enough.

So always use spinal weapons even if you can only fit one?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 16, 2022, 07:28:06 PM
Does the size of a construction company (i.e. how many construction modules are in the overall force) influence ruin recover rate/success chance? Per the Wiki it does not, but that was written before C# and the elimination of "Teams" and introduction of construction units.

It is not documented but the Construction capacity of the formation is proportional to the ruin recovery rate. I don't believe there is any success/failure mechanic anymore, this along with the chance to encounter robotic guard troops has been removed in C# for better or worse, AFAIK.

What are rules of thumb for figuring out how big to make the beam weapons on your beam ships?

I try to get the largest I possibly can on a craft, even if it mean I can only mount one as I assume range will make my ships more safe and a bigger gun will make fights end quicker. But if they miss, its devastating.

While I don't disagree with Garfunkel's analysis, I do disagree with the assertion that DPS is king, as Aurora's beam combat is a bit more complex than this provided that one side in a fight does not have a range/speed advantage that renders the battle trivial (if you can outrun and outrange the enemy, nothing else matters besides kiting them except perhaps running out of MSP if your damage at long range is very low on a per-shot basis).

A number of considerations need to be made:

I will note that in practice, when playing against NPRs a player will nearly always maintain a speed advantage, so generally you will see a player use either speed+range superiority (kiting) or speed+DPS (full charge with railguns blazing) to easily defeat the NPRs. If you play with multiple player races then the situation can be more complex and interesting.

Because of this it is hard to give general advice as too much depends on the specific enemy, weapon types, and so on. I will say that generally a mix of weapons seems to be the preferred approach, though "best" is hard to claim - for example, it is nearly always a good idea to mount a spinal laser on every ship that can hold one if you use lasers as a primary weapon, for the added range and alpha strike damage. Early in the game I would stick with a mix of small, high-DPS weapons which are useful for point defense mixed with the largest caliber of anti-ship weapon you can build. Later on you can diversify as you will have more options, for example with lasers you might mix 10cm dual-purpose turrets (DPS/PD) with massive lasers that deal high alpha damage at the maximum BFC range, and also mix in medium-caliber lasers which can reach your maximum BFC range but will suffer more damage falloff compared to the massive lasers, but give you a more balanced striking capability in the midrange zone. Really by the time you have such high tech you would be using multiple weapon types though so you don't really need three kinds of lasers as much as three kinds of beam weapon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 17, 2022, 01:02:37 AM
So always use spinal weapons even if you can only fit one?
Yes, if you are researching lasers. If you're not researching lasers at all, then it's not worth it, of course. Note that while nuclearslurpee brings up very useful points to consider, a sobering fact is that max-range beam weapons generally suffer from awful accuracy. This tends to degrade the value of alpha strikes, even at JP assaults. While on paper it might look like your battleship can knock out an enemy ship immediately with its alpha strike, unless you save your weapons until you reach point blank range, it's far more likely that your big guns will miss the first time the fire, and then their capacitors will spend 20-40 seconds recharging while your enemy blasts you to smithereens with their 5- / 10-second weapons.

Once you have BFC's with really nice ranges and your crew grades are high, then alpha strikes become lot more viable, but until that it's best to focus on DPS. Note that this doesn't always mean 5-sec weapons, you have to do the math yourself.

I do agree that it's best to have a variety of weapons because you need multiple tools. Big cannons help with making holes in the armour belt and dealing shock damage, while fast cannons bring down shields and quickly wreck internals once armour is gone.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: misanthropope on January 17, 2022, 11:33:29 AM
there is at every tech level a medium range, where other beams operate but lasers are best.  maximizing your dps advantage *in that band* is a pretty good starting point.  you get most of the edges of a pure kiting build, but youre not fighting against all the game mechanics that exist to make pure kiting difficult. 

the medium-size lasers are also nearly as good as giant ones for softening up armor belts for your PD-range dakka, in the event things get down and dirty.  they also give you a credible if not exactly intimidating long range presence.  since it is undemanding to deploy and can be distributed across a large proportion of your fleet, you gain kind of a "saving throw" against hypothetical enemies designed for pure kiting.

i tend to build missile-primary mixed weaponry glass cannon type ships ("firepower, speed, armor.  choose two" - i choose firepower and firepower).  this is not exactly the formula for success in beam combat, but my lopsided defeats have come from blundering into a grotesque tech mismatch. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 18, 2022, 07:30:55 AM
How is Intelligence Point (IP) generation calculated?

I'm playing a max tech game with a MODDED DATABASE where I added in 1 or two additional techs and components, and am using the following Surveillance Cruisers:

Code: [Select]
Trafalgar class Surveillance Cruiser      60,000 tons       2,033 Crew       64,721.1 BP       TCS 6    TH 200    EM 0
16666 km/s    JR 3-50      Armour 1-136       Shields 0-0       HTK 487      Sensors 375/756/0/0      DCR 142      PPV 0
Maint Life 3.19 Years     MSP 96,070    AFR 202%    IFR 2.8%    1YR 14,225    5YR 213,376    Max Repair 40000 MSP
Leftenant Colonel    Control Rating 1   BRG   
Intended Deployment Time: 36 months    Morale Check Required   

Blaydes Kinetics J60000(3-50) Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3

Langeveld Marine Photonic Drive  EP20000.00 (1)    Power 20000    Fuel Use 2.24%    Signature 200.00    Explosion 10%
Fuel Capacity 1,500,000 Litres    Range 201.2 billion km (139 days at full power)

Maslin-Augsburger CIWS-1000 (2x16)    Range 1000 km     TS: 100,000 km/s     ROF 5       
Barbato-Thruman Thermal Sensor TH5-375 (5%) (1)     Sensitivity 375     Detect Sig Strength 1000:  153.1m km
Barbato-Thruman EM Sensor EM10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216.5m km
ELINT Module (54)     Sensitivity 756     Detect Sig Strength 1000:  217.4m km
Cloaking Device: Class cross-section reduced to 0.500% of normal

ECM 100

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes

These have worked well with two NPRs I have found so far, generating IP once the cruiser is able to get an EM reading on the target colonies.

However, I recently generated a new, large NPR to serve as a "big bad" in the current game. As part of that, I generated the race with:

Determination: 100
Diplomacy: -100
Expansion: 100
Militancy: 100
Trade: 0
Translation: 25
Xenophobia: 100

I flew over another one of the above surveillance cruisers and got an EM reading of the colony (~1.6m), and advanced time. However, after 10 days, I still had 0 IP on that target colony. Even when I flew my surveillance cruiser right up on top of the capital and advanced time a few days, still no IP are being generated.

Is it related to racial characteristics, or should IP just be generating? I did have some sensor buoys present in the system I created the NPR in that got the initial hits on the colony and ships, could that be blocking it? I also know all bets are off once the database is modded, but trying to see if maybe something I changed in the database may also have caused the IP for this race to screw up. IP generation on the colonies of the first two NPRs has been working fine after modding the database, and continues to work fine even though it isn't for this third new NPR.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 18, 2022, 09:45:29 AM
How is Intelligence Point (IP) generation calculated?
[...]
Is it related to racial characteristics, or should IP just be generating?

Per the wiki page on Alien Contact (http://aurorawiki.pentarch.org/index.php?title=C-Alien_Contact#Electronic_Intelligence_Gathering): "For populations, the intelligence is also multiplied by (100 - Population Species Xenophobia) / 100. In other words, it is much harder to gain intelligence when a population has high xenophobia."

If an alien species has 100 Xenophobia you cannot gain ELINT on populations, full stop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on January 22, 2022, 12:36:22 PM
Is there a way to customize what events interrupt automated turns, and which ones don't? I'm current allied with one NPR and we are both at war with a third one. I have active sensor buoys in both allied and enemy systems. I constantly get my automated turns interrupted because of Allied ships changing their thermal signature, or enemy ships contact "updates" from their home system since they seem to be fine wiht my large active sensor buoys just chilling out watching all their ship traffic.

On the flip side, things like New Combat Contacts (energy weapon impacts, Secondary Power System explosions) in systems where I have sensors do *not* seem to interrupt automated turns, so they fly by before I can see where the fighting is occurring in case I need to re-route fleets to support my ally. Similarly I have active sensor buoys on jump points in my systems, events like "Enemy NPR has been detected in one of your systems for the first time" also does not seem to interrupt automated turns, nor do the contacts get logged in the event log to know what had been seen in that system (when the automate turns progress whatever had jumped in apparently jumped out before I could see what it was).

Is there an easy way besides digging into the database to enable/disable interrupting automated turns for different event types?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 22, 2022, 05:45:25 PM
Is there an easy way

Well, since you're asking, you--

Quote
besides digging into the database to enable/disable interrupting automated turns for different event types?

Oh, no then, sorry.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Edbanger on January 25, 2022, 12:29:38 PM
Is there a list somewhere here for Youtube (or Elsewhere) gameplay videos for Aurora, not Tutorials, but Lets play or gameplay videos?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 25, 2022, 01:02:55 PM
Is there a list somewhere here for Youtube (or Elsewhere) gameplay videos for Aurora, not Tutorials, but Lets play or gameplay videos?

There is list of various creators: http://aurora2.pentarch.org/index.php?topic=11116.0

Or this is topic with videos from SpaceMarine, including lets play videos: http://aurora2.pentarch.org/index.php?topic=11003.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 25, 2022, 01:22:43 PM
Is there a list somewhere here for Youtube (or Elsewhere) gameplay videos for Aurora, not Tutorials, but Lets play or gameplay videos?

There is list of various creators: http://aurora2.pentarch.org/index.php?topic=11116.0

Or this is topic with videos from SpaceMarine, including lets play videos: http://aurora2.pentarch.org/index.php?topic=11003.0

Alternatively, jump up one level and you have the videos subforum, which is not very extensive but it is the place for these things to go: http://aurora2.pentarch.org/index.php?board=311.0 (http://aurora2.pentarch.org/index.php?board=311.0)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 25, 2022, 07:26:30 PM
How do I bombard an enemy planet? I've got a fleet armed with missiles a few million kms out.   I can't detect ground forces, since they would start hitting me if I moved in closer.   How can I order my fleet to open fire at the planet? Do I use the "launch ready ordnance" command? Many thanks!

Edit: My ELINT ship can see multiple ground targets and STOs. . .  I still can't target any of them in ship combat or via move orders. . .  what do I do? I want to bombard the planet from a safe distance instead of having my troop transports shot out of the sky with STO. . . .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 25, 2022, 08:44:14 PM
How do I bombard an enemy planet? I've got a fleet armed with missiles a few million kms out.   I can't detect ground forces, since they would start hitting me if I moved in closer.   How can I order my fleet to open fire at the planet? Do I use the "launch ready ordnance" command? Many thanks!

Edit: My ELINT ship can see multiple ground targets and STOs. . .  I still can't target any of them in ship combat or via move orders. . .  what do I do? I want to bombard the planet from a safe distance instead of having my troop transports shot out of the sky with STO. . . .

You need an active sensor contact to target ground units. Ground units are modeled as minimum-resolution targets, so a RES-1 active sensor will be the best way to get a target lock (ditto for MFCs) and you should be able to achieve this from well beyond the range of the STO batteries.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 30, 2022, 07:32:23 PM
How do I replace troops after the combat has ended?
I have already marked a few divisions as "replacement" and have forwarded time, yet the damaged divisions do not draw from the ones marked as "replacement". . .  Or is this only possible in combat (I also haven't tried it out in combat, to be honest).  Also, do I need to use the "Unit Series" tab? I only have one design of each element for now. . .
Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 30, 2022, 08:25:27 PM
Also, do I need to use the "Unit Series" tab?

Yes. The Unit Series system is designed to allow replacing losses with any unit in the same series, which is cool and useful, but it does have the annoying downside that you need to put every unit into a series even if that unit is the only one of its type you have developed so far, e.g., at the start of the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 30, 2022, 11:09:02 PM
Quote from: nuclearslurpee link=topic=11545. msg158425#msg158425 date=1643595927
Quote from: CaiusIuliusCaesar link=topic=11545. msg158424#msg158424 date=1643592743
Also, do I need to use the "Unit Series" tab?

Yes.  The Unit Series system is designed to allow replacing losses with any unit in the same series, which is cool and useful, but it does have the annoying downside that you need to put every unit into a series even if that unit is the only one of its type you have developed so far, e. g. , at the start of the game.

Ok, many thanks.  Do the troops draw replacements even outside of combat, though?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on January 31, 2022, 10:15:27 AM
Generally, how many PDs do you want slaved to a single FC? If I have the room, I do 2 per turret which is generally quad-sized.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 31, 2022, 10:26:32 AM
Generally, how many PDs do you want slaved to a single FC? If I have the room, I do 2 per turret which is generally quad-sized.

I do one or two fire-controls per ship... two for redundancy as you in practice only need one FC to handle all the PD on the ship. If the ship is small then it only get one fire-control. If it is a truly huge ship with allot of PD i might consider a third one but that would be rare.

PD fire-controls are pretty expensive so I don't want to spam them for no good reasons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 31, 2022, 04:57:28 PM
It used to be that you needed several PD BFCs to target multiple salvos but since that's no longer a concern in C#, you can get away with having 2 in your escort ships so that you have one for backup just in case you're out of MSP when the BFC breaks down or something.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on January 31, 2022, 07:18:25 PM
My troops are replenished with fresh replacements and stationed back at home.  However, when I view the troops in the GU menu, their supplies have not replenished, although they are at home (Earth).  How do you replenish the group supply of your formations after a war? Do you have to produce group supplies or something?
I do have supply trucks, but they're also running low due to them continually resupplying the troops in the past conflict.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 31, 2022, 09:44:16 PM
Unfortunately, the system currently does not replenish formations back to 100% supply - instead they will just automatically consume available supply units during combat. The supply column will always show 0%

This has been brought up repeatedly in Suggestions so hopefully Steve will change it for the next version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 01, 2022, 04:39:05 AM
Unfortunately, the system currently does not replenish formations back to 100% supply - instead they will just automatically consume available supply units during combat. The supply column will always show 0%

This has been brought up repeatedly in Suggestions so hopefully Steve will change it for the next version.

I've just added it - thanks for the reminder :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 01, 2022, 06:42:21 AM
Unfortunately, the system currently does not replenish formations back to 100% supply - instead they will just automatically consume available supply units during combat. The supply column will always show 0%

This has been brought up repeatedly in Suggestions so hopefully Steve will change it for the next version.

Ah ok. So I just need to produce new supply trucks and send them with the troops after each action I guess?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 01, 2022, 04:19:26 PM
Completely random questions:

Is it somehow possible to add custom name themes?

I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them.  Does anyone know?

What is the purpose of being able to have ground units support each other? Is there an advantage to have, let's say, a armored brigade support by an infantry brigade or vice versa instead of having them both just fight on the frontline?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 01, 2022, 04:57:08 PM
Is it somehow possible to add custom name themes?

I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them.  Does anyone know?

The text to the left of the 'Add Name Theme button explains what is needed: "Click button, enter theme name, then select text file with one name per line"
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 01, 2022, 10:57:14 PM
What is the purpose of being able to have ground units support each other? Is there an advantage to have, let's say, a armored brigade support by an infantry brigade or vice versa instead of having them both just fight on the frontline?

Support is for bombardment units. You can drag an artillery formation over another formation and it will fire in support of that formation. Having armoured brigades supporting infantry brigades is meaningless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 02, 2022, 12:55:23 AM
Quote from: Steve Walmsley link=topic=11545. msg158481#msg158481 date=1643756228
Quote from: maeby link=topic=11545. msg158479#msg158479 date=1643753966
Is it somehow possible to add custom name themes?

I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them.   Does anyone know?

The text to the left of the 'Add Name Theme button explains what is needed: "Click button, enter theme name, then select text file with one name per line"

Oh I see, it adds a class name theme.  I looked for it in the race name section, couldn't find it and just assumed I did it wrong.  So, I reckon there is no option to add a character name theme?

Thanks for this amazing game btw!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 02, 2022, 03:09:12 AM
Quote from: Steve Walmsley link=topic=11545. msg158481#msg158481 date=1643756228
Quote from: maeby link=topic=11545. msg158479#msg158479 date=1643753966
Is it somehow possible to add custom name themes?

I found the 'add name theme' option under miscellaneous but I don't know what files are needed and how to format them.   Does anyone know?

The text to the left of the 'Add Name Theme button explains what is needed: "Click button, enter theme name, then select text file with one name per line"

Oh I see, it adds a class name theme.  I looked for it in the race name section, couldn't find it and just assumed I did it wrong.  So, I reckon there is no option to add a character name theme?

Thanks for this amazing game btw!

The character name theme is the button below it: 'Add Cmdr Theme'. As per the text to the left of the button: "Click button, enter theme name, then select male, female and surname text files with one name per line"
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 03, 2022, 02:54:32 AM
Soo.  .  .   I have 100 squads of Spacemarines and a carrier full of fighters equipped for boarding.   How do I load them all in (the marines)? Is there no 'load troops until full' or something like that? They have no command hierarchy or hq above them because they will end up by themselves in a shuttle rushing towards their death anyways.   Should I create one just to load them in and then manually unload just the hq?

EDIT: Do I even have to have individual squads of marines or can I just have a big blob and they will find their way into the shuttles by themselves?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on February 03, 2022, 04:23:08 AM
You do need the individual squads and it will help your sanity to create a squad with a Higher level commander and group them into a larger unit as that makes loading them on ships much easier. If only they automatically grouped under the HQ when built
I normally have 250 ton squads organised with a 250 ton HQ Squad with an infantry commander with 5000 ton command who leads all the marines in the fleet
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 03, 2022, 05:17:05 AM
Quote from: Andrew link=topic=11545. msg158513#msg158513 date=1643883788
If only they automatically grouped under the HQ when built

Thanks, that is what I feared.  The thing is, while it reduces the amount of clicking by more than half it is still a very large amount of clicking.  I have a couple of those carriers and doing it for each of them would be hundreds of clicks.  Btw, do you know of a way to make command formation appear at the bottom of the list? It doesn't appear to alphabetical and the clicking part would be much easier if the command unit would be at the bottom of the list.  Everytime I get a few squads deep, I can't add anymore because I can't scroll up while dragging and the window is too small to display the command unit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 03, 2022, 05:54:59 AM
Press Shift when clicking Ground Unit window button and it'll open a new instance - you can drag them between the two.

I wouldn't use 100-ton marine squads at all - go with 500-tons per assault shuttle, for example. That also reduces the amount of micro needed and will ensure victory when boarding.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 03, 2022, 06:03:38 AM
I usually have a three tier Marine hierarchy which goes from Fleet, task-force and ship HQ.

The Fleet HQ is often stationed on a planet unless the whole Marine Division are doing a joint operation. Task-force command is often on an Assault carrier and part of the actual task-force. Each ship have their own HQ based on the number of Marines on them, that can be anything from 100ton security forces to 500t assault elements or 2500t company element for ground operations.

It might be a bit heavy on the clicking at times, but that is just the way Aurora is, it is not a game for the faint of heart... ;)

The only thing I don't do anymore are ground fighters, I think that mechanic just don't work well and is not worth the time invested into managing it. I think Steve need to replace this with some other mechanic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 03, 2022, 11:12:12 AM
Quote from: Garfunkel link=topic=11545. msg158515#msg158515 date=1643889299
Press Shift when clicking Ground Unit window button and it'll open a new instance - you can drag them between the two.

I wouldn't use 100-ton marine squads at all - go with 500-tons per assault shuttle, for example.  That also reduces the amount of micro needed and will ensure victory when boarding.

Holy smeg thank you for that tip with opening an extra window!
I am always went with 250 ton marine squads for boarding as that is what comfortably fits on a fighter.  Max armor and CAP shred everything, I never had them lose except being shot down beforehand.  The biggest ship I boarded was around 60k tons, so for bigger ships I might need 2 Shuttles.  I really prefer the ease of being able to produce the shuttles with fighter factories instead of doing them in shipyards.  That way I can just order a few hundred more.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: maeby on February 03, 2022, 11:22:25 AM
Quote from: Jorgen_CAB link=topic=11545. msg158516#msg158516 date=1643889818
I usually have a three tier Marine hierarchy which goes from Fleet, task-force and ship HQ.

The Fleet HQ is often stationed on a planet unless the whole Marine Division are doing a joint operation.  Task-force command is often on an Assault carrier and part of the actual task-force.  Each ship have their own HQ based on the number of Marines on them, that can be anything from 100ton security forces to 500t assault elements or 2500t company element for ground operations.

For clarification, I only use marines for boarding and have a dedicated invasion fleet for ground assaults.

I was hesitant to use an HQ with my marines because a) 95% of them will die anyways, b) I read somewhere that HQ officer bonuses do not properly apply to very small squads (that might have been an old thread though, and I can't seem to find it anymore) and even if c) they take up precious space in my carrier, that would ideally be stuffed with more marines ready for boarding.  Do you think it is still worth it? I feel like I am kind of sleeping on officer bonuses and managment in general. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2022, 12:17:27 PM
I was hesitant to use an HQ with my marines because a) 95% of them will die anyways, b) I read somewhere that HQ officer bonuses do not properly apply to very small squads (that might have been an old thread though, and I can't seem to find it anymore) and even if c) they take up precious space in my carrier, that would ideally be stuffed with more marines ready for boarding.  Do you think it is still worth it? I feel like I am kind of sleeping on officer bonuses and managment in general.

I consider boarding party HQs to be largely a roleplay consideration with minimal tactical benefits. If you use a lot of small boarding squads you simply will not have the officers to command most of them especially since you really want your officers commanding 20,000-ton planetary invasion brigades and not 250-ton boarding parties. An officer in command of a boarding party is also very likely to get killed as those tend to suffer a lot of casualties unless you bring overwhelming force to every boarding attempt (500 or even 1,000 tons).

If you want "officers" for roleplay it is probably better to fill that last 10 tons with a pair of INF+PW called "commanders" to represent a platoon commander and XO so you at least get some combat benefits instead of a usually-empty HQ.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on February 03, 2022, 01:51:35 PM
The smallest unit that I put an HQ element in is my 2500t Marine Companies. Really no point in adding HQ or commanders to smaller units, I just assume they have a junior officer there and that is it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zook on February 03, 2022, 02:17:02 PM
An officer in command of a boarding party is also very likely to get killed as those tend to suffer a lot of casualties

I've had several HQs die in boarding actions, but I always had to retire the commanders manually. They didn't seem to die on their own.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 04, 2022, 05:59:52 PM
I've got orbital habitats around Earth to boost maximum workers. One question though: I see two pop growth values (surface and habitats). Which one is applied? Are the two populations (ground and orbit) growing independent of one another? How can I tell how many people live on the habitats? Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 04, 2022, 07:07:09 PM
And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on February 04, 2022, 07:29:26 PM
And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...

create a "dummy command" have all units that you want to load under said command, and when you go lot load the units, make sure you select "load-subunits" (or something to that effect). As long as the transport is big enough to hold all the units, they will all be loaded.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Sebmono on February 04, 2022, 07:37:08 PM
create a "dummy command" have all units that you want to load under said command
How does one do this without designing, researching, and building a tual HQ units? Is there a way to create free commands like this to fold units under for organizational and transports purposes?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 04, 2022, 07:50:40 PM
I've got orbital habitats around Earth to boost maximum workers. One question though: I see two pop growth values (surface and habitats). Which one is applied? Are the two populations (ground and orbit) growing independent of one another? How can I tell how many people live on the habitats? Many thanks!
Orbital habitats are not needed at habitable worlds (colony cost 0). (The possible edge cases are you reach the planet population capacity or unless you have to deal with dust in the atmosphere or you have one of the starting disasters)
I don't think the game shows two distinct populations, t should have 1 population number with "Population supported by Infrastructure" and "Orbital Population Capacity" further down.

I don't know if the interaction between the two population growths is known, the wiki entry talks about the component in VB but nothing about growth, the C# changes post for orbital habitats doesn't mention growth, and the C# changes post for population capacity doesn't mention growth either.


And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...
If you group the units into a hierarchy in the Ground Forces window, you can load all the units using a single order.
Note that the unit at the top of the hierarchy needs to have an HQ with a higher rating than the units below it.
In the Naval window look for the checkbox "Load All Sub-units" near the "Repeat Orders" button.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on February 04, 2022, 08:14:12 PM
create a "dummy command" have all units that you want to load under said command
How does one do this without designing, researching, and building a tual HQ units? Is there a way to create free commands like this to fold units under for organizational and transports purposes?

well, you can create a HQ unit big enough and use space master mode to crate it for free. OR, you can take an HQ you already have, even if it is too small, create a new template with just the HQ in it, and place the units under it. The purpose of the 'dummy" command is just to help organize, not to actually give combat bonus.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on February 04, 2022, 08:24:11 PM
Here is a weird question.  If you are playing a Real Stars game - what happens if you run out of system names i.e. every system in the list is generated?  Will the game just generate new random systems or are you done exploring? 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 04, 2022, 08:29:09 PM
You're not going to run out of system names. The list is too long.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 04, 2022, 10:18:52 PM
Wiki
And another one:
Is there any way to load ground troops faster? I tried to select multiple units with shift and hit "add move", but it only added the very first one selected... the enter-key does not work either...

create a "dummy command" have all units that you want to load under said command, and when you go lot load the units, make sure you select "load-subunits" (or something to that effect). As long as the transport is big enough to hold all the units, they will all be loaded.

There is a sub-unit option??? You, sir, have just won me s lot of lifetime! Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 04, 2022, 11:46:44 PM
Here is a weird question.  If you are playing a Real Stars game - what happens if you run out of system names i.e. every system in the list is generated?  Will the game just generate new random systems or are you done exploring?
You're not going to run out of system names. The list is too long.

There are around 4,400 Real Stars, so it is extremely improbable to ever explore all of them in a single game - even with the improved efficiency of C# a game with so many systems would be slowed down to the point of being unplayable unless you very carefully limited how many systems could be "active" at a time (and the means to do this would make the game very repetitive). You're more likely to hit MaxTech before you explore every system, I think.

If you did somehow accomplish this, I believe under most circumstances what would happen is that any remaining jump points would link back to existing systems instead of generating new ones. If you wanted to generate additional systems, you would have to switch to Random Stars in the game options and set the maximum number of systems to be in excess of 4,400 or so.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 05, 2022, 05:21:20 AM
Advice sought on display scaling Win10 1080p.

Can anyone advise?

Win10 DPI compatibility settings dont seem to work properly, am I doing something wrong?

I tried to set compatibility up so that when I start Aurora it uses a 100% DPI ratio on a 27" 1080p monitor for which I normally use 125% scaling.

But it does not work for Aurora4xC# exclusively.

Whatever compatibility settings I use in whatever sequence, Aurora opens with the same scaling as the desktop.

Isnt compatibility supposed to override desktop scaling per app?

The Windows compatibility logic seems to be broken. It gives a choice to either use the DPI set for the main display either "when I open this program" /or/ "when I signed into windows" but if you open the program at 100% with the first "when I open this program" option ticked and change the desktop to 125%, the program (Aurora) then opens with the desktop setting not the previous setting.

I have tried many different sequences and none will allow Aurora to open with a different DPI scaling to the desktop, so I have to change it manually.

Anyone got this to work?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 05, 2022, 05:50:53 PM
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 05, 2022, 06:07:51 PM
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?

 --- Yes, but only if deployed as a second stage. Make the buoy, load it into an engine stage, and set the separation range to 0. Fire it at a waypoint, preferably one that is setup where you want that buoy to be. Viola. Sensor Buoy.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on February 05, 2022, 09:01:47 PM
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?

 --- Yes, but only if deployed as a second stage.

This is wrong.

An engineless missile, if you move to, say, a jump point and trigger the "launch ready ordnance" command, will stay on site forever. Doesn't need to be a second stage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 05, 2022, 09:03:27 PM
Do buyos work at all? I'd like to deploy sensor probes all over the place, but when I tried something similiar with missile buyos, I was told that they are bugged. So, does an engineless "missile" with sensors stay in space, detecting forever?

 --- Yes, but only if deployed as a second stage.

This is wrong.

An engineless missile, if you move to, say, a jump point and trigger the "launch ready ordnance" command, will stay on site forever. Doesn't need to be a second stage.

 --- Ok, half wrong then I guess. If you enter the orbit of a body and hit "Launch Ready Ordinance." AFAIK the buoy will not remain in orbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 06, 2022, 03:02:43 AM
Yeah the behaviour is different whether you just want it to stay in one position - like a JP - or you want it to stick with a body through its orbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 06, 2022, 06:24:11 AM
The cautious player will make it a two–stage missile just so that they can launch it from long range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 07, 2022, 09:03:27 PM
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?

Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on February 07, 2022, 09:40:32 PM
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?

Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)

I often use Deep Space Refueling/Support Bases if I have a large system and the JPs are way out there, I might put a refueling center in the traffic lane to keep ships from having to travel all the way in system. I also use refueling stations if I have a system with no colonies but a fuel harvesting operation around a gas giant.  This becomes the refueling point for traffic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 08, 2022, 02:37:18 AM
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?

Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)

It is easier to set up a fuel harvesting hub since you don't need workers for it. Same is true for maintenance stations.

It will allow you to setup in any place you like (gas giant for example).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on February 08, 2022, 05:17:20 AM
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?
Sometimes it's better to have something stationary rather than something that can end up in an off position of a jump point or a colony due to its own orbit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 08, 2022, 09:20:28 AM
Is there any case where a deep-space station is a better choice for something like a gas station or population center over just using some barren rock?
Sometimes it's better to have something stationary rather than something that can end up in an off position of a jump point or a colony due to its own orbit.

That's true, but if you want a dedicated station you could make one with a normal refuelling module, the difference would be 10k RP, 99kT, 2300 BP vs the ability to refuel more than one ship at once. You can get the ability to refuel more than one ship by building more stations.
I don't think I've ever been in a situation where 10k research points couldn't be spent on something vastly more important (which is similar to why I almost never get around to using the new CNC modules).

Also, is there any way to get civilians to deliver fuel to said space station? (i actually forget whether civilians can deliver fuel at all...)

Civilians don't deliver fuel, but your own tankers can refuel from the harvesters and transfer that fuel to a station or colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 09, 2022, 05:44:09 PM
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 10, 2022, 09:49:30 AM
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?

I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 10, 2022, 09:54:22 AM
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?

I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.

It is not difficult actually. The types of engines represented in Aurora, at least through fusion tier, are essentially rocket engines which means they need some kind of propellant which can be expelled out the back end to provide delta-V. The giant fission/fusion reactor that makes up the engine essentially serves as a mechanism to expel that propellant out the back end with as much force as possible. In some engine designs the fuel and propellant may be the same things, in other cases they might be different materials.

In this sense maybe calling the refined sorium "fuel" is a misnomer but by now it is what it is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 10, 2022, 10:06:54 AM
How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?

I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.

It is not difficult actually. The types of engines represented in Aurora, at least through fusion tier, are essentially rocket engines which means they need some kind of propellant which can be expelled out the back end to provide delta-V. The giant fission/fusion reactor that makes up the engine essentially serves as a mechanism to expel that propellant out the back end with as much force as possible. In some engine designs the fuel and propellant may be the same things, in other cases they might be different materials.

In this sense maybe calling the refined sorium "fuel" is a misnomer but by now it is what it is.

I suppose you could also think of Sorium as reactor coolant. In Fallout, all the gas stations are actually coolant stations cuz all the cars are nuclear powered.

Then again, I'd have to wonder why I need to go all the way to Saturn just to get a decent supply of fancy foam.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 10, 2022, 12:10:44 PM
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?
I had no problems doing the exact same thing in my previous game.
The only thing I can think of is that the ship is reloading, or suffering from jump shock.
Is the torpedo launcher a box launcher?


How can I suspend my disbelief over ships needing fuel and not just using fusion generators or something with virtually unlimited range?

I know its because we are using magic rocks to do trans-Newtonian physics, but I try to ignore that aspect of the games 'lore'. To me, Sorium is just hydrogen used to power the ships, but then we are back to asking why we need hydrogen at all when we have nuclear or even antimatter.
If the setting and/or mechanics of the game are causing you distress, you should stop playing and find something else to do.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 10, 2022, 04:25:10 PM
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?

 --- Have you tried hitting the "Open Fire" button?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 10, 2022, 06:05:00 PM
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?

 --- Have you tried hitting the "Open Fire" button?
Yes I have... Maybe it's a bug, I took screenshots:
So, we can see the GSV Zeus sitting right on top of the waypoint I want to fire at. We can also see that the FC is set to open fire and has the waypoint as a target.
Here's the design of the torpedo carrying the sensor buoy:
Code: [Select]
Missile Size: 2.9988 MSP  (7.49700 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 12
Speed: 5,002 km/s     Fuel: 140     1st Stage Flight Time: 19 hours    1st Stage Range: 345.3m km
2nd Stage Flight Time: 1 seconds    2nd Stage Range: 0k km
Cost Per Missile: 1.15824     Development Cost: 116
Second Stage: Vandis Electronics Vox Sensor Buoy R100-5m x1
Second Stage Separation Range: 0 km
Chance to Hit: 1k km/s 60.0%   3k km/s 20.0%   5k km/s 12.0%   10k km/s 6.0%
And here's the sensor buoy itself:
Code: [Select]
Missile Size: 2.055 MSP  (5.1375 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 0 km/s     Fuel: 0     Flight Time: 1 seconds     Range: 0 km
EM Sensor Strength: 0.52    Detect Sig Strength 1000:  5,700,877 km
Cost Per Missile: 0.832     Development Cost: 83
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%

Last but not least, the FC used:
Code: [Select]
Orcus Electronics Missile Fire Control FC15-R1
Resolution 1   Range vs 50 ton object (or larger) Range 15.5m km    MCR 1.4m km   
Range vs 1000 ton object 15.5m km
Range vs 250 ton object 15.5m km
Signature vs Passive Detection: 38
Cost 37.8   Size 90 tons   Crew 4   HTK 1

I really don't know what's going on... please have a look dear veterans :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 10, 2022, 06:56:13 PM
How do you fire two stage sensor buoys? I've got an external torpedo that has a range of 100 m and an internal sensor buoy without an engine, but with a powerful sensor.
I am about 10m km from the JP I want the sensor buoy to watch. When I create a waypoint on the JP and assign it as a target for my FC, the missile launcher won't fire. What gives?

 --- Have you tried hitting the "Open Fire" button?
Yes I have... Maybe it's a bug, I took screenshots:
So, we can see the GSV Zeus sitting right on top of the waypoint I want to fire at. We can also see that the FC is set to open fire and has the waypoint as a target.
Here's the design of the torpedo carrying the sensor buoy:
Code: [Select]
Missile Size: 2.9988 MSP  (7.49700 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 12
Speed: 5,002 km/s     Fuel: 140     1st Stage Flight Time: 19 hours    1st Stage Range: 345.3m km
2nd Stage Flight Time: 1 seconds    2nd Stage Range: 0k km
Cost Per Missile: 1.15824     Development Cost: 116
Second Stage: Vandis Electronics Vox Sensor Buoy R100-5m x1
Second Stage Separation Range: 0 km
Chance to Hit: 1k km/s 60.0%   3k km/s 20.0%   5k km/s 12.0%   10k km/s 6.0%
And here's the sensor buoy itself:
Code: [Select]
Missile Size: 2.055 MSP  (5.1375 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 0 km/s     Fuel: 0     Flight Time: 1 seconds     Range: 0 km
EM Sensor Strength: 0.52    Detect Sig Strength 1000:  5,700,877 km
Cost Per Missile: 0.832     Development Cost: 83
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%

Last but not least, the FC used:
Code: [Select]
Orcus Electronics Missile Fire Control FC15-R1
Resolution 1   Range vs 50 ton object (or larger) Range 15.5m km    MCR 1.4m km   
Range vs 1000 ton object 15.5m km
Range vs 250 ton object 15.5m km
Signature vs Passive Detection: 38
Cost 37.8   Size 90 tons   Crew 4   HTK 1

I really don't know what's going on... please have a look dear veterans :(

 --- Ya gotta load the tube. :P Click & Drag the missile to the launcher to load it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 10, 2022, 08:34:50 PM
--- Ya gotta load the tube. :P Click & Drag the missile to the launcher to load it.

I'll take "Things That Get Me Every Time" for $400, Alex...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: linkxsc on February 10, 2022, 08:49:27 PM
Not really a game specific question.

But in game, if you have a conventional start. The general assumption is that your species discovers and begins researching TransNewtonian materials (like Duranium and Sorium), and integrates them in everything form industry to ship design. Before this, your species one would assume builds most of their stuff out of traditional/conventional Newtonian materials.

Assuming that after you maxed out the research tree, a new option came available. After decades possibly centuries of exploring the stars and interacting with other spacefaring races... a new material was discovered. One that was so worldchanging, it was like TNs were to your conventional race.

The hell would you call them? SuperNewtonian? SubNewtonian? PostNewtonian?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on February 10, 2022, 10:17:11 PM
Not really a game specific question.

But in game, if you have a conventional start. The general assumption is that your species discovers and begins researching TransNewtonian materials (like Duranium and Sorium), and integrates them in everything form industry to ship design. Before this, your species one would assume builds most of their stuff out of traditional/conventional Newtonian materials.

Assuming that after you maxed out the research tree, a new option came available. After decades possibly centuries of exploring the stars and interacting with other spacefaring races... a new material was discovered. One that was so worldchanging, it was like TNs were to your conventional race.

The hell would you call them? SuperNewtonian? SubNewtonian? PostNewtonian?
I suppose it would entirely depend on the properties of these new, magical materials. TN materials are only that because they behave under classical Newtonian physics in situations where they have no business doing so. Whatever other materials can be thrown into the game would have to have properties that go beyond even that, and then once those details are worked out can a name be derived from the results.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 10, 2022, 10:17:29 PM
In the lore, the basis for all the TN handwavium good and respectable science is the Aether dimension. Presumably any next big leap in science would be beyond that Aether dimension, so we could call it Trans-Aetheric for example.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 11, 2022, 08:33:10 AM
Quote

 --- Ya gotta load the tube. :P Click & Drag the missile to the launcher to load it.

Oh man, I feel so stupid right now. Many thanks! Is this something buoy-specific? I remember launching my box launchers without loading missiles into them... Come to think of it, that's probably because box launchers already have the missiles inside... Makes sense...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 11, 2022, 08:57:01 AM
You do have to load box launchers unless you gave ships default loadout at the design phase in which case they are automatically loaded during construction.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 11, 2022, 09:32:32 AM
Usually missile launchers are "automatically" loaded when you auto-assign the fire controls (typically the first step in configuring ship/class weapons), but since buoys lack a warhead I think they confuse the game a bit which cannot quite figure out what to do with them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 12, 2022, 07:28:10 PM
Hey guys, sorry to ask again. For some reason, the clock in my game only advanced by 2 hours per increment now... No I idea why  :'(
There's no ship combat happening, I can't spot any hostiles. No matter what I select in pulse and sub-pulse, it seems to be locked to 2 hours per pulse. Any idea why that might be?

Cheers!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 12, 2022, 08:52:40 PM
Check all fire controls.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ragnarsson on February 12, 2022, 09:33:45 PM
Quote from: CaiusIuliusCaesar link=topic=11545. msg158742#msg158742 date=1644715690
Hey guys, sorry to ask again.  For some reason, the clock in my game only advanced by 2 hours per increment now. . .  No I idea why  :'(
There's no ship combat happening, I can't spot any hostiles.  No matter what I select in pulse and sub-pulse, it seems to be locked to 2 hours per pulse.  Any idea why that might be?

Cheers!

You may have a couple NPR ships playing "tag" through a jump point.  One is trying to flee from the other by jumping, the other pursues it, round and round we go infinitely.  Thankfully this should be strongly mitigated in 2. 0, but for now your only real recourse is to crack open the database, look at the FCT_GameLog table, sort the table by time and look at the most recent events.  If you see a couple fleets repeatedly transiting through the same two JP's, you may have found the culprit.  By altering the database entry for one of those fleetss (offset it's X or Y axis coordinates by some large number, for this look in FCT_Fleet) you can often break the loop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 13, 2022, 12:03:48 AM
Check all fire controls.

Active fire controls always trigger the 5-second (i.e., combat) increments, IIRC. The post above is probably it as NPRs playing with JPs is usually what causes infinite minimum increments and gives good advice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on February 13, 2022, 01:57:25 AM
Dumb question regarding ground combat and artillery:

You can use long range artillery for counter battery and attacking rear elements like supply units. How do you set them up to do that? Which field position is used and should they support frontline units or not?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpaceMarine on February 13, 2022, 03:05:27 AM
From the Ground Forces Rules Post in the Changelog

"Support and Rear Echelon formations that contain formation elements with bombardment weapons can be assigned to support front line formations that are part of the same organisation. Formations in a support position with light bombardment weapons will fire with the front line formations (see next paragraph). Formations in a support position with medium/heavy bombardment weapons or formations in a rear echelon position with heavy bombardment weapons will fire in a subsequent phase - see below.

Once a front line formation (or a light bombardment element in the Support position) has been matched against a hostile formation, each friendly individual unit (a soldier or vehicle) in that formation engages a random element in the hostile formation, with the randomisation based on the relative size of the hostile formation elements. The targeting on an individual unit level represents that the different elements in a front line formation will generally be attacking in conjunction (infantry supporting tanks, etc.).

Once all front line attacks have been concluded, each unit in each element providing supporting bombardment will engage either the hostile formation being targeted by the friendly formation they are supporting, or one of the hostile formation's own supporting elements (counter-battery fire). If the hostile formation is targeted, each unit in the supporting artillery element engages a random element in the hostile formation, with the randomisation based on the relative size of the hostile formation elements (the same as front-line vs front-line). If a hostile supporting element is targeted, all fire is directed against that element. This represents the difference between providing supporting fire in a combined arms front-line battle and targeting specific hostile artillery for counter-battery fire. The decision to target the hostile front-line formation vs hostile support elements is based on the relative sizes.

Supporting medium artillery will choose between hostile forces in Front-Line or Support field positions (and will ignore any elements in Rear Echelon field position for purposes of relative size), while heavy artillery can select targets in any field position. In other words, if the enemy has supporting heavy artillery in a rear echelon position, you will only be able to target those elements with your own heavy artillery (or ground support fighters, or orbital bombardment support)."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 13, 2022, 06:24:49 AM
Check all fire controls.

I did... no FC has any targets or is set to engage...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 13, 2022, 06:28:41 AM
Quote from: CaiusIuliusCaesar link=topic=11545. msg158742#msg158742 date=1644715690
Hey guys, sorry to ask again.  For some reason, the clock in my game only advanced by 2 hours per increment now. . .  No I idea why  :'(
There's no ship combat happening, I can't spot any hostiles.  No matter what I select in pulse and sub-pulse, it seems to be locked to 2 hours per pulse.  Any idea why that might be?

Cheers!

You may have a couple NPR ships playing "tag" through a jump point.  One is trying to flee from the other by jumping, the other pursues it, round and round we go infinitely.  Thankfully this should be strongly mitigated in 2. 0, but for now your only real recourse is to crack open the database, look at the FCT_GameLog table, sort the table by time and look at the most recent events.  If you see a couple fleets repeatedly transiting through the same two JP's, you may have found the culprit.  By altering the database entry for one of those fleetss (offset it's X or Y axis coordinates by some large number, for this look in FCT_Fleet) you can often break the loop.

Ok, will do so. How do I open the database? Is it a SQL db?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 13, 2022, 06:57:37 AM
Check all fire controls.

Active fire controls always trigger the 5-second (i.e., combat) increments, IIRC. The post above is probably it as NPRs playing with JPs is usually what causes infinite minimum increments and gives good advice.
Right, I was thinking that if he clicked 30-day turns, game might do 2-hours instead of 5-sec increment but yeah apparently that's not the case.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 13, 2022, 09:10:51 AM
Ok, will do so. How do I open the database? Is it a SQL db?
Yes, SQLite specifically. Something like [urlhttps://sqlitebrowser.org/]DB Browser for SQLite[/url] will do the job.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ragnarsson on February 13, 2022, 03:03:17 PM
Quote from: CaiusIuliusCaesar
Ok, will do so.    How do I open the database? Is it a SQL db?
To piggyback on what Nuclearslurpee recommended - and I too use the utility he linked - here's a detailed breakdown of what you'd do if you use that utility:

NOTE: Before you do this, be sure to make a copy of your existing DB in case something goes wrong, you make a mistake, etc.    This *shouldn't* cause any problems with your game, but I'm not an expert.   

- Open the DB Browser for SQLite program
- File > Open Database > navigate to, select and open your AuroraDB. db
- Near the top left you'll see a tab that says "Browse Data".  Click it.
- Slightly below that you'll see Table: with a drop-down selection box next to it.  Go into that.   
- Scroll down to FCT_FleetLog and select it.  Click on the "GameTime" header to sort the list in descending order.   
- Scroll down to the very bottom of the page.  Under the heading of Description you can see every fleet action that's been carried out for all empires in the game, including NPR's.   
- You should see a message that says something along the lines of "JP3: Midgard: Standard Transit" (The JP number and name will of course be different for your game)
- Look for repeating messages of this sort in close succession.  You might see "JP3: Midgard: Standard Transit" repeated twice, then "JP1: Jotunheim: Standard Transit" repeated twice, with two different FleetID's in the FleetID column.  This pattern should be repeated over and over.  This will indicate which fleets are (likely) to be the issue.   
- Write down one of the associated FleetID's.  Now switch your table from FCT_FleetLog to FCT_Fleet.  Sort by FleetID at the top, and navigate to the row with the fleet corresponding to the one you wrote down.   
- Scroll to the right until you find the column labeled "Xcor" and "Ycor".  These will probably be a very large number, in the 10's or 100's of millions.   
- Here's where you fix the problem: For the relevant FleetID, increase or decrease the Xcor or Ycor by some arbitrary large number, add 50,000,000 to one of them, for example.   
- Once that's done, File > Save All and you should have your increment problem fixed.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 15, 2022, 06:15:02 PM
Quote from: CaiusIuliusCaesar
Ok, will do so.    How do I open the database? Is it a SQL db?
To piggyback on what Nuclearslurpee recommended - and I too use the utility he linked - here's a detailed breakdown of what you'd do if you use that utility:

NOTE: Before you do this, be sure to make a copy of your existing DB in case something goes wrong, you make a mistake, etc.    This *shouldn't* cause any problems with your game, but I'm not an expert.   

- Open the DB Browser for SQLite program
- File > Open Database > navigate to, select and open your AuroraDB. db
- Near the top left you'll see a tab that says "Browse Data".  Click it.
- Slightly below that you'll see Table: with a drop-down selection box next to it.  Go into that.   
- Scroll down to FCT_FleetLog and select it.  Click on the "GameTime" header to sort the list in descending order.   
- Scroll down to the very bottom of the page.  Under the heading of Description you can see every fleet action that's been carried out for all empires in the game, including NPR's.   
- You should see a message that says something along the lines of "JP3: Midgard: Standard Transit" (The JP number and name will of course be different for your game)
- Look for repeating messages of this sort in close succession.  You might see "JP3: Midgard: Standard Transit" repeated twice, then "JP1: Jotunheim: Standard Transit" repeated twice, with two different FleetID's in the FleetID column.  This pattern should be repeated over and over.  This will indicate which fleets are (likely) to be the issue.   
- Write down one of the associated FleetID's.  Now switch your table from FCT_FleetLog to FCT_Fleet.  Sort by FleetID at the top, and navigate to the row with the fleet corresponding to the one you wrote down.   
- Scroll to the right until you find the column labeled "Xcor" and "Ycor".  These will probably be a very large number, in the 10's or 100's of millions.   
- Here's where you fix the problem: For the relevant FleetID, increase or decrease the Xcor or Ycor by some arbitrary large number, add 50,000,000 to one of them, for example.   
- Once that's done, File > Save All and you should have your increment problem fixed.

So I checked the DB. The actual problem doesn't seem to have to do with jump points. The log entry that keeps on repeating is:
Code: [Select]
CJ Niagara Falls III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Niagara Falls III 005 is unable to carry out its primary standing order: Join Operational Group
...
CJ Niagara Falls III 010 is unable to carry out its primary standing order: Join Operational Group

I mean I could try to just delete the ships (how would I do that, btw?), but I'd rather not damage the NPR's ships in any way. Is there any other solution?

Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ragnarsson on February 15, 2022, 07:57:03 PM
Quote from: CaiusIuliusCaesar link=topic=11545. msg158787#msg158787 date=1644970502
So I checked the DB.  The actual problem doesn't seem to have to do with jump points.  The log entry that keeps on repeating is:
Code: [Select]
CJ Niagara Falls III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Niagara Falls III 005 is unable to carry out its primary standing order: Join Operational Group
...
CJ Niagara Falls III 010 is unable to carry out its primary standing order: Join Operational Group

I mean I could try to just delete the ships (how would I do that, btw?), but I'd rather not damage the NPR's ships in any way.  Is there any other solution?

Many thanks!
That shouldn't be causing your shortened increments.  I've had NPR ships caught in those exact kinds of loops before according to the game logs, but without any interruption to normal play.

That said, if you were to want to delete an NPR's ships for any reason:
- Find and delete the offending ships in FCT_Ship
- Find and delete the corresponding fleets in FCT_Fleet.  For single ships the FCT_Fleet entry is often (but not always) the same as the ship's name.

Worst comes to worst, what I'd do to diagnose the problem is the following.  I've done it myself a time or two and it *seems* to work, but as always no guarantees something won't be irrevocably borked.

- Make a copy of your database.  This is the copy you'll be altering.
- Open the database, navigate to FCT_Race.  Look for the appropriate GameID (if there are multiple separate games in your database).  42 is the GameID for the example game that the database comes with, so ignore that one, yours will probably be 43 unless you have multiple games.  In which case the RaceName or RaceTitle columns ought to tell you which you need.
- Find the offending NPR.  If there are multiple and you're not sure which is the right one, you might have to try this with each.  Ignore Precursors and Invaders.
- In the "NPR" column, change the value for the NPR from 1 to 0.  This will turn the NPR into a player race (and is why you're using a database copy, not the original)
- Save the database, launch the game.  At the top, under the options for increment length and sub-pulse length, you'll see a dropdown that allows you to switch the race you're viewing from your own race to the former NPR race.  Once you do, you can open their event log and see what seems to be causing the interrupts, and if necessary progress time for a bit to see what's causing the stoppage.  By inspecting the NPR empire and "playing" it for a bit (though it'll spoil a bit of stuff, it can't be helped), it ought to give you a good insight into what's causing your issue.  After which you can alter the original copy of your database to remove or modify whatever is causing the issue.

Good luck, hope this helps
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 16, 2022, 12:32:49 AM
 --- If I build a GSF with shields and it takes AA fire, does the shield function against it like it would normal ship to ship fire or does Ground-Based AA bypass shields? Does ECM lower the to-hit chance of enemy Ground AA as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 16, 2022, 10:04:01 AM
--- If I build a GSF with shields and it takes AA fire, does the shield function against it like it would normal ship to ship fire or does Ground-Based AA bypass shields? Does ECM lower the to-hit chance of enemy Ground AA as well?

Shields will work, since ground AA damage is applied as normal damage with the gradient-1 (missile/plasma) damage profile. ECM I don't think works since ground AA does not have a corresponding ECCM capability.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 16, 2022, 11:45:11 AM
--- If I build a GSF with shields and it takes AA fire, does the shield function against it like it would normal ship to ship fire or does Ground-Based AA bypass shields? Does ECM lower the to-hit chance of enemy Ground AA as well?

Shields will work, since ground AA damage is applied as normal damage with the gradient-1 (missile/plasma) damage profile. ECM I don't think works since ground AA does not have a corresponding ECCM capability.

 --- Do you happen to know if shield recharge is counted across the 8-hour ground combat span? Basically, do shields provide protection equal to their listed shield strength or do they provide protection equal to eight hours' worth of shields. I mean, a 1 strength shield with a 30 second recharge would provide 960 shields over eight hours, so that'd end up being a lot of survivability tbh...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 16, 2022, 09:17:29 PM
--- Do you happen to know if shield recharge is counted across the 8-hour ground combat span? Basically, do shields provide protection equal to their listed shield strength or do they provide protection equal to eight hours' worth of shields. I mean, a 1 strength shield with a 30 second recharge would provide 960 shields over eight hours, so that'd end up being a lot of survivability tbh...

It should be the listed shield strength, but since ground AA (and GSFs for that matter) fires only once every eight hours the shields would recharge to full between ground combat increments. Basically once an AA shot hits a GSF it is modeled as a missile/plasma hit with whatever amount of damage and handled according to the usual ship damage mechanics (including shock, which is one of the major issues facing GSFs).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on February 16, 2022, 09:20:42 PM
What happens if my nation does not have enough wealth and stays on the negative?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 16, 2022, 09:50:56 PM
What happens if my nation does not have enough wealth and stays on the negative?

There will be a malus to economic production. Per the wiki (VB6 page (http://aurorawiki.pentarch.org/index.php?title=Population_and_Production#Tabs), unchanged in C# as far as I know):
Quote from: Aurora Wiki
Modifiers
  • Economic Production Modifier (EPM): If a race is using deficit spending (i.e. its wealth is lower than zero), then any installations that use resources operate at a lower output, based on the size of the deficit compared to an Empire’s annual wealth production. The EPM shows the percentage of normal output.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 18, 2022, 07:36:17 PM
So I found 1200 abandoned installations on Callisto. Now I've had two divisions of xeno teams and two construction divisions on the planet for about a decade now and nothing happens.. Do I need to order the troops to do something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 18, 2022, 07:38:09 PM
So I found 1200 abandoned installations on Callisto. Now I've had two divisions of xeno teams and two construction divisions on the planet for about a decade now and nothing happens.. Do I need to order the troops to do something?

How big are your Xeno divisions? A decade sounds like an excessively long time, but not impossible especially with smaller formations since translating the ruins is a probabilistic mechanic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 18, 2022, 07:43:15 PM
I actually think that the chance of surveying a ruin is also based on the overall number of installations and 1200 is on the large size. So it might just be a good idea to bring more xeno surveyors to the site.

Edit: I have been corrected by Steve apparently size does not affect chance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on February 18, 2022, 09:30:55 PM
Every division is 10.000 tons of troops in this playthrough. I guess I'll build a few more divisions, then...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 18, 2022, 09:39:38 PM
You could also try using a transport to pick them up and put them back down again. If there is some weird bug going on it might reset it, otherwise it might have a placebo effect.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 19, 2022, 04:52:37 AM
Every division is 10.000 tons of troops in this playthrough. I guess I'll build a few more divisions, then...

How many Xenoarchaeology points does the whole formation give you? How many for all of the formations on the planet?

The probability that you still won’t have deciphered the ruins is (1−(X/100)*(5/365))^T, where X is the number of points on the planet and T is the number of construction cycles that have passed (assuming you are using the standard 5–day construction cycle). With 40 points on the planet and a decade of time, that’s (1−0.4*(5/365))⁷³⁰ = 0.018. While somewhat small, that probability is not actually 0%. Perhaps you got unlucky, or you have fewer than 40 Xenoarchaeology points on the planet.

http://aurora2.pentarch.org/index.php?topic=8495.msg111167#msg111167
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 19, 2022, 05:56:34 AM
I actually think that the chance of surveying a ruin is also based on the overall number of installations and 1200 is on the large size. So it might just be a good idea to bring more xeno surveyors to the site.

The chance isn't affected by the size of the ruin.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 20, 2022, 12:38:59 PM
I was looking at my civilian administrators and lamenting that I have a grand total of 4 who have an admin rating of 5 or higher (two at 7, one each at 6 and 5). By contrast I have 39 who have an admin rating of 4 or lower.  :P

If I have an academy led by a civilian administrator, does he/she give graduates a re-roll for their admin rating? If so what admin rating is needed to get the re-roll?

On a related note, can scientists get a re-roll for their research admin rating? This is more likely to be relevant for people playing with the new optional lower limits on research admin.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 20, 2022, 12:56:20 PM
I was looking at my civilian administrators and lamenting that I have a grand total of 4 who have an admin rating of 5 or higher (two at 7, one each at 6 and 5). By contrast I have 39 who have an admin rating of 4 or lower.  :P

If I have an academy led by a civilian administrator, does he/she give graduates a re-roll for their admin rating? If so what admin rating is needed to get the re-roll?

On a related note, can scientists get a re-roll for their research admin rating? This is more likely to be relevant for people playing with the new optional lower limits on research admin.

Unsure on the questions asked - I think there should be a re-roll but those skills are a bit odd.

However I would like to note that it would be nice if civilian admins actually improved their admin rating over time, like a promotion of sorts. It's weird that "ability to manage millions of people" is not a skill that improves with practice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 20, 2022, 02:23:14 PM
I was looking at my civilian administrators and lamenting that I have a grand total of 4 who have an admin rating of 5 or higher (two at 7, one each at 6 and 5). By contrast I have 39 who have an admin rating of 4 or lower.  :P

If I have an academy led by a civilian administrator, does he/she give graduates a re-roll for their admin rating? If so what admin rating is needed to get the re-roll?

On a related note, can scientists get a re-roll for their research admin rating? This is more likely to be relevant for people playing with the new optional lower limits on research admin.

Unsure on the questions asked - I think there should be a re-roll but those skills are a bit odd.

However I would like to note that it would be nice if civilian admins actually improved their admin rating over time, like a promotion of sorts. It's weird that "ability to manage millions of people" is not a skill that improves with practice.

Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.

I have 6 academies in total but they have ground and naval commanders because I've been desperate to increase those types. I was thinking of taking 1 and putting it under a civilian administrator, I just wanted to know if picking a high admin rating would help.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on February 20, 2022, 06:16:33 PM
I'm building my first light cruiser size (22K tons) warships in C# and have some shields questions.  I'm at Epsilon, regen 3, max size 20.  Do shield generators stack like they did in VB?  re: If i wanted more than 85 shield strength could I slap on a second?  Due to the strength increase given to larger generators I assume there is no reason to build multiple generators until I hit the max size limit.  I know engines should be around 30-40% of the ship mass but is there a rule of thumb on how much armor/shield a beam ship should carry?  I'm at Internal Fusion and currently researching 15k-30k cost military techs.  In VB I was missile-heavy and only put the minimum shields on the ships - 1 or 2 missile's worth of damage absorbed to handle whatever leaked through the AMM and point defense.  This run I'm focusing on laser for offense and gauss for defense (12 lasers, 6 twin gauss turrets) so I expect my ships will have to take some abuse before they get in range. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 20, 2022, 06:38:27 PM
I'm building my first light cruiser size (22K tons) warships in C# and have some shields questions.  I'm at Epsilon, regen 3, max size 20.  Do shield generators stack like they did in VB?  re: If i wanted more than 85 shield strength could I slap on a second?  Due to the strength increase given to larger generators I assume there is no reason to build multiple generators until I hit the max size limit.  I know engines should be around 30-40% of the ship mass but is there a rule of thumb on how much armor/shield a beam ship should carry?  I'm at Internal Fusion and currently researching 15k-30k cost military techs.  In VB I was missile-heavy and only put the minimum shields on the ships - 1 or 2 missile's worth of damage absorbed to handle whatever leaked through the AMM and point defense.  This run I'm focusing on laser for offense and gauss for defense (12 lasers, 6 twin gauss turrets) so I expect my ships will have to take some abuse before they get in range.

 --- Shields do in fact stack like in VB6, however while larger shields have more power per Hull Size, they lack the regeneration rate of smaller shields, so it's a trade-off. However, this matters more at higher tech levels that you are at... As for stacking only when at max size, there is also the fact that multiple shield generators regenerate concurrently and provide some redundancy if one or two get shot out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 20, 2022, 08:49:34 PM
Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.

I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 21, 2022, 01:14:36 AM
Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.

I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on February 21, 2022, 05:45:40 AM
Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.

I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.

I can confirm that administrators can get promotion, it should be visible in the table where officer history is shown (not sure what is the exact name, do not have Aurora at hand).

Edit: I checked my game and unfortunately promotion of administrators is not shown in their history in Commanders window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 21, 2022, 04:03:11 PM
Admin rating can increase via experience, I had a look in my logs and found an example of it happening to an assigned administrator. I assume this means it can also happen via blind luck/evening college classes.

I'm not sure I've ever seen it happen... maybe it is quite rare and this could be tweaked?
I could've sworn I've seen it numerous times but maybe I'm confusing it with scientist's admin ratings and so it is rare - but I've definitely seen it happen.

I can confirm that administrators can get promotion, it should be visible in the table where officer history is shown (not sure what is the exact name, do not have Aurora at hand).

Edit: I checked my game and unfortunately promotion of administrators is not shown in their history in Commanders window.

When I checked I went to the events window, increased the limits, filtered for commander events and started scrolling back, then I stopped when I found the first example, so I'm afraid it wasn't very scientific.
I believe it is rare, and I'm not familiar with the mechanics, but it might have to do with the number of types of skills that administrators can have, if one is picked at random to increase.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 22, 2022, 07:32:14 AM
I am probably blind, but can I somehow change my shipyards with the spacemaster mode?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on February 22, 2022, 08:30:16 AM
I am probably blind, but can I somehow change my shipyards with the spacemaster mode?

Yes. Turn on Spacemaster then open a new economics window. There should be an SM Modify Shipyard button next to the capacity expansion buttons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 22, 2022, 08:36:15 AM
Thank you! I was not looking in the drop down menu, I was just looking for a new button in the window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bluebreaker on February 22, 2022, 01:55:07 PM
--- Shields do in fact stack like in VB6, however while larger shields have more power per Hull Size, they lack the regeneration rate of smaller shields, so it's a trade-off. However, this matters more at higher tech levels that you are at... As for stacking only when at max size, there is also the fact that multiple shield generators regenerate concurrently and provide some redundancy if one or two get shot out.
What you mean about the regeneration rate? isn't regeneration lineal to size?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2022, 02:06:32 PM
--- Shields do in fact stack like in VB6, however while larger shields have more power per Hull Size, they lack the regeneration rate of smaller shields, so it's a trade-off. However, this matters more at higher tech levels that you are at... As for stacking only when at max size, there is also the fact that multiple shield generators regenerate concurrently and provide some redundancy if one or two get shot out.
What you mean about the regeneration rate? isn't regeneration lineal to size?

Regeneration rate is linear with size, however shield strength varies as size*SQRT(size/10), or proportional to size^3/2. This means that larger shields will take longer to regenerate their full strength. This leads to some confusion, because a smaller shield will regenerate its full strength more quickly (Size 1: 95 seconds; Size 10: 300 seconds; Size 50: 675 seconds - assuming the shield strength and regen tech levels are equal). However, the net regeneration rate for a set of shields in terms of strength points per second is always the same for a given total size of shield generators regardless of their individual sizes.

This means that as long as a ship is large enough to carry them, the largest available size of shield generators is always optimal tactically, except for the case when you might want multiple generators for redundancy in case of battle damage. Strategically of course a larger generator will cost a lot more RP to develop, but shield generator research costs are generally pretty small compared to the tech research costs (unlike the case for, say, large engines) so this is rarely an important consideration.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on February 22, 2022, 04:28:41 PM
I thought shield regen was fixed per generator, so it would increase linearly with number of shield generators.
But apparently I'm wrong.  :P

Using Gamma shield tech and RR2 (8k RP)

Code: [Select]
Generator A: Gamma S7 / R210 Shields
Shield Strength 7
Recharge Rate 10     Recharge Time 210
Cost 17    Crew 5      HTK 2
Size 5 HS  (250 tons)Development Cost 291 RP

Code: [Select]
Generator B: Gamma S20 / R300 Shields
Shield Strength 20
Recharge Rate 20     Recharge Time 300
Cost 40    Crew 10      HTK 3
Size 10 HS  (500 tons)Development Cost 447 RP

If you calculate the time to gain 1 point of strength you get 30 seconds for A, and 15 seconds for B, so two copies of generator A regenerates the same amount as a single copy of generator B.
RIP my treatise on the use of multiple shield generators to more effectively fight in high ROF situations.  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2022, 04:38:55 PM
I thought shield regen was fixed per generator, so it would increase linearly with number of shield generators.
But apparently I'm wrong.  :P

Using Gamma shield tech and RR2 (8k RP)

Code: [Select]
Generator A: Gamma S7 / R210 Shields
Shield Strength 7
Recharge Rate 10     Recharge Time 210
Cost 17    Crew 5      HTK 2
Size 5 HS  (250 tons)Development Cost 291 RP

Code: [Select]
Generator B: Gamma S20 / R300 Shields
Shield Strength 20
Recharge Rate 20     Recharge Time 300
Cost 40    Crew 10      HTK 3
Size 10 HS  (500 tons)Development Cost 447 RP

If you calculate the time to gain 1 point of strength you get 30 seconds for A, and 15 seconds for B, so two copies of generator A regenerates the same amount as a single copy of generator B.
RIP my treatise on the use of multiple shield generators to more effectively fight in high ROF situations.  :P

Don't feel bad, I'm not sure most people on the forum know how shields work mechanically...a lot of people have been saying that smaller shields "recharge quicker" lately...

I blame this on the fact that shields are rarely a starting system in most campaigns due to initial RP limitations, so a lot of people don't have a lot of experience with them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on February 22, 2022, 04:48:51 PM
 --- I seem to have neglected an important fact, sorry I've been sleeping poorly as of late. Still am actually... anyhoo my lame excuses aside; Shield Regen varies at higher tech levels by combining low-strength shields with high regen tech. I cannot math good at the moment, so I might update this later, but multiple shield generators recharge separately AFAIK. So two shield gens with 1 recharge per increment will recharge faster than one big one that recharges at 2 every other increment. As by the time two increments have passed, the two smaller ones will have made four units of shield power and the bigger one will have made... well two. You'd think they might be equal at a glance since both produce 2 total strength per increment overall, but the bigger one is actually producing less than the two smaller ones because combined they are producing 2 per increment rather than 1 per increment. Basically, don't forget that shield recharge is additive. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2022, 06:38:13 PM
--- I seem to have neglected an important fact, sorry I've been sleeping poorly as of late. Still am actually... anyhoo my lame excuses aside; Shield Regen varies at higher tech levels by combining low-strength shields with high regen tech. I cannot math good at the moment, so I might update this later, but multiple shield generators recharge separately AFAIK. So two shield gens with 1 recharge per increment will recharge faster than one big one that recharges at 2 every other increment. As by the time two increments have passed, the two smaller ones will have made four units of shield power and the bigger one will have made... well two. You'd think they might be equal at a glance since both produce 2 total strength per increment overall, but the bigger one is actually producing less than the two smaller ones because combined they are producing 2 per increment rather than 1 per increment. Basically, don't forget that shield recharge is additive. :)

This is incorrect. If two shield generators have 1 recharge per increment, than another shield gen at the same tech level with twice the size will recharge 2 per increment. Not "2 every other increment" and I have no idea where that suggestion is coming from.

The mechanical definition for the shield recharge rate tech is that a shield of size H with regen rate R will recharge H*R points in 300 seconds. The actual strength of the shield is completely unrelated to this, and only affects the recharging time shown in the component summary which is simply how many seconds it takes to regenerate the shield completely. This varies because shield strength scales with size^3/2, not because the regen rate isn't directly proportional to size (because it is).

Example: using Delta Shields tech level as a reasonable early/mid-game standard (strength S=2.5, R=regen 2.5, max size Hmax=20), with regen = H*R and strength = H*sqrt(H/10)*S), you would be able to design shields of the following specs:

Size 1: Strength = 1 (0.79), Regen = 2.5, recharge time = 120 sec.
Size 5: Strength = 9 (8.83), Regen = 12.5, recharge time = 220 sec (displayed as 216).
Size 10: Strength = 25, Regen = 25, recharge time = 300 sec.
SIze 20: Strength = 71 (70.7), Regen = 50, recharge time = 430 sec (displayed as 426).

You can confirm this exactly in the game, but my point is that the numbers reflect the mechanics as I am describing them. The only exception is if there is some effect from discrete values of partial shield strength as you regenerate, but AFAIK Steve has coded things under the hood so that these effects are not significant on average. Otherwise, total shield regeneration is only dependent on the tech level and the total size of shield generators on the ship, there is no special effect to making the individual generators smaller or larger.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 22, 2022, 10:16:56 PM
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on February 22, 2022, 11:46:36 PM
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?

I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 23, 2022, 05:05:07 AM
I'm using survey parasites at the moment, although its a BSG campaign so from an RP perspective it seemed the way to go. Here is my current jump-capable FAC-sized survey craft at Ion tech level. The carrier has three each of the geo and grav variants, a 1000-ton tanker and fifteen 300-ton fighters.

Raptor-RC class Gravitational Survey Craft      1,000 tons       23 Crew       162.7 BP       TCS 20    TH 56    EM 0
2801 km/s    JR 1-50      Armour 1-8       Shields 0-0       HTK 7      Sensors 0/0/1/0      DCR 0      PPV 0
Maint Life 2.93 Years     MSP 50    AFR 32%    IFR 0.4%    1YR 9    5YR 129    Max Repair 100 MSP
Captain    Control Rating 1   
Intended Deployment Time: 22 months    Morale Check Required   

Apollo-10B Military Jump Drive     Max Ship Size 1020.0 tons    Distance 50k km     Squadron Size 1

Zeus Drive Systems ZDS-56E Ion Drive (1)    Power 56    Fuel Use 30.75%    Signature 56    Explosion 7%
Fuel Capacity 125,000 Litres    Range 73.2 billion km (302 days at full power)

Artemis-2M Missile Detection Sensor (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 23, 2022, 10:26:17 AM
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?

I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.

I dunno, I think they're pretty useful when you have a lot of bodies to survey.

Think what I'm gonna do is have a jump-capable exploration mothership with geo sensors and capacity for a ground survey team that will carry 2-4 smaller grav survey vessels. The mothership will stick to only surveying the larger bodies and plopping down ground survey teams as needed while the light craft do the grav survey sights of which there tend to be a lot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 23, 2022, 10:35:15 AM
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?

I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.

I dunno, I think they're pretty useful when you have a lot of bodies to survey.

Think what I'm gonna do is have a jump-capable exploration mothership with geo sensors and capacity for a ground survey team that will carry 2-4 smaller grav survey vessels. The mothership will stick to only surveying the larger bodies and plopping down ground survey teams as needed while the light craft do the grav survey sights of which there tend to be a lot.

Main problem is micro, I used survey carriers in VB6 as it was quite easy through the old naval org window to launch all the surveyors and have them fan out to their survey locations. They would even return to the carrier automatically once done. Maybe I've missed something but I haven't been able to automate survey parasites to that degree in C#.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2022, 10:45:49 AM
I tend to think that for dedicated survey work, the traditional GEV/GSV are more efficient. They are also much easier to automate with the current set of standing orders, not a trivial consideration for large empires.

The trouble with carriers is that they are never as efficient for a single task as dedicated ships in terms of pure tonnage or cost, because the need to carry your parasites in a carrier tends to add a lot of overhead. Even for a pretty minimal carrier, you usually will need at least a ton in non-hangar bay components (engines, fuel, jump drives, C&C, armor, sensors, ...) per ton of hangar capacity, on top of the fact that your parasites are going to be roughly 50% mission payload and 50% propulsion section. Add to this that parasites tend to demand more fuel due to inefficiency of smaller engines which can be another concern.

Carriers are really about strategic advantages and flexibility, though. A properly-designed survey mothership can remain on-mission functionally indefinitely, only requiring occasional resupply missions to top up on fuel, MSP, and sensor buoys if you use those. Further, a survey carrier can in a pinch be retasked to second-line combat or security missions just by swapping out the survey parasites for a wing of fighters, which is not a capability any dedicated ship type can give you.


Main problem is micro, I used survey carriers in VB6 as it was quite easy through the old naval org window to launch all the surveyors and have them fan out to their survey locations. They would even return to the carrier automatically once done. Maybe I've missed something but I haven't been able to automate survey parasites to that degree in C#.

Seconded. There is also the bug where survey ships designated as formation escorts will return to their mothership when following survey standing orders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 23, 2022, 10:49:30 AM
So for exploration purposes, I'm guessing that a single ship with both survey sensors is would have farther range and endurance than a carrier of similar size using light survey craft, right?

I think that carriers are not very useful when it comes to survey parasites. Survey ships need a long deployment time and good fuel efficiency on their own and carriers are generally used for craft, which are bad at either of the two. If you need to restock the survey ships you can either do it at a colony or use a support ship in emergencies.

I dunno, I think they're pretty useful when you have a lot of bodies to survey.

Think what I'm gonna do is have a jump-capable exploration mothership with geo sensors and capacity for a ground survey team that will carry 2-4 smaller grav survey vessels. The mothership will stick to only surveying the larger bodies and plopping down ground survey teams as needed while the light craft do the grav survey sights of which there tend to be a lot.

Main problem is micro, I used survey carriers in VB6 as it was quite easy through the old naval org window to launch all the surveyors and have them fan out to their survey locations. They would even return to the carrier automatically once done. Maybe I've missed something but I haven't been able to automate survey parasites to that degree in C#.

Its a bit annoying, but its probably a good thing it makes you pay attention to your expeditions rather than setting them and forgetting them until they run into a missile.

I just really like the feeling of having an exploration mothership with a bunch of amenities sending out smaller, independent survey teams on dedicated ships to scout out a new solar system.

I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2022, 11:03:42 AM
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...

IMO this is another argument in favor of reworking Flag Bridges to function like portable Naval HQs with single-system radius of control, instead of the current implementation which is just +Reaction for a single fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 23, 2022, 11:36:25 AM
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...

IMO this is another argument in favor of reworking Flag Bridges to function like portable Naval HQs with single-system radius of control, instead of the current implementation which is just +Reaction for a single fleet.

Yeah, I think by default flag bridges should at least be able to confer bonuses to ships in the local system provided they fall under their hierarchy.

Anyways, I see the term 'parasite' thrown around a lot. Is that just any ship that docks with a larger ship in a hangar or is it something different?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 23, 2022, 05:27:16 PM
Anyways, I see the term 'parasite' thrown around a lot. Is that just any ship that docks with a larger ship in a hangar?
Yes, exactly that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on February 23, 2022, 10:57:40 PM
I just wish you could put the detached craft into a proper hierarchy with the mothership so they benefit from the officers onboard it. Its really strange how the ideal officer to lead an exploration mission are Fighter Operations spec'd instead of Survey since th mothership itself doesn't have an survey sensors on it. Makes O6 level jobs for my Survey Officer Corps scarce when they should have some of the most prestigious jobs available...

IMO this is another argument in favor of reworking Flag Bridges to function like portable Naval HQs with single-system radius of control, instead of the current implementation which is just +Reaction for a single fleet.

This could stand to work particularly well with the new squadron mechanics coming in 2.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 28, 2022, 05:35:59 PM
Can someone explain why ground based geosurvey is taking years?

I made a survey team formation with five medium vehicles with geosurvey in both slots and an infantry powered armor HQ, enough to generate 1 point for 1100 tons.

I found a "good" M4 site on Alpha Centauri A-I  (1400 survey points) and made a colony and plunked two formations down. Image shows them in residence making GEO 1 each total 2.

Why is it after about 5 years the survey has not completed?

I calculate that if the points are generated hourly as one source suggested, it should take a month but if they are generated per construction cycle (5 days) then it would be 9.59 years.

Is it that or is it because I did not assign officers?

Advice please!

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 28, 2022, 11:49:57 PM
Can someone explain why ground based geosurvey is taking years?

I made a survey team formation with five medium vehicles with geosurvey in both slots and an infantry powered armor HQ, enough to generate 1 point for 1100 tons.

I found a "good" M4 site on Alpha Centauri A-I  (1400 survey points) and made a colony and plunked two formations down. Image shows them in residence making GEO 1 each total 2.

Why is it after about 5 years the survey has not completed?

I calculate that if the points are generated hourly as one source suggested, it should take a month but if they are generated per construction cycle (5 days) then it would be 9.59 years.

Is it that or is it because I did not assign officers?

Advice please!

The formation is much too small. With only 5x GEO vehicles you will take forever to generate enough survey points (I believe it is per day - see Steve post here (http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705) - but it may have been changed to be per 5-day cycle and not documented, I'm not sure).

In my current 1.13 campaign I have 25,000-ton GEO formations, and ground surveys often complete in a single 5-day construction cycle, never taking more than a few cycles. This is nice as only a few formations + small transports can easily keep up with my survey fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 01, 2022, 05:11:53 AM
Can someone explain why ground based geosurvey is taking years?

I made a survey team formation with five medium vehicles with geosurvey in both slots and an infantry powered armor HQ, enough to generate 1 point for 1100 tons.

I found a "good" M4 site on Alpha Centauri A-I  (1400 survey points) and made a colony and plunked two formations down. Image shows them in residence making GEO 1 each total 2.

Why is it after about 5 years the survey has not completed?

I calculate that if the points are generated hourly as one source suggested, it should take a month but if they are generated per construction cycle (5 days) then it would be 9.59 years.

Is it that or is it because I did not assign officers?

Advice please!

The formation is much too small. With only 5x GEO vehicles you will take forever to generate enough survey points (I believe it is per day - see Steve post here (http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705) - but it may have been changed to be per 5-day cycle and not documented, I'm not sure).

In my current 1.13 campaign I have 25,000-ton GEO formations, and ground surveys often complete in a single 5-day construction cycle, never taking more than a few cycles. This is nice as only a few formations + small transports can easily keep up with my survey fleet.

Thanks for your reply, it got me thinking. Something about this does not add up.

I was wrong about my good site, it is of course M3 not M4.

I dug out the drop off date for my GEO formations from the transport history in my backed up saves, my formations unloaded on 22 August 0046 and are still surveying 18 Feb 0050, that makes 3 years 6 months or approx 1272 days.

Your formation is approx 11x bigger than my combined formations generating about 22 points probably? Just focussing on the math, assuming one formation, if yours complete in 5 days and most survey planets are about 400 - 1400 points, that would mean points must be accruing more than once every construction cycle (CC). Alternatively you might be using more than one formation or possibly underestimating completion times which could be in the order of 90 days or three 30 day cycles for a size 400 survey for a 22 point formation if points accrue per CC.

If you allow a month for a big 1400 survey for your formation, mine would take one year, not three and a half. If you do calcs assuming points arrive per CC then yours would actually take 319 days to do a 1400 planet, is that possible and you just didnt notice time flying? Mine would take 3500 days. If yours really do take only a few CC then maybe there is something in the mechanics which penalises small formations or there is something else I have missed which I need to do.

Wish I knew the underlying mechanics. I was comparing them to ship scanners, whereby I assumed that if a scanner generating 2 points can survey a planet in a few days then the same will apply to a ground formation making two points. It would seem not.

Luckily my latest generation of jump tugs has 35kt troop pods so its back to the drawing board, will be needing a new HQ! 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 01, 2022, 05:54:49 AM
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.

AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 01, 2022, 06:18:14 AM
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.

AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you

Multiple survey units and formations in the same location absolutely do stack.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 01, 2022, 07:24:56 AM
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.

AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you

Time taken so far has already exceeded 3 years and 177 days.

I believe skoormit is correct but I will leave the formations in place as an experiment and see how long they take. My guess is just under 10 years if they stack and 20 if they dont. But if its 3yr10mo I will report back.

Hehe, could be a long wait. There will be questions in the UN assembly and calls for a survey policy revision I dont doubt!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on March 01, 2022, 09:23:44 AM
Question about shield design:

When a ship's "shields" and "regen" are calculated, does each generator track separately, or are they added up as a total?

like, (example) if I have 1 size-10 generator and 4 size-1 generators, but due to tech variance in when they were designed, the stats are:

Size 10:  1 shield per 5-second regen, 100 shields max
Size 1:  1 shield per 5-second regen, 25 shields max

Do the 4 size 1 generators each just recharge themselves, resulting in a ship that recharges from 0 to max in 100 5-second increments, or do the 4 size-1 generators regen bleed into a "total" value, resulting in a ship that recharges from 0 to max in 40 5-second increments?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 01, 2022, 09:41:33 AM
It is not possible to have multiple types of shield generator on a ship, you can only have multiples of the same type. Thus there is no distinction between recharging individual generators or over the entire ship for any practical purposes.

There is also not really a reason to have multiple types anyways, as larger generators are always strictly more efficient, and the only reason to use a generator smaller than the maximum possible size is if you want to have multiple generators for redundancy on a smaller ship. This is because shield regeneration scales linearly with size while shield strength scales as the 3/2 power of size. Thus, a ship with a single size-20 (for example) generator will have about 40% more shield power than a ship with two size-10 generators of the same tech level, and both ships will regenerate the same total amount of shield points per increment (barring any weird edge cases of integer rounding).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 01, 2022, 10:28:03 AM
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.

AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you

Time taken so far has already exceeded 3 years and 177 days.

I believe skoormit is correct but I will leave the formations in place as an experiment and see how long they take. My guess is just under 10 years if they stack and 20 if they dont. But if its 3yr10mo I will report back.

Hehe, could be a long wait. There will be questions in the UN assembly and calls for a survey policy revision I dont doubt!

OK it completed on 15 May 0050 and started on 22 August 0046 so that is 3 years and 8.5 months (1361 days) with avg 20% survey boni over the last three months only.

So it does look closer to cdrtwohy's prediction than any other estimate, based on one point per day, which implies the formations did not stack. I will have to test this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on March 01, 2022, 04:38:06 PM
AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you
Survey teams don't stack? Is that confirmed?
Wouldn't that nudge one to build the largest single formation possible/transportable? Also, it would be hard to come up with an ingame RP reason for why 100 survey trucks of one large organization are only 20(in total) when divided into 5 different formations, even though they are still at the same place, tasked with the same job.
I suppose there could be inefficiency due to overlapping authority in command hierarchy, but certainly not as much so that only one team can work effectively at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on March 01, 2022, 04:47:11 PM
The general rules are here: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705

IF units at the same population are not stacking, then it is a bug, pure and simple.

To confirm all you have to do is check how many points are generated by all your formations and check how many survey points you'll require to complete the survey.

After that do the math and verify.

Please post as a bug if the verification doesn't give you the expected results.

Please note: Remember to add the commander bonus to the equation. Those currently don't stack - fixed for 2.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on March 02, 2022, 04:07:14 AM
It is not possible to have multiple types of shield generator on a ship, you can only have multiples of the same type. Thus there is no distinction between recharging individual generators or over the entire ship for any practical purposes.

There is also not really a reason to have multiple types anyways, as larger generators are always strictly more efficient, and the only reason to use a generator smaller than the maximum possible size is if you want to have multiple generators for redundancy on a smaller ship. This is because shield regeneration scales linearly with size while shield strength scales as the 3/2 power of size. Thus, a ship with a single size-20 (for example) generator will have about 40% more shield power than a ship with two size-10 generators of the same tech level, and both ships will regenerate the same total amount of shield points per increment (barring any weird edge cases of integer rounding).

Depending on your answer, I may have had a followup question.  That why I asked ;p
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 02, 2022, 05:33:15 AM
The general rules are here: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705

IF units at the same population are not stacking, then it is a bug, pure and simple.

To confirm all you have to do is check how many points are generated by all your formations and check how many survey points you'll require to complete the survey.

After that do the math and verify.

Please post as a bug if the verification doesn't give you the expected results.

Please note: Remember to add the commander bonus to the equation. Those currently don't stack - fixed for 2.0

I don't think it is a bug, each formation is independent of each other and each one is incrementing independent of each other until they reach the required survey points

construction formations on ruins do the same except they each roll their chance to recover

Survey ships do the same in space (as far as i can tell)

independent units are treated as independent throughout the code base'

But id be interested to see what Steve says on this
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 02, 2022, 06:02:24 AM
The general rules are here: http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705

IF units at the same population are not stacking, then it is a bug, pure and simple.

...

I don't think it is a bug, each formation is independent of each other and each one is incrementing independent of each other until they reach the required survey points

This is absolutely a bug. The database tracks the remaining geo survey points per body. It does not track how much survey work any given unit or formation has performed over time.

Quote
construction formations on ruins do the same except they each roll their chance to recover

The per-turn excavation chance for ruins is probabilistic, but it is still a single aggregated chance based on the total XENO points produced per turn. Not a separate roll for each unit.

Quote
Survey ships do the same in space (as far as i can tell)

Sort of.
The database tracks the points remaining for a survey location with the surveying fleet's move order.
After a fleet starts a survey, if it does anything else before finishing that survey, all the progress is lost.
So if you need to replace a survey ship before it finishes, make sure to send another ship to join that fleet first, and then detach the original ship.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on March 02, 2022, 11:10:48 PM
Do Fighter Factories get a construction bonus from the governor's Shipbuilding bonus or Production bonus?
What bonus affects Ordnance Factories?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on March 03, 2022, 11:45:39 PM
Do Fighter Factories get a construction bonus from the governor's Shipbuilding bonus or Production bonus?
What bonus affects Ordnance Factories?

Production.

http://aurorawiki.pentarch.org/index.php?title=Fighter_Factory
http://aurorawiki.pentarch.org/index.php?title=Ordnance_Factory
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on March 04, 2022, 06:16:40 PM
Why can't this shop jump? I know that it has a commercial engine and a military jump drive, but I was under the impression that military jump drives can make any ship jump (no matter the engine type) as long as the tonnage is appropriate:
Code: [Select]
Hawking III M class Gravitational Survey Vessel      16,405 tons       477 Crew       2,263.5 BP       TCS 328    TH 800    EM 0
2438 km/s    JR 4-50      Armour 1-57       Shields 0-0       HTK 115      Sensors 0/0/1/1      DCR 38      PPV 2.7
Maint Life 5.86 Years     MSP 3,277    AFR 57%    IFR 0.8%    1YR 163    5YR 2,439    Max Repair 790.7 MSP
Magazine 109   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

Martellus-Ardias J20000(4-50) Military Jump Drive     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 4

Pertinax-Tigurius Commercial Magneto-plasma Drive  EP800.00 (1)    Power 800    Fuel Use 3.35%    Signature 800    Explosion 5%
Fuel Capacity 900,000 Litres    Range 294.4 billion km (1397 days at full power)

Vash & Vivar Ordnance Size 3.0 Missile Launcher (30.0% Reduction) (3)     Missile Size: 3    Rate of Fire 2600
Orcus Electronics Missile Fire Control FC15-R1 (1)     Range 15.5m km    Resolution 1
Vandis Electronics Vox Sensor Buoy Torpedo R100-5m (23)    Speed: 5,002 km/s    End: 958.9m     Range: 287.8m km    WH: 0    Size: 2.9988    TH: 18/11/5

Orion-Ventris Electronics Industries Active Search Sensor AS12-R2 (1)     GPS 120     Range 12.3m km    Resolution 2
Lexandro-Darillian Warning & Control Active Search Sensor AS53-R100 (1)     GPS 8400     Range 53.7m km    Resolution 100
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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
This design is classed as a Survey Ship for auto-assignment purposes

Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 04, 2022, 06:21:26 PM
Why can't this shop jump? I know that it has a commercial engine and a military jump drive, but I was under the impression that military jump drives can make any ship jump (no matter the engine type) as long as the tonnage is appropriate:

Nope. Military jump drives can only jump military engines, commercial jump drives can only jump commercial engines. This is being, ahem, corrected in v2.0 (http://aurora2.pentarch.org/index.php?topic=12523.msg158216#msg158216)... finally...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on March 04, 2022, 06:24:09 PM
Why can't this shop jump? I know that it has a commercial engine and a military jump drive, but I was under the impression that military jump drives can make any ship jump (no matter the engine type) as long as the tonnage is appropriate:

Nope. Military jump drives can only jump military engines, commercial jump drives can only jump commercial engines. This is being, ahem, corrected in v2.0 (http://aurora2.pentarch.org/index.php?topic=12523.msg158216#msg158216)... finally...

Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: legemaine on March 05, 2022, 02:49:56 AM
Anyone know what sublimation temps Steve has used for various atmospheric gases? I'm trying to unlock frozen Cl so that I can remove, but it has remained solid at a surface temp of -95C while Google suggests a sublimation temp of -100C,

Thanks

Legemaine
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 05, 2022, 07:47:50 AM
Anyone know what sublimation temps Steve has used for various atmospheric gases? I'm trying to unlock frozen Cl so that I can remove, but it has remained solid at a surface temp of -95C while Google suggests a sublimation temp of -100C,

Thanks

Legemaine

DIM_Gases in the database has a BoilingPoint field.
Chlorine has a BoilingPoint of 239. That's in Kelvin, so = -34C.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 05, 2022, 11:07:07 PM
 --- If a GSF is engaged by another GSF on a CAP mission, can it shoot back with spaceship weapons like railguns, gauss, etc.?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 06, 2022, 12:17:42 AM
--- If a GSF is engaged by another GSF on a CAP mission, can it shoot back with spaceship weapons like railguns, gauss, etc.?

I believe that CAP missions are not implemented - it hasn't been coded yet. However, nothing should stop a GSF from firing its non-pod weapons in normal naval combat even while conducting a GSF mission.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 06, 2022, 04:00:52 AM
As a kind of hobbyist beta tester I am trying to be helpful and still testing the ground survey mentioned on the last page and as part of that tried to test gravitational survey to make sense of the principles involved and be sure I understood how it worked.

Apparently I dont, as my survey ships appear to be getting half the survey points and one quarter of the command bonus I would expect.

Can anyone please explain these results and help me understand what is going on? I include an example with 2 screenshots to demonstrate I have not made observational errors (I hope!)


"Surveyor" ship has 3 improved gravitational sensors, produces an alleged 6 points with a 20% bonus from Cdr Dwayne Rosiak Samuel Hutson.

A sample period of one day was tested and survey value reduction observed.

survey value 1- 239.6
survey value 2- 160.4

survey points reduction in 86400s (i.e. one day) = 239.6-160.4 = 79.2

survey points per hour observed = 79.2 / 24 hours = 3.3

expected survey points per hour = 6 (+20%) = 6 +1.2 = 7.2

I repeated this experiment with another ship of the same design with 15% command bonus and the result was 3.225/hr

This is consistent with half the expected survey points and one quarter the expected bonus.

Is that as expected or is this a bug, (like the known bug with transported items in cargo reports showing as twice the expected value) in 1.13.0 ?

If a bug is it a known bug ? :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on March 06, 2022, 10:50:35 AM
As a kind of hobbyist beta tester I am trying to be helpful and still testing the ground survey mentioned on the last page and as part of that tried to test gravitational survey to make sense of the principles involved and be sure I understood how it worked.

Apparently I dont, as my survey ships appear to be getting half the survey points and one quarter of the command bonus I would expect.

Can anyone please explain these results and help me understand what is going on? I include an example with 2 screenshots to demonstrate I have not made observational errors (I hope!)


"Surveyor" ship has 3 improved gravitational sensors, produces an alleged 6 points with a 20% bonus from Cdr Dwayne Rosiak Samuel Hutson.

A sample period of one day was tested and survey value reduction observed.

survey value 1- 239.6
survey value 2- 160.4

survey points reduction in 86400s (i.e. one day) = 239.6-160.4 = 79.2

survey points per hour observed = 79.2 / 24 hours = 3.3

expected survey points per hour = 6 (+20%) = 6 +1.2 = 7.2

I repeated this experiment with another ship of the same design with 15% command bonus and the result was 3.225/hr

This is consistent with half the expected survey points and one quarter the expected bonus.

Is that as expected or is this a bug, (like the known bug with transported items in cargo reports showing as twice the expected value) in 1.13.0 ?

If a bug is it a known bug ? :)
The commander of a ship only provides 50% of their bonus to the ship survey points, a science officer provides 100% of their bonus.

Did you change your game settings to 50% survey speed and forget about it like I did a certain person who will remain nameless?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 06, 2022, 12:24:34 PM

The commander of a ship only provides 50% of their bonus to the ship survey points, a science officer provides 100% of their bonus.

Did you change your game settings to 50% survey speed and forget about it like I did a certain person who will remain nameless?

Yes I did! Thanks, that explains it all, presumably the survey bonus is also halved. It also explains my ground survey result and means the formations did stack.

Sorry, I am such a noob.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on March 07, 2022, 01:05:23 AM
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 07, 2022, 01:40:52 AM
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?
There is no fully automated exploring. You can use conditional orders but, on a strategic level, the decision which system to survey next and in what manner should be done by the player. To keep up with how the surveys are going, the galactic map is the best way to look at it since it'll show you status of both surveys, number of unexplored jump points and the connections between systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 07, 2022, 07:55:34 AM
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?

If your survey ships have jump drives, you can use the following setup pretty effectively:

If you don't want to dedicate a shipyard to a separate class of scouts (although with clever design of a cross-build class, you can build your survey ships and scout ships from a single yard), you can manually order your gravsurvey ships to move to new systems, in which case you can omit the secondary conditional order for those ships. There is no standing order to explore new jump points automatically, this must be done manually no matter what, but basically every other step in surveying is automatic if you want it to be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 07, 2022, 09:20:52 AM
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?

For keeping track, I use DB scripts to pull information into Excel.
I have attached the script I use for survey information.
The columns:

ColumnDescription
SysSystem Name
PtsPerLocSurvey Points Required Per Location
UnexLocsNumber of Locations Not Yet Surveyed
AssignedFleetsIGNORE. (Always blank.)
InProgressLocsNumber of locations currently in progress.*
InProgressPointsRemainingTotal points remaining for in progress locations.

* "In progress" counts all locations that are the target of any order in the order list of any of your fleets.
Since I usually don't give manual surveying orders (I use standing orders "survey nearest location"), this number usually tells me how many grav survey ships I have working this system.

In Excel I perform further calculations.
The upshot is a column showing how many ship-years of grav survey work remains in each system (not including travel time between locations), taking into account my game's survey speed setting and my naval admin command bonuses.


Note: This query only returns data for the most recently created Player Race in the most recently created game in your database.

If you have no experience with database work:
...download DB Browser for SQLLite, use it to open Aurora.db, click the Execute SQL tab, paste the query, hit F5, click the top left cell of the results grid to select all the data, hit ctrl-c to copy to your clipboard, then paste it into the sheet.

Sidenote: has anyone written out a more thorough basic database how-to?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 07, 2022, 12:40:37 PM
Is there a practical way of auto exploring and/or keeping track of which systems are fully surveyed or not? For the latter looking at the systems in the Galactic Map is probably the best solution?

For keeping track, I use DB scripts to pull information into Excel.
I have attached the script I use for survey information.
The columns:

ColumnDescription
SysSystem Name
PtsPerLocSurvey Points Required Per Location
UnexLocsNumber of Locations Not Yet Surveyed
AssignedFleetsIGNORE. (Always blank.)
InProgressLocsNumber of locations currently in progress.*
InProgressPointsRemainingTotal points remaining for in progress locations.

* "In progress" counts all locations that are the target of any order in the order list of any of your fleets.
Since I usually don't give manual surveying orders (I use standing orders "survey nearest location"), this number usually tells me how many grav survey ships I have working this system.

In Excel I perform further calculations.
The upshot is a column showing how many ship-years of grav survey work remains in each system (not including travel time between locations), taking into account my game's survey speed setting and my naval admin command bonuses.


Note: This query only returns data for the most recently created Player Race in the most recently created game in your database.

If you have no experience with database work:
...download DB Browser for SQLLite, use it to open Aurora.db, click the Execute SQL tab, paste the query, hit F5, click the top left cell of the results grid to select all the data, hit ctrl-c to copy to your clipboard, then paste it into the sheet.

Sidenote: has anyone written out a more thorough basic database how-to?

Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 07, 2022, 01:30:57 PM
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?

I don't, but I'd be willing to take a chop at it.
What kind of output are you looking for?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 07, 2022, 01:45:11 PM
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?

I don't, but I'd be willing to take a chop at it.
What kind of output are you looking for?

Basically i want the EventType row to be the actual Event name not the ID, Time to be date not seconds and the message text so essentially the Event screen in game just not in game, my SQL skills are lacking to say the least
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 07, 2022, 01:57:43 PM
Skoormit do you have a SQL query for FCT_Gamelog that makes it easier to read?

I don't, but I'd be willing to take a chop at it.
What kind of output are you looking for?

Basically i want the EventType row to be the actual Event name not the ID, Time to be date not seconds and the message text so essentially the Event screen in game just not in game, my SQL skills are lacking to say the least

Try this:

Code: [Select]
with CTE_Const as
(
select max(RaceID) as RaceID from FCT_Race where NPR = 0
)

SELECT
et.Description as Event
,DATEtime('2025-01-02', '+' || cast(i.GameTime/60/60/24 as varchar) || ' DAY') as GameDate
,gl.MessageText
FROM
FCT_GameLog as gl
inner JOIN
CTE_Const as c
on
c.RaceID = gl.RaceID
inner JOIN
DIM_EventType as et
on
et.EventTypeID = gl.EventType
inner JOIN
FCT_Increments as i
on
i.IncrementID = gl.IncrementID
order by
i.GameTime desc
   
Note the "2025-01-02" in the second line after SELECT.
That should be whatever date you used for the game start date, but it appears to be off by one day for some reason.
Leave it as is if you used the default game start date (as I did).

As with all my scripts, this one only returns data for the most recently created player race in the most recently created game.
(I suspect anyone interested in Aurora has enough going on upstairs to figure out pretty easily how to change it to pull data for another race instead.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 07, 2022, 02:07:34 PM
that works, it was the datetime that was giving me a hard time, i did have to adjust the start date by one increment but that my have been my own fault as i gave a bunch of "medals" at time = 0 to simulate a peerage among the commanders
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 09, 2022, 10:25:24 AM
your formation generates 1 point every day meaning it needs 1400 days to survey or 3 years and 10 months.

AS far as i know multiple survey teams don't stack so you are wasting one of you teams as they do nothing for you

Time taken so far has already exceeded 3 years and 177 days.

I believe skoormit is correct but I will leave the formations in place as an experiment and see how long they take. My guess is just under 10 years if they stack and 20 if they dont. But if its 3yr10mo I will report back.

Hehe, could be a long wait. There will be questions in the UN assembly and calls for a survey policy revision I dont doubt!

The results are in for the experiment.

400 survey points world, one formation making one point, 50% survey, no commander
18 Aug 0050 troops dropped on Struve 2398 AII
03 Oct 0052 survey completed at Struve 2398 AII
776 days => approx 0.5 points per day

390 survey point world, two independent formations making one point each, 50% survey, no commander 
09 Oct 0052 troops dropped on Struve 2398 BIV
08 Nov 0053 survey completed on Struve 2398 BIV
395 days => approx 1.0 point per day

This shows the formations did stack and the points are generated per day. FYI
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shuul on March 13, 2022, 09:11:37 AM
Hi Steve,

Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 15, 2022, 08:03:56 AM
is there planned date of release for next version?

It’s usually some variation on “mañana”.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on March 15, 2022, 01:48:32 PM
is there planned date of release for next version?

It’s usually some variation on “mañana”.
SoonTM
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 15, 2022, 02:36:00 PM
Hi Steve,

Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)

 --- Sooner than you'd think, but not quite as soon as you may like.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 15, 2022, 02:41:42 PM
Hi Steve,

Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)

 --- Sooner than you'd think, but not quite as soon as you may like.

Half of release dates are half as soon as we'd like, and less than half of release dates are half as soon as we deserve.   ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 15, 2022, 03:05:00 PM
My sympathies Shuul.

My question is, I have a situation, I picked up survivors from the wreck of a ship belonging to the Westerdale Monarchy which was attacked at a jump point guarded by beam ships of the Radash Union.

I had placed a diplomatic station staffed with a diplomat commander at the jump point to negotiate with the Radash guard ships which has been working to improve our diplomatic rating.

So I ordered the DIP station to collect the 24 survivors, which it did just fine though gave me a 1.8x overcrowding warning. Problem was I can find no way to transfer the survivors off the station.

Is that because it does not have cargo shuttles?

I tried bringing a cryo capable salvager ship (SV) with cargo shuttles and could not find a way to transfer the survivors to the cryo ship in mid space. I tried the SV ship detached (load ground units from stationary fleet does not show a target) and then joined them in a fleet and then I had the SV tractor the DIP station which also makes a fleet and there was no transfer. I decided to tractor the station to a Westerdale planet which had the order showing "unload survivors" but the survivors refused to unload. I tried three different planets with unload survivors order. I hoped the fleet would unload if one ship has shuttles but it didn't.

Why is that? Is it because the Westerdale planet did not have a spaceport or shuttle station and the DIP station does not have shuttles either? Or is there something I need to do to get the survivors to unload to the Westerdale planet?

EDIT I managed to unload them at my planet with a spaceport, but I cannot seem to move them onto a suitable ship now to transport them to a Westerdale planet, which would be the kind thing to do I feel! They are visible in the colony summary but I cannot find any way to interact with them. Any advice would be welcome, thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 15, 2022, 03:49:39 PM
There is no way to transfer cargo - whether literal cargo in cargo bays, colonists, troops, prisoners/survivors, etc. between ships presently. You can only load and unload these things at colonies. Thankfully survivors do not require any special handling to unload so you can do so at any colony (and as there are no mechanics attached to this, one colony works equally well as any other).

In v2.0 this is being partially addressed with inter-ship cargo transfers (http://aurora2.pentarch.org/index.php?topic=12523.msg157258#msg157258) but this is not extended to all types of cargo yet and these orders will be expanded "over time", so many in about 2030 we will be able to transfer survivors between ships?

EDIT: Currently once you unload survivors of another race they simply exist, there is no mechanic to interact with them or move them to another colony once they are unloaded. You will just have to ignore them basically.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 16, 2022, 06:11:15 AM
Hi Steve,

Sorry if that is asked a lot, but is there planned date of release for next version?
Sitting in shelter in Ukriane and reading your twelve colonies campaign is a good distraction, so thank you for that :) Was just hoping to play the new version itself for even more distraction :)

Real Life has been interfering :)

I've been on holiday and a few other distractions, but I have just updated the Twelve Colonies campaign so at least something new to read. Hope you are staying safe.

I'm still finding some bugs, including this morning, but I don't intend adding any more significant features. It is just a case now of a little more playtesting and then generating the enthusiasm to get v2.0 finalised and released.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 16, 2022, 10:56:16 AM
I'm still finding some bugs, including this morning, but I don't intend adding any more significant features. It is just a case now of a little more playtesting and then generating the enthusiasm to get v2.0 finalised and released.

I will happily lend you my enthusiasm!  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on March 16, 2022, 01:08:04 PM
I'll lend you my enthusiasm today for an Aurora on Tuesday. ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on March 17, 2022, 01:50:23 AM
Just a question of curiosity, how many academies do people tend to build? I usually have around 15-20 by the time I'm warring with an NPR, and will usually build a few more here and there after. That's still not enough for me due to my OOBs and role playing, but it also somehow feels excessive. Just curious on people's thoughts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 17, 2022, 08:22:37 AM
Just a question of curiosity, how many academies do people tend to build? I usually have around 15-20 by the time I'm warring with an NPR, and will usually build a few more here and there after. That's still not enough for me due to my OOBs and role playing, but it also somehow feels excessive. Just curious on people's thoughts.

I always want to build more academies, but I have a hard time actually putting them at the top of my build queue--there's always something that seems more pressing.
I don't think I've ever had more than 10.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 17, 2022, 09:38:25 AM
I usually find that running out of leaders is a bigger bottleneck for ships and ground formations than running out of build capacity, so I'm not sure I would ever stop building academies. This could change in 2.0 since naval and ground commander generation rates will approximately double, but I suspect that I will not have problems finding anything for my commanders to do even with the change.

Actually in Steve's current BSG campaign he is building a lot of ground forces on a 5,000-ton base formation standard and still overproduces ground commanders, so I am hoping that battalion-scale will be feasible in 2.0 compared to the regimental/brigade scale I usually use right now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on March 17, 2022, 12:23:36 PM
I usually find that running out of leaders is a bigger bottleneck for ships and ground formations than running out of build capacity...

Are these bottlenecks equally impactful, though?

Running out of leaders means your surplus ships/formations don't get bonuses.
Running out of build capacity means you don't get surplus ships/formations.

I know which one I'd rather have.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 17, 2022, 12:43:56 PM
I think it's an open question, and to be honest perhaps superfluous in most cases but ultimately Aurora is a roleplay game after all...

But in practice, if I don't have sufficient leaders, I don't build fewer ships or ground units, but I do change how those are designed. Without sufficient commanders, the command modules of ships will be removed so you don't have your AUX, CIC, etc. which you might actually like to have, at a certain point these modules are more impactful than adding another railgun, sensor, or what have you.

For ground units what changes is usually the base formation size - if I have 100 ground officers I will build 100 formations at 20,000 tons each rather than 400 formations at 5,000 tons each. I suppose practically the effect is not too great if it is the same mass of troops either way, though. Otherwise you would see with fewer commanders a shift to less-numerous, more costly formations with high armor values, gene-modding and other capability modifiers, etc. On one hand this is a reasonable game-mechanics response to officer scarcity, but on the other hand this does mean tangibly that the amount of officers you generate can limit your options for force composition.

So ultimately it is an open question, and the answer is not either/or. That is, we are not asking whether or not to build an additional academy (usually), rather asking how many resources should be dedicated to expanding our leadership versus other aspects of the empire. To be simplistic about it, if we ask whether to dedicate 100% of our production towards academies or towards factories, obviously the former would be very silly and the latter preferable. But if we are asking whether to go 100% for factories or, say, 90% into factories and 10% into academies, we may find that having enough officers to command our entire force provide enough added value to justify that 10% even though our direct production capability is only 90% of what it could have been. Again, an oversimplified example but it illustrates the point, I for one would never stop building academies entirely but rarely would I ever put more than 5-10% of production capacity towards them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on March 17, 2022, 04:41:46 PM
I just RP that Junior officers are in command, and breveted to the rank needed to command said unit. then as officers become available its those breveted commands getting confirmed. this is realistic too when a military undergoes massive expansion (think US Army during the Civil war and the World Wars where you had young and or inexperienced officers in command of units much much larger than their rank would suggest) as for Academies i require ever planet with to have at least one academy per 1 billion people up to a limit of 10 with as population with a minimum of 100 million requiring at least one  (not all get a commandant with this but it is what it is)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Shuul on March 18, 2022, 02:38:24 PM
Oh nice, thank you for the update Steve!
Im sending you all of my enthusiasm :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on March 20, 2022, 12:25:00 PM
Quick question: How do maintenance modules work?

I tried making a maintenance base for my military fleet(s) and put so many maintenance module on the base to match the tonnage of the fleet, yet it didn't decrease the deploy time or maint time.

Am I missing something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 20, 2022, 12:29:59 PM
Quick question: How do maintenance modules work?

I tried making a maintenance base for my military fleet(s) and put so many maintenance module on the base to match the tonnage of the fleet, yet it didn't decrease the deploy time or maint time.

Am I missing something?

Maintenance modules do not affect the maintenance time of the parent ship. You need engineering bays and maintenance storage for that.

Maintenance modules maintain other ships that are at the same location as the parent ship depending on the total tonnage it can support, preventing their maintenance clocks from progressing while using up MSP to do so.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 21, 2022, 04:10:31 AM
Maintenance has multiple elements to it:

1) Engineering bays decrease the chance of components breaking down while also carrying some maintenance supplies to automatically repair components that do break down.
2) Maintenance storage/bays drastically increase the number of maintenance supplies a vessel carries, allowing the vessel to keep going longer through maintenance breakdowns.
3) Damage control drastically shortens the time required to repair damaged/broken components - this is only necessary if you want to fix something during combat as outside of combat it doesn't matter whether it takes 30 seconds or 30 minutes to repair something.
4) Maintenance facilities / modules allow vessels to be overhauled, resetting their maintenance clock. The higher the maintenance clock, the higher the chance that something breaks down. So, you want to overhaul your ships regularly. Even more importantly, vessels staying in the same location as sufficient facilities/modules do not run their maintenance clocks at all.

As Droll said, a maintenance vessel cannot maintain itself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on March 21, 2022, 09:58:10 AM
Quick question: How do maintenance modules work?

I tried making a maintenance base for my military fleet(s) and put so many maintenance module on the base to match the tonnage of the fleet, yet it didn't decrease the deploy time or maint time.

Am I missing something?

Maintenance modules do not affect the maintenance time of the parent ship. You need engineering bays and maintenance storage for that.

Maintenance modules maintain other ships that are at the same location as the parent ship depending on the total tonnage it can support, preventing their maintenance clocks from progressing while using up MSP to do so.

Where do maintenance modules get/use there msp from?
Do you have to load msp to maintenance ship? if you have one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on March 21, 2022, 10:40:11 AM

Where do maintenance modules get/use there msp from?
Do you have to load msp to maintenance ship? if you have one.

http://aurora2.pentarch.org/index.php?topic=8495.msg101959#msg101959

Quote
3)   The ship being maintained will use up MSP from any racial populations in the same location, in descending order of MSP stockpile. If no populations are available, or have no MSP, the maintained ship will use MSP from any Supply Ships in the same location, in descending order of available MSP. Finally, if no other option is available, the maintained ship will consume its own MSP. A ship can use a combination of the above to locate sufficient MSP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on March 21, 2022, 12:29:42 PM
Another question regarding maintenance modules:

Do they manufacture MSP as well, if you make the required resources available on the body they are stationed at?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on March 21, 2022, 12:46:26 PM
Another question regarding maintenance modules:

Do they manufacture MSP as well, if you make the required resources available on the body they are stationed at?

They don't:

http://aurora2.pentarch.org/index.php?topic=8495.msg116175#msg116175

Quote
2) The only source of maintenance supply points is from maintenance facilities as you can no longer build them with construction factories.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on March 21, 2022, 03:01:43 PM
I have two questions:
    1.  When ship creates Langrance Point, is stabilization module level affects time required to do this?

    2.  Is there any way to move ground units between two populations on the same planet, without using ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 21, 2022, 03:44:23 PM
I have two questions:
    1.  When ship creates Langrance Point, is stabilization module level affects time required to do this?

    2.  Is there any way to move ground units between two populations on the same planet, without using ships?

For point 1, IIRC the module does not affect the time but the system body size does. Large gas giants are faster to turn into Lagrange points.

For point 2, yes. Go to the ground combat screen and drag and drop formations between the two populations. As long as the populations exist on the same system body, the game shouldn't complain.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on March 22, 2022, 03:06:46 PM
Another question:
What does standing order "Move to the Entry Jump point" mean?
To go to the Jump point, that ship entered through?

And what is "Point of intersest"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 22, 2022, 03:13:38 PM
Another question:
What does standing order "Move to the Entry Jump point" mean?
To go to the Jump point, that ship entered through?

Almost; it is the jump point the fleet entered through, which is an important distinction as it means that if you break up and re-form a fleet, the ships in that fleet do not retain any memory of their entry jump point, and as far as the new fleet is concerned it does not have one.


Quote
And what is "Point of intersest"?

It is a type of short-lived waypoint which can be set for use with the standing order, for example you can set POIs at system bodies and have a scout ship with the standing order automatically move to check out each body. It's not a terribly well-used feature and I suspect it is mainly a bit of NPR code which Steve exposed to the player for those rare use cases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 22, 2022, 05:13:53 PM
And what is "Point of intersest"?
It's not a terribly well-used feature and I suspect it is mainly a bit of NPR code which Steve exposed to the player for those rare use cases.

Yes, it is. The NPRs use them as a reminder to check out something interesting they spotted once they have finished dealing with higher priority tasks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on March 25, 2022, 06:51:50 PM
Will civilian traffic make use of my jump ship (in one or both directions) if I park it next to a jump point? I haven't really used jump ships much yet, since historically I tend to rely on jump point stabilization.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on March 25, 2022, 07:47:18 PM
Will civilian traffic make use of my jump ship (in one or both directions) if I park it next to a jump point? I haven't really used jump ships much yet, since historically I tend to rely on jump point stabilization.

Civilians will only use stabilized jump points.

Unlike stabilisation, a single jump tender will provide access in both directions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on March 28, 2022, 10:55:56 AM
Steve (or anyone else who uses fighters a lot): Have you ever considered giving your fighters one (or more) size-1 box launcher(s) with a size 1 ASM in it, as a way to divert AMM fire (or PD fire) from the fighters during or after approach? Occurred to me yesterday, haven't play-tested it myself but was curious if someone else had. Since a size-1 box launcher is so small (8t), one on each fighter would give you a very high number of salvos for the enemy to shoot at instead of shooting at your fighters. Thoughts?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on March 30, 2022, 11:19:01 AM
It's a perfectly viable way to cheese the game if you want.

It's certainly been done before many times. 

Beware that this type of box launcher spam makes combat essentially irrelevant if you can keep your ships supplied.  As the AI simply can't handle it even a little.

But at the end of the day it's your game so go for it if you want.

Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 30, 2022, 12:16:31 PM
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.

This worked quite famously in VB6, see for example the first Blue Emu AAR on the Paradox forums. However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: brondi00 on March 30, 2022, 04:38:07 PM
Fair point my friend.  I no longer am interested in exploiting the mechanics.  To the point I don't even use missiles anymore except for planetary defense.  So I can't say I've messed with the heavily armored civ in C# version.  So good point that it may not be viable any longer.

Though I suspect if you sent one against a spoiler missile base they would exhaust their ammo against it and you could sail in withoit having to worry about their missiles.  But just a guess.

Edit: for the guy who asked the question though, box launcher spam is still quite viable as other posts in this forum will attest
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on March 30, 2022, 11:51:37 PM

Though I suspect if you sent one against a spoiler missile base they would exhaust their ammo against it and you could sail in withoit having to worry about their missiles.  But just a guess.


This definitely still works, especially if you also pack some CIWS on the missile sponge.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on March 31, 2022, 04:05:50 AM
This worked quite famously in VB6, see for example the first Blue Emu AAR on the Paradox forums. However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.
I tested this half a year ago and documented it in the "Saving Europa.." game.(here (http://aurora2.pentarch.org/index.php?topic=12806.msg158252#msg158252)) The setup was various different kinds of 7-9kt missile destroyers with the NPR faction vs 12x 7.5kt missile destroyers on mine (+2 beam defenders) and a large civilian armored freighter with CIWS on the other side of the engagement.
One might have expected the AI to prefer one or the other target, but though they seemed to somewhat prefer to shoot at the military targets (..maybe just because there were more though?..), there were always some salvos also shot at the freighter, which he then absorbed.
So in effect, the tactic is not a perfect shield anymore, but definitely a useful pressure release valve. That is if it happens every time like this. Though I doubt it, the AI might have also considered the freighter a threat due to it sitting on the jump point escape route in the back. That seems like rather advanced reasoning however, so I am not convinced. Active sensors on the very close freighter could also have something to do with it.
Anyway, one way or the other, civilian shields can still be put to use.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on March 31, 2022, 04:53:14 PM
I have a question about diplomatic ships. I sent one with an officer with 20% diplomacy to an npr. I see them with active and passive sensors and they see me, as they keep suggesting I leave the system. But I don't get any diplomacy points.
Not sure if they startet positive, but if not I only got some when I was surveying there, since then they went down to 0 and stayed there.

They don't seem much of a threat, the few military ships I've seen are way slower than my out of date Ion Drive ships, but I'd like to try to get on their good side and figure the diplomatic approach out, because I never got the diplomatic ships to work so far.
So how do I get the diplomatic points to actually rise?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 31, 2022, 06:28:05 PM
The diplomacy rating you see on the Intelligence screen is your empire's opinion of the aliens, not the other way around. You have no way of knowing your exact score with them, just that eventually they will start trading with you and so on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on April 01, 2022, 06:52:33 AM
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.

This worked quite famously in VB6, see for example the first Blue Emu AAR on the Paradox forums. However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.

The AI does know to shoot a military ship before a civvie... IF both are in range.  The cheese-method is to make the missile sponge, sail it in front, let the AI waste all of it's missiles on it, THEN send the fleet in.

Warning:  against a planet, the AI "wasting all it's missiles" might take you an real-life day of clicking 5 second increments ;p
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mayne on April 02, 2022, 10:05:16 AM
I currently have an NPR bombarding a frontier colony with beam weapons.  Will they eventually run out of MSP and leave, or will they continue until all my ground forces are eliminated?

Long time lurker and first time poster, so hi folks :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Sebmono on April 02, 2022, 12:02:57 PM
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on April 02, 2022, 04:22:54 PM
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.

I have added NPR weapon failures, but it might only be in the unreleased version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mayne on April 02, 2022, 08:29:46 PM
Quote from: Steve Walmsley link=topic=11545. msg159625#msg159625 date=1648934574
Quote from: Sebmono link=topic=11545. msg159619#msg159619 date=1648918977
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.

I have added NPR weapon failures, but it might only be in the unreleased version.

It seems like it is in the current patch.  The NPR weapons firing slowly but surely fell to 0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Destragon on April 03, 2022, 01:29:32 PM
Weird, I thought there were no NPR weapon failures in the game yet.
Here's a link to Steve saying that this was implemented for the upcoming 1.14/2.0 version:
http://aurora2.pentarch.org/index.php?topic=12524.msg153041#msg153041
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mayne on April 03, 2022, 04:58:49 PM
Quote from: Destragon link=topic=11545. msg159641#msg159641 date=1649010572
Weird, I thought there were no NPR weapon failures in the game yet.
Here's a link to Steve saying that this was implemented for the upcoming 1. 14/2. 0 version:
hxxp: aurora2. pentarch. org/index. php?topic=12524. msg153041#msg153041

I can't say definitively, but I am not sure what else could explain what I observed then.  3 beamships bombarded my colony with fewer and fewer weapons until it was down to a single ship with a single weapon and even that eventually stopped.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on April 04, 2022, 05:46:24 AM
The NPR will not run out of MSP since they don't suffer the same beam weapon failures that human players do.

I have added NPR weapon failures, but it might only be in the unreleased version.

Would you be willing to make it optional at game start?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on April 05, 2022, 02:12:07 AM
To add something to the illumination of this issue in question:
[...]However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.
[quote edit for pictures]
(https://abload.de/img/20561004-004-amazingtf6kho.jpg)
(https://abload.de/img/20561004-006-alotofexlpj04.jpg)
[/quote edit]
The setup was various different kinds of 7-9kt missile destroyers with the NPR faction vs 12x 7.5kt missile destroyers on mine (+2 beam defenders) and a large civilian armored freighter with CIWS on the other side of the engagement.
One might have expected the AI to prefer one or the other target, but though they seemed to somewhat prefer to shoot at the military targets (..maybe just because there were more though?..), there were always some salvos also shot at the freighter, which he then absorbed.
So in effect, the tactic is not a perfect shield anymore, but definitely a useful pressure release valve. That is if it happens every time like this. Though I doubt it, the AI might have also considered the freighter a threat due to it sitting on the jump point escape route in the back. That seems like rather advanced reasoning however, so I am not convinced. Active sensors on the very close freighter could also have something to do with it.
Anyway, one way or the other, civilian shields can still be put to use.
.
Another way to cheese the game is to make a large civilian ship with nothing but massive amounts of armor and just sail it in front of your combat vessels and let it cheaply tank all the damage for you.

[...]However I think in C# the NPR is able to distinguish between military and commercial engines and target the former preferentially though I haven't seen this tested in practice.

The AI does know to shoot a military ship before a civvie... IF both are in range.  The cheese-method is to make the missile sponge, sail it in front, let the AI waste all of it's missiles on it, THEN send the fleet in.

Warning:  against a planet, the AI "wasting all it's missiles" might take you an real-life day of clicking 5 second increments ;p

I have just come upon another good testing situation. Although there were no shots fired, I could see a fleet of beam AI ships chase a military ship (a fighter), but then immediately abandon mission and turn around once behind them 4 civilian crafts appeared.(large ones 2x150kt, 2x750kt)
Gif of situation:
Off-Topic: show
(https://abload.de/img/civilian-pursuitm2kd2.gif)

So they shifted priority to a civilian target. Arguably they might have shot it first as well, though that has not been proven here.
Curiously the whole fleet chased after them as well, while in the older example I had some ships shooting my military fleet while a few others shot the freighter. All were in range all the time.

Do with that information what you will.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on April 05, 2022, 03:11:45 PM
Is there any way to SpaceMaster a planet temperature at the game start?

I want to something like the disaster Earth scenario only I want it to start with -40°C and then gradually return to terran normal. I tried to enter SM mode and edit the value but could not. Is there a wangle?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on April 05, 2022, 03:37:58 PM
I don't think that is possible, as the temperature is based on other factors, like distance from the star and atmosphere composition. Easiest way to emulate what you want is most likely to add Frigusium to the atmosphere. You can the gradually remove it in SM mode or with terraforming equipment to emulate restoration of ecosystem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on April 05, 2022, 04:05:04 PM
I don't think that is possible, as the temperature is based on other factors, like distance from the star and atmosphere composition. Easiest way to emulate what you want is most likely to add Frigusium to the atmosphere. You can the gradually remove it in SM mode or with terraforming equipment to emulate restoration of ecosystem.

Good idea thanks, I will give it a go.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 06, 2022, 03:07:58 PM
The diplomacy rating you see on the Intelligence screen is your empire's opinion of the aliens, not the other way around. You have no way of knowing your exact score with them, just that eventually they will start trading with you and so on.

Thank you! They can't send anyone to me, I doubt they found the dormant jump point I used yet, So they'll have to wait longer for any goodies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on April 10, 2022, 05:48:59 AM
OK - is this a bug?

I  created a start for a scenario I am working on and set conventional player start but with 100k research and 50k build points.

Once the game is generated the research points are available but the build points are not.

See screenshots, one shows the start settings including the build points. The other shows post generation ship class misc tab with build points zero (by activating SM to show instant which otherwise does not show), plus the edge of the research window behind it on the right with 95,000 points remaining, as expected after researching TN in case that was a sticking point.

Have I missed something or is that an edge case bug ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on April 10, 2022, 06:47:00 AM
OK - is this a bug?

I  created a start for a scenario I am working on and set conventional player start but with 100k research and 50k build points.

Once the game is generated the research points are available but the build points are not.

See screenshots, one shows the start settings including the build points. The other shows post generation ship class misc tab with build points zero (by activating SM to show instant which otherwise does not show), plus the edge of the research window behind it on the right with 95,000 points remaining, as expected after researching TN in case that was a sticking point.

Have I missed something or is that an edge case bug ?

Have you designed a ship yet? Could be that the logic to calculate and display the build points requires (inadvertently) at least one design to exist.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on April 10, 2022, 07:42:49 AM
OK - is this a bug?

I  created a start for a scenario I am working on and set conventional player start but with 100k research and 50k build points.

Once the game is generated the research points are available but the build points are not.

See screenshots, one shows the start settings including the build points. The other shows post generation ship class misc tab with build points zero (by activating SM to show instant which otherwise does not show), plus the edge of the research window behind it on the right with 95,000 points remaining, as expected after researching TN in case that was a sticking point.

Have I missed something or is that an edge case bug ?

Have you designed a ship yet? Could be that the logic to calculate and display the build points requires (inadvertently) at least one design to exist.

Thanks for replying. Yup, that screen is the misc tab of an unlocked station class design showing zero build points. Sorry had to edge it over to show the research points.

If I lock it it or add an engine (and research and update armor) and lock it or rename it "Ballad of The Bard" it makes no difference, it still gets "nul points"!

EDIT - I have tested a bit more and reported this as a bonafide bug in the appropriate sub forum.
http://aurora2.pentarch.org/index.php?topic=12961.msg159762#msg159762
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TMaekler on April 12, 2022, 06:38:25 AM
In regards to "the AI prefers civilian targets over military ones": How about a "Target Queue"?

Maybe Steve can add some code to the AI that it doesn't switch around (immediately) to new targets, even if they are preferable according to the priority rules of the AI. As in real life any captain has to reevaluate his targets if new ones present themselves. However it highly depends upon several factors why the captain switches to more valuable targets (or doesn't switch). It is for example "stupid" if you chase after the biggest carrot when they come and go from vision. You just get none of them. So as long as there is no reason to disengage from an ongoing engagement to go after the more valuable civilian target, any captain would first finish the ongoing engagement and only thereafter go after the new targets. So he basically queues his targets... .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on April 17, 2022, 05:12:05 PM
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?

Sorry if this has been asked before, but I wasn't able to find it via search.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on April 17, 2022, 05:22:24 PM
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?

Sorry if this has been asked before, but I wasn't able to find it via search.

If you create waypoint at the planet, it should stay attached to it and you can send missile to it. I use them in my current game and it works for me. I checked some systems I probed early in the game and the waypoints stick to the planets just fine.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on April 18, 2022, 10:48:12 AM
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?

Sorry if this has been asked before, but I wasn't able to find it via search.
When you create a waypoint that's attached to a body, that body should appear in the waypoint window next to the waypoint name.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on April 18, 2022, 02:07:24 PM
Just tried creating a geosurvey drone (missile) and separately a "that planet looks likely to be inhabited, I'd like to go poke it with something that doesn't have crew onboard" drone with passive and active sensors. However, when I try to use them, I can't figure out how to aim and fire them at a planet or other body. Best I can seem to do is create a waypoint, but the planet moves (and the waypoint doesn't) before the drone gets to the waypoint. Is there way to send a missile directly to a body, without having visibility of a target of interest (waypoint, ground force, or sensor signature)?

Sorry if this has been asked before, but I wasn't able to find it via search.

This was an old bug, the only explaination for this behaviour is that your version of Aurora is not the latest.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: orfeusz on April 19, 2022, 09:29:01 AM
Hello All, I want to start new campaign for few months now but was waiting for new fixes that created problems for my last campaign. Do we have any prediction if new version is more likely weeks or months away?

Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on April 19, 2022, 10:49:51 AM
Probably a few more months at least. From the Twelve Colonies comment thread:

I've been playing quite a lot lately as the current campaign is very interesting, but still finding a few bugs. However, I have a lot of holidays coming up in the next couple of months. 10-day and 14-day trips in the motorhome and a 9-day boating holiday, plus TT fortnight on the island, all before the end of June, so I think it is unlikely (but not impossible) v2.0 is happening now before July, despite my earlier optimism.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Zax on April 19, 2022, 11:20:31 PM
i have played VB6 several times, this is my first time in C#.  a question! where is the button to use my existing ordinance factories to make new missles?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ragnarsson on April 20, 2022, 01:13:08 AM
i have played VB6 several times, this is my first time in C#.  a question! where is the button to use my existing ordinance factories to make new missles?
If I'm understanding your question correctly, on the Industry tab there's a drop-down list near the top and center-left of the window from which you can select "Ordnance" and build your missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Zax on April 20, 2022, 10:54:18 AM
Quote from: Ragnarsson link=topic=11545. msg159867#msg159867 date=1650435188
Quote from: Steve Zax link=topic=11545. msg159865#msg159865 date=1650428431
i have played VB6 several times, this is my first time in C#.   a question! where is the button to use my existing ordinance factories to make new missles?
If I'm understanding your question correctly, on the Industry tab there's a drop-down list near the top and center-left of the window from which you can select "Ordnance" and build your missiles.

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 03, 2022, 12:34:55 PM
I tried googling and didnt get to the bottom of this.

What does "point defence" check box mean for STO weapons?
I can see it reduces firing range and chance to hit drops to zero, increases cost but tracking does not improve.
Does this confer an advantage worth the apparent sacrifice relative to a standard STO?

I was trying to use dug up alien gauss turrets to make STOs.

Code: [Select]
Twin Gauss Cannon R300-100 Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5     
Cost 89.3   Size 773 tons   Crew 22   HTK 4
Base Chance to hit 100%

I can fit these to ships but not STO, is that right? And I recall STO does not provide PPV whereas the alien turret provides 15, quite big but free and twin yet 1x6 which is unusual, not sure what the gauss fire rate is though.

So it looks like the old alien weapons orbiting Earth scenario, what could possibly go wrong?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 03, 2022, 01:19:14 PM
What does "point defence" check box mean for STO weapons?
I can see it reduces firing range and chance to hit drops to zero, increases cost but tracking does not improve.
Does this confer an advantage worth the apparent sacrifice relative to a standard STO?

If (and only if) the STO weapon is a turret with a maximum tracking speed greater than racial tracking, the Point Defence check box will create that STO with a single-weapon fire control with 1x range multiplier and 4x tracking speed multiplier. The default behavior is 4x range and 1x speed multiplier. This allows a STO based on, say, a Gauss turret to be effective against missiles.

Quote
I was trying to use dug up alien gauss turrets to make STOs.

Code: [Select]
Twin Gauss Cannon R300-100 Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5     
Cost 89.3   Size 773 tons   Crew 22   HTK 4
Base Chance to hit 100%

I can fit these to ships but not STO, is that right? And I recall STO does not provide PPV whereas the alien turret provides 15, quite big but free and twin yet 1x6 which is unusual, not sure what the gauss fire rate is though.

Correct, you cannot use ship components as input for construction of STOs as every STO is a new-built weapon. You would need to research and design a suitable Gauss turret of your own.

As the turret is twin and fires a total of six shots you can infer that the Gauss ROF tech is 3 (2 * 3 = 6).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 03, 2022, 01:55:34 PM

If (and only if) the STO weapon is a turret with a maximum tracking speed greater than racial tracking, the Point Defence check box will create that STO with a single-weapon fire control with 1x range multiplier and 4x tracking speed multiplier. The default behavior is 4x range and 1x speed multiplier. This allows a STO based on, say, a Gauss turret to be effective against missiles.

Ah, I see thankyou, that makes sense. I have yet to build my own turrets this playthrough, last time was a while ago and I needed gauss fire rate x5 and it seems to be taking forever to research, only have precursors for company so far, so am taking my time.

Quote
As the turret is twin and fires a total of six shots you can infer that the Gauss ROF tech is 3 (2 * 3 = 6).

Thanks for explaining, I see now, I compared it with a prototype quad laser turret and thought 1x4 meant weapon count  ??? didnt twig it was shots, bit lacklustre then but cost effective PPV.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Phobia on May 04, 2022, 05:13:06 PM
Is the population supposed to reach 1. 2 trillion from default start by the year 2045, specifically on Earth alone?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheTalkingMeowth on May 04, 2022, 05:17:21 PM
Is the population supposed to reach 1. 2 trillion from default start by the year 2045, specifically on Earth alone?
No.

Check that your decimal separator is a period, not a comma:

http://aurora2.pentarch.org/index.php?topic=10637.0

If your separator is a comma, you will need to change this at the operating system level (it's a setting in Windows), then reinstall.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 07, 2022, 01:19:54 PM
I have unearthed 4x 25cm UV C4 laser, brought them back to Earth to disassemble but do not get any points. Can anyone explain why?
Code: [Select]
25.00cm C4 Ultraviolet Laser (1)    Range 57,600km     TS: 6,250 km/s     Power 16-4     RM 40,000 km    ROF 20 The race I am playing does not have 25cm laser tech as it only has 20cm so far but does have soft X-ray which is more advanced than UV.
I was hoping to get some points for 25 cm laser research despite this. If I scrap them it yields some resources OK.
Is there a condition relating to this tech or disassembly I don't understand, or is it a bug?

Thanks :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on May 11, 2022, 12:08:12 AM
How do i give a order to abandon Ship? I've messed up and one of my fleets is stranded. All i can do is try to save the crew, but the ships are done.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ardis on May 11, 2022, 08:29:45 AM
How do i give a order to abandon Ship? I've messed up and one of my fleets is stranded. All i can do is try to save the crew, but the ships are done.
Naval Organization window -> Ship Overview -> Miscellaneous tab -> Abandon Ship at the window bottom.

Life pods only have 14 days of life support, though, so stay aboard if you don't have to bail right away.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 18, 2022, 02:26:40 PM
Does a twin gauss turret count as a single weapon for BFC design?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 18, 2022, 02:38:50 PM
Yes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on May 20, 2022, 01:18:54 AM
Hey guys,
I just noticed, that some of the systems show up on the galactic map as 100% surveyed, yet when I go to system view window, some bodies are still unsurveyed, marked with an "U". (I guess my survey ships aborted their mission and had to return for refueling or something.) Why is that, and is there a way to find those systems somehow, withouth manually going through 500+ systems in system view?
(And no, at least one of those systems that I have found randomly, only had a few dozen bodies, so it's not a rounding error on the percentage count: even 3-4 unsurveyed bodies would make it a 90% or something.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on May 20, 2022, 04:06:37 AM
I think you will find the bodies are over 16 billion kilometres away you will have to manually survey them. but be careful you might run out of fuel and  maintenance supplies
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on May 20, 2022, 05:44:37 AM
I think you will find the bodies are over 16 billion kilometres away you will have to manually survey them. but be careful you might run out of fuel and  maintenance supplies
don't know how far they were, but they were moons of a planet, and half of them were surveyed, the other half weren't. that's why I think my survey ship ran out of deployment time or something and left the job. maybe they were que'd up for survey when the standing order to go back to a base kicked in and deleted the que'd jobs, and the game incorrectly assumed they are/were surveyed? dunno.
but the question is, why is the galactic map showing this as 100% surveyed when it is not? and in case there are other systems like that (not "truly" 100%), how do I find them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 20, 2022, 07:46:10 AM
Are you still on 1.12 (IIRC from the subreddit)? If so there was a bug related to system survey percentage fixed in 1.13 (http://aurora2.pentarch.org/index.php?topic=12035.0):

Quote
Percentage of system body survey completed is now shown correctly on the system view window.

Might be related to that, I'd recommend seeing if the same thing happens in a 1.13 save. If so it may be worth a bug report.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on May 20, 2022, 08:27:40 AM
that might be it. yes, still 1.12.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on May 21, 2022, 03:44:54 AM
I rarely ever asked for tips because I like to figure everything out by myself, but this time it is dire. I recognize that carrier operations will vastly improve in 2.0, but for the current version I still would have liked to make the basics work at least.
In my current game I am attacked by very fast beam attackers which forced me to use fighters, and lots of them. Things were fine when they were just orbiting a planet in their respective formations, but now that they eventually have to be loaded up to carriers, serious issues show up again.
Previously I abandoned another game because I discovered how cumbersome the current process it, and that game was very fighter focused.(a WH40k Tau fleet) I thought I could perhaps do it now, but again I find no option to make it work in a reasonable fashion.
Overview of the 3 core problems:
These points in combination mean that the only way to actually start a parasite (as far as I can see) is by clicking "detach". So if this is really all you can do, if you want to start a squadron of 50 planes to attack an enemy, you would have to click detach for 50 individual planes, and then order each plane/fleet to join into a fighter group and advance time to get it done.
So many clicks, and on every reload and attack run, you would have to do it all over again, madness.

In VB6, aside from squadrons etc. being in the game already, you could also direct individual ships/fleets en masse by copying orders from the leader, so this last procedure would at least have been bearable. If only shift-click was a thing (or any way to select multiple objects at once), all this would also already be much less troublesome, since I could just detach all needed fighters from a hangar at once into one fleet.
I spent time looking and looking, and I can't find a way to make -not just fighters- but all things hangar related work in a reasonable fashion. Maybe someone has a trick ready that I overlooked, but it seems the available tools to toy around with are very restricted to begin with.


/
Since the fighter troubles will be obsolete with the update to come, I didn't want to make a whole thread about it, so it is here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Migi on May 21, 2022, 04:35:34 AM
Fighters don't retain organization. The new sub-fleets would be optimal for this job, but currently you can't use this mechanic for fighters, because docking a fighter fleet to ships or stations just lists them all at the highest hierarchy level, destroying the order of the fighter fleet. As a consequence you also cannot launch or detach them all at once, so if you have a still reasonable 50 fighter planes, you now have to go through them one by one upon launch, having to rebuild the entire squadron by hand.
I thought you could do this by using join as sub-fleet (maybe once they've been assigned a mothership?).

Drag and Drop implementation is incomplete. There is no shift click to select multiple objects, and once an object is dragged, there is no scrolling the list. This makes weapon assignment problematic, but also rears its head with a long fighter ship list. E.g. if there are some fighters in the middle of the list, you cannot get them out by drag and drop, since the target fleet isn't visible on screen, and scrolling doesn't work while dragging.
I might have missed it but I don't think this will change for the next version.

Dragging to another fleet is not a launch
I thought you could do this by selecting the sub-fleet and clicking detach.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on May 21, 2022, 05:18:08 AM
You can shift/ctrl-select in the fleet window and detach the parasites from there.
Select the parent fleet on the left, then shift/ctrl+click around in the ship list in the middle. Click detach. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TallTroll on May 21, 2022, 07:35:27 AM
>> I have unearthed 4x 25cm UV C4 laser, brought them back to Earth to disassemble but do not get any points. Can anyone explain why?

Is it possible that it is a 20cm Spinal laser, not an actual 25cm laser? That would give an effective aperture of 25cm, but no research towards 25cm tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on May 21, 2022, 08:03:40 AM
You can shift/ctrl-select in the fleet window and detach the parasites from there.
Select the parent fleet on the left, then shift/ctrl+click around in the ship list in the middle. Click detach.
Wow, I looked everywhere but didn't realize this was possible. Thank you, that pretty much settles all the problems.

I thought you could do this by using join as sub-fleet (maybe once they've been assigned a mothership?).
If you do that, they will not land on the mothership. In VB6 there was a button that would let you land all parasites that were in the fleet but not landed, but it doesn't seem to be here yet, so just joining the fleet (sub or not) wont help.

Quote
Drag and Drop implementation is incomplete. There is no shift click to select multiple objects, and once an object is dragged, there is no scrolling the list. This makes weapon assignment problematic, but also rears its head with a long fighter ship list. E.g. if there are some fighters in the middle of the list, you cannot get them out by drag and drop, since the target fleet isn't visible on screen, and scrolling doesn't work while dragging.
I might have missed it but I don't think this will change for the next version.
You are correct that this is still not planned. However, I meant that all the other changes to fighter mechanics will make it so this isn't a problem anymore. ..At least concerning fleet managements, concerning FC-setup detailing however... .

Quote
Dragging to another fleet is not a launch
I thought you could do this by selecting the sub-fleet and clicking detach.
If you already landed all craft, then you could create a sub fleet afterwards and drag all relevant fighters into it. This sub-fleet could then be launched via detach at once, which is definitely an easier solution than to individually detach them, but still cumbersome.
You cannot however to my knowledge land a squadron as a sub fleet and then re-launch it as you please, because depending how you do it, sub-structure is either eliminated upon docking or you have sub-fleets but nobody docked.

Anyway, what Rince Wind said solves this mostly. I would prefer the sub-fleets to be working, but that is coming next update, so for now a functioning multi-selection detach command is working well enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2022, 10:34:02 AM
If you already landed all craft, then you could create a sub fleet afterwards and drag all relevant fighters into it. This sub-fleet could then be launched via detach at once, which is definitely an easier solution than to individually detach them, but still cumbersome.
You cannot however to my knowledge land a squadron as a sub fleet and then re-launch it as you please, because depending how you do it, sub-structure is either eliminated upon docking or you have sub-fleets but nobody docked.

Anyway, what Rince Wind said solves this mostly. I would prefer the sub-fleets to be working, but that is coming next update, so for now a functioning multi-selection detach command is working well enough.

You can actually make this work but it is a bit cumbersome.

Basically there are two steps needed. The first is to land a fighter squadron on a mothership and assign them to that mothership ("Land on Specified Mothership(+ Assign)"). This is the cumbersome part as there is unfortunately no way to keep fighters as a sub-fleet when doing this, the necessary order is inexplicably missing.

However, once fighters have an assigned mothership and are re-grouped as a squadron (using the helpful Shift/Ctrl-clicking as Rince Wind pointed out), the order "Land on Assigned Mothership as Sub-Fleet" will preserve the squadron sub-fleet. This means that as long as you keep your squadrons on the same ship and do not hop them around from one carrier to another very often, you will be able to keep them as a sub-fleet once the assignment step above is done once, every time after that is much easier.

There are still many problems with the sub-fleets, notably they tend to break easily if you combine fleets with carriers together or move carriers between fleets. Hopefully the squadron feature in 2.0 solves many of these problems, for now it remains very annoying. I am also looking forward to the ability to prevent commander assignment to specific classes as fighter-heavy fleets tend to not play nice with your limited number of officers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on May 24, 2022, 10:53:13 AM
Is "Avoid combat" checkbox in GU creation screen means, that unit will never be shot at, unless there are combatant units in formation, or rather it would still be in danger?
If it's not a complete protection, then is it at lest lowering the chance of getting shot at?
I wasn't able to find answer on wiki, so sorry if it was there and I missed it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 24, 2022, 11:16:32 AM
Is "Avoid combat" checkbox in GU creation screen means, that unit will never be shot at, unless there are combatant units in formation, or rather it would still be in danger?
If it's not a complete protection, then is it at lest lowering the chance of getting shot at?
I wasn't able to find answer on wiki, so sorry if it was there and I missed it.

Can't locate the source for this at the moment, but the effect of the "Avoid Combat" checkbox is that a unit is 1/4 as likely to be targeted by enemy fire, but also has only 25% of the normal chance to hit if it fires during a ground combat phase. Note that STO weapons are not affected by this malus - your STOs should usually have the checkbox ticked. Otherwise it is good for keeping your non-combat units - HQs, FFD, LOG, etc. - from being shot at.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on May 25, 2022, 04:38:47 AM
You can actually make this work but it is a bit cumbersome.

Basically there are two steps needed. The first is to land a fighter squadron on a mothership and assign them to that mothership ("Land on Specified Mothership(+ Assign)"). This is the cumbersome part as there is unfortunately no way to keep fighters as a sub-fleet when doing this, the necessary order is inexplicably missing.

However, once fighters have an assigned mothership and are re-grouped as a squadron (using the helpful Shift/Ctrl-clicking as Rince Wind pointed out), the order "Land on Assigned Mothership as Sub-Fleet" will preserve the squadron sub-fleet. This means that as long as you keep your squadrons on the same ship and do not hop them around from one carrier to another very often, you will be able to keep them as a sub-fleet once the assignment step above is done once, every time after that is much easier.

There are still many problems with the sub-fleets, notably they tend to break easily if you combine fleets with carriers together or move carriers between fleets. Hopefully the squadron feature in 2.0 solves many of these problems, for now it remains very annoying. I am also looking forward to the ability to prevent commander assignment to specific classes as fighter-heavy fleets tend to not play nice with your limited number of officers.
Ahh, thank you, I managed to make it work like you described. I guess the only reason that never worked on me is because I changed playstyle with C# to many smaller carriers. Especially the Tau game where every larger ship has a "hook" to carry around an Orca gunboat always made the whole sub-fleet thing impossible, so I just assumed it was universally not working.

Not bad, so as long as the carriers are big and in different fleets, it works. Perhaps in 2.0 the squadron mechanic will also make mixed carrier fighter groups possible, so I can try Tau again.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 30, 2022, 01:48:13 PM
Can I use SM to check the universal total for active constructs ?

I accidentally left chance of ruins at 75% for a while and have a sneaky feeling that the 5 NPRs I started with may have activated enough DCs to stop the invaders as its year 60 and no sign of them. I have 240% active = 24% shut down of aether rifts. Maybe they are just a bit slowed.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Zax on June 03, 2022, 12:20:50 AM
ok i did this in VB Aurora, but its been quite some time, and i don't know at all what i'm doing wrong or NOT doing in C# aurora. 

i cant get my missel defense ships to fire at incoming missles, i cant get my Beam ships to fire at incoming missles, i got my missle ships into range and i cant get them to fire at the enemy ships either?

I see the "open fire all" button and i selected a Fire control, and a target, and hit that button, but .  .  .   nothing. 

i can attach screenshots if that will help

(i DID set the enemy force from neutral to hostile, but still nothing)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on June 03, 2022, 01:05:03 AM
ok i did this in VB Aurora, but its been quite some time, and i don't know at all what i'm doing wrong or NOT doing in C# aurora. 

i cant get my missel defense ships to fire at incoming missles, i cant get my Beam ships to fire at incoming missles, i got my missle ships into range and i cant get them to fire at the enemy ships either?

I see the "open fire all" button and i selected a Fire control, and a target, and hit that button, but .  .  .   nothing. 

i can attach screenshots if that will help

(i DID set the enemy force from neutral to hostile, but still nothing)

Is there any message in an event log, when you're attempting to do that?

Provide a screenshot or DB?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 03, 2022, 02:04:36 AM
ok i did this in VB Aurora, but its been quite some time, and i don't know at all what i'm doing wrong or NOT doing in C# aurora. 

i cant get my missel defense ships to fire at incoming missles, i cant get my Beam ships to fire at incoming missles, i got my missle ships into range and i cant get them to fire at the enemy ships either?

I see the "open fire all" button and i selected a Fire control, and a target, and hit that button, but .  .  .   nothing. 

i can attach screenshots if that will help

(i DID set the enemy force from neutral to hostile, but still nothing)
Im sorry to ask, but have you assigned all the missile launchers and beam weapons to their respective Fire controls?
You have to do it manually for every ship (I do not know of another way of doing it besides that) and then you use the respective fire control to fire towards the incoming missiles.
It has happened to me before and it can get a little tricky when we are still thinking of V6.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 03, 2022, 08:34:57 AM
You have to do it manually for every ship (I do not know of another way of doing it besides that) and then you use the respective fire control to fire towards the incoming missiles.

You can assign to a single ship, whether manually or using the Auto Assign FC button, and then copy to all other ships of that class with the Assign All button. No need to repeat the process for every ship, doing it once for a class (and occasionally refreshing the Assign All button for new construction) is sufficient.

Would be nice if Steve added a tab for class design to template the fire control assignments though, so we don't have to refresh for new ships (or, you know, forget and accidentally lose a battle...)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Zax on June 03, 2022, 08:54:19 PM
It is not clear (in game) that to assign a target to a Fire control, the act is "Drag and drop".  it turns out that THAT was what i did not do. 
so, my 17 Missle Destroyers, killed the 5 STATIONARY enemy ships with just their 70 long range missles.
( there may have been some "overkill" )
So I learned something today!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 04, 2022, 04:15:41 AM
Question:
Does multiple refueling systems stack?
For example: If I have a tanker, that has 2 refueling systems, does it can refuel 2 ships simultaneously?
Or maybe refuel one ship, but at doubled speed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 04, 2022, 09:26:15 AM
Question:
Does multiple refueling systems stack?
For example: If I have a tanker, that has 2 refueling systems, does it can refuel 2 ships simultaneously?
Or maybe refuel one ship, but at doubled speed?

No, refuelling systems do not stack.
There is a separate component called a Refuelling Hub which allows a ship to refuel any number of ships simultaneously.
The hub requires its own research (10k rp) to unlock.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kishmond on June 06, 2022, 02:01:48 PM
In lore, does TN technology make artificial gravity possible?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 06, 2022, 02:13:26 PM
In lore, does TN technology make artificial gravity possible?

In VB Aurora there was a grav-assisted cargo handling system.
So according to VB - Yes.
However I wasn't able to find any confirmation in C# Aurora.

Edit: In C# there should be technology: "Gravatonic Warhead".
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 06, 2022, 11:20:37 PM
In lore, does TN technology make artificial gravity possible?

It is left open for interpretation, because Aurora is principally about enabling roleplay rather than prescribing a specific lore. Some people prefer "realistic" spaceships which use centrfugal sections to generate gravity or have the crew float around, others like myself prefer to imagine "fantasy" spaceships with artificial gravity and optional seat belts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on June 07, 2022, 12:51:27 AM
Hi all,
my (very long) game has already been super slow, but all of a sudden it became even more extreme. And I'm stuck on 6 hours increments. Nothing on my side that I can see that's wrong. But I remember faintly this can be caused by NPRs running out of fuel mayb? Which was always the case when looking NPRs game log in the db. Now there are a few hundred ships of theirs out of fuel. Could this be the case, or what else? Is it ok to delete just those ships, or do I need to delete the according (empty) fleets and their movement orders as well?
Also, game now uses nearly a gig of memory, while the DB is over 200 megs. Is it normal?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on June 07, 2022, 06:13:03 AM
Also, game now uses nearly a gig of memory, while the DB is over 200 megs. Is it normal?

For that and other general slowdown/db maintenance see here http://aurora2.pentarch.org/index.php?topic=12722.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on June 07, 2022, 06:34:13 AM
For that and other general slowdown/db maintenance see here http://aurora2.pentarch.org/index.php?topic=12722.0
unfortunatelly non of those help. I used to do these regularly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on June 07, 2022, 10:49:37 AM
Now there are a few hundred ships of theirs out of fuel. Could this be the case, or what else? Is it ok to delete just those ships, or do I need to delete the according (empty) fleets and their movement orders as well?
Also, game now uses nearly a gig of memory, while the DB is over 200 megs. Is it normal?
I don't have any definite answers for you, but if it has gotten that bad and you have some ideas, maybe just duplicate the database and experiment, like with deleting those empty fleets. Something like this saved my current game one time, where I found some AI fleet that had the same ID as another, so deleting one corrected it all.

---
I also have my own question. I currently suffer loops of error #1951, #1943 and #478. Whenever I click any interval, there is a caravan of these, though I can hold Enter to make them go away eventually.
It all happened for the first time during an AI attack after they finished completely glassing Mercury that had only civilian mining and civilian led militia troops on them.
So my guess is that there is either some AI targeting issue that doesn't accept the civilian colony to be gone, or perhaps the erased military unit is causing some issues in reference somewhere else.
#1951 however says that it doesn't accept adding an object of the same ID, so could this be another generation issue related to spoiler spawn? (weird timing though to come exactly at their victory over the settlement)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bsh on June 07, 2022, 01:09:01 PM
I don't have any definite answers for you, but if it has gotten that bad and you have some ideas, maybe just duplicate the database and experiment, like with deleting those empty fleets. Something like this saved my current game one time, where I found some AI fleet that had the same ID as another, so deleting one corrected it all.
well, i tried... but it didn't speed things up, just introduced a bunch of errors. apparently I need to fix more than I thought :D
i deleted ships with 0 fuel:
delete from FCT_Ship where GameID = 38 and RaceID <> 216 and Fuel = 0;
then deleted fleets with no ships in them:
delete from FCT_Fleet where FleetID in (select F.FleetID from FCT_Fleet F left join FCT_Ship S on S.FleetID = F.FleetID where F.GameID = 38 and F.RaceID <> 216 group by F.FleetID having count(S.ShipID) = 0);
(probably a bad idea...? maybe shipyard fleets targeted for newly built ships...? yeah...) this is probably not even necessary...
then similarly deleted move orders for non-existing fleets, but there was just one? weird.


anyway, here's (https://drive.google.com/file/d/1795k_4R0wizxCQCVhwLRdfQB15qCQg3o/view?usp=sharing) the untouched db if anyone want's to have a look at it. it's for v1.12!!!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 07, 2022, 02:42:34 PM
Question:
Can ship maintenance module produce MSP, when they are not at any colony?
I was thinking about some kind of forward base, that would use miners to gather resources and then use them to produce MSP.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 07, 2022, 03:03:46 PM
Question:
Can ship maintenance module produce MSP, when they are not at any colony?
I was thinking about some kind of forward base, that would use miners to gather resources and then use them to produce MSP.

No. They cannot even produce MSP at a colony, only ground facilities can do this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Zax on June 07, 2022, 07:57:42 PM
"They cannot even produce MSP at a colony, only ground facilities can do this. "

can Construction Ground Units do this?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on June 07, 2022, 08:09:58 PM
"They cannot even produce MSP at a colony, only ground facilities can do this. "

can Construction Ground Units do this?

No. Unless they build a maintenance facility on the ground.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 10, 2022, 06:31:02 AM
Another Question:
Does amount of slipways affects shipyard capacity increase cost?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 10, 2022, 07:07:55 AM
Another Question:
Does amount of slipways affects shipyard capacity increase cost?

Yes, you multiply the base cost by the number of slipways.
Adding capacity to a yard with 2 slipways costs twice as much (and takes twice as long) as adding the same capacity to a yard with 1 slipway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 10, 2022, 09:27:27 AM
I've been increasing my Diplomacy Rating with an NPR for many years.
At 200, the "Allow Trade Access" option appeared (and I enabled it).

The rating is now at 584, but no additional options have appeared.

Meanwhile, the NPR has granted me trade access, set Military Cooperation to "Friendly", and is sharing their geological data.

I would have expected at least some additional options to be available with the 500 rating.
Does anyone have any insight on this? Should more options be unlocked at this point, or does it really take a higher rating to get those?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on June 10, 2022, 09:29:59 AM
In my current game I build immobile jump-gate defense "stations" that are basically just armored and shielded floating hanger bays. See details below. For reference, despite the fairly high AFR to the contrary, they have 23 engineering bays.

I just got the message that "BST Bainbridge has suffered a catastrophic failure and exploded!" It wasn't in combat, and didn't take any damage, so I have to assume this was a maintenance failure, as implied by the message. There aren't any magazines, engines, or reactors on board, so I'm totally perplexed as to how this could happen, particularly when, as far as I know, it still had plenty of MSP and wasn't very far into its life. For reference, it's sister-ship was built slightly earlier and fielded in the same location, with a similar complement of fighters, and that ship still had 97% of its MSP.

From an RP perspective, I'm going to chalk it up to foreign sabotage, since it's guarding a hostile jump gate. However, I sure would like to understand why it happened, from a game mechanism perspective, so I can avoid losing 80kt of station and fighters, a full half of the force defending that jump point during an active war, to what seems to be a maintenance failure that shouldn't have occurred.

Code: [Select]
Ford class Battlestar      49,966 tons       597 Crew       6,219.4 BP       TCS 999    TH 0    EM 4,440
1 km/s      Armour 12-120       Shields 148-370       HTK 264      Sensors 22/0/0/0      DCR 53      PPV 0
Maint Life 5.30 Years     MSP 11,789    AFR 868%    IFR 12.1%    1YR 702    5YR 10,537    Max Repair 100 MSP
Hangar Deck Capacity 30,000 tons     
Captain    Control Rating 2   BRG   ENG   
Intended Deployment Time: 60 months    Flight Crew Berths 600    Morale Check Required   

Fuel Capacity 500,000 Litres    Range N/A
Gamma S37 / R370 Shields (4)     Recharge Time 370 seconds (0.4 per second)

Active Search Sensor AS15-R100 (1)     GPS 600     Range 15.7m km    Resolution 100
Active Search Sensor AS12-R1 (1)     GPS 42     Range 12.1m km    MCR 1.1m km    Resolution 1
Thermal Sensor TH2-22 (70%) (1)     Sensitivity 22     Detect Sig Strength 1000:  37.1m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 10, 2022, 09:36:55 AM
I just got the message that "BST Bainbridge has suffered a catastrophic failure and exploded!" It wasn't in combat, and didn't take any damage, so I have to assume this was a maintenance failure, as implied by the message. There aren't any magazines, engines, or reactors on board, so I'm totally perplexed as to how this could happen, particularly when, as far as I know, it still had plenty of MSP and wasn't very far into its life. For reference, it's sister-ship was built slightly earlier and fielded in the same location, with a similar complement of fighters, and that ship still had 97% of its MSP.

There is a bug related to hangar-heavy designs that causes this.
More details here (http://aurora2.pentarch.org/index.php?topic=12522.msg160084#msg160084).

When my engineless carriers spontaneously explode, I use SM mode to replace them.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on June 10, 2022, 02:48:40 PM
I guess that's all I can do. I had 75 fighters onboard, so losing most of those officers and trained crew really sucks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 11, 2022, 08:45:07 PM
I've been increasing my Diplomacy Rating with an NPR for many years.
At 200, the "Allow Trade Access" option appeared (and I enabled it).

The rating is now at 584, but no additional options have appeared.

Meanwhile, the NPR has granted me trade access, set Military Cooperation to "Friendly", and is sharing their geological data.

I would have expected at least some additional options to be available with the 500 rating.
Does anyone have any insight on this? Should more options be unlocked at this point, or does it really take a higher rating to get those?
Yes the ratings required are really high.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on June 13, 2022, 01:40:46 PM
I've been increasing my Diplomacy Rating with an NPR for many years.
At 200, the "Allow Trade Access" option appeared (and I enabled it).

The rating is now at 584, but no additional options have appeared.

Meanwhile, the NPR has granted me trade access, set Military Cooperation to "Friendly", and is sharing their geological data.

I would have expected at least some additional options to be available with the 500 rating.
Does anyone have any insight on this? Should more options be unlocked at this point, or does it really take a higher rating to get those?

I *think* the next tier is at 800.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GodEmperor on June 16, 2022, 11:02:35 AM
Are the research costs for projects listed in db file or are they in exe?
I would want to mess with them and i dont know if its possible.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 16, 2022, 11:21:39 PM
Are the research costs for projects listed in db file or are they in exe?
I would want to mess with them and i dont know if its possible.

In the DB, table FCT_TechSystem. The technologies available for every race and game are listed with RaceID 0, specific race-designed component projects are given with the associated RaceID.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GodEmperor on June 17, 2022, 01:21:11 AM
Are the research costs for projects listed in db file or are they in exe?
I would want to mess with them and i dont know if its possible.

In the DB, table FCT_TechSystem. The technologies available for every race and game are listed with RaceID 0, specific race-designed component projects are given with the associated RaceID.
Thank you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on June 17, 2022, 10:25:47 AM
From the start of my current game I have been trying to lean more heavily on civilian shipping lines for my cargo needs. That had been working ok, but I find myself with a bunch of unfulfilled move orders right now. I looked at my civilian lines are all completely busy moving trade goods and colonists. While that's helpful for building up population on my colonies, is there any way to get them to be more balanced in responding to move orders too?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on June 17, 2022, 01:49:45 PM
IIRC they have a maximum number of jumps they will transport stuff for you and they prefer shorter trips.
I am not sure when they decide to take on cargo, so if the starting planet is a bit out of the way they might see no reason to go there.

Take all this with a grain of salt though.

There is nothing like priority contracts. I would love that as a feature (for a considerable markup, of course).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 17, 2022, 03:57:27 PM
From the start of my current game I have been trying to lean more heavily on civilian shipping lines for my cargo needs. That had been working ok, but I find myself with a bunch of unfulfilled move orders right now. I looked at my civilian lines are all completely busy moving trade goods and colonists. While that's helpful for building up population on my colonies, is there any way to get them to be more balanced in responding to move orders too?

It has always seemed to me that civilian freighters will execute an open contract before moving trade goods.
If you have a lot of unfilled contracts, make sure that you have matching supply and demand sides and that civ ships can reach both the supply and demand locations via gated jump points.

Keep in mind that civ freighters are slow. It can take quite a long time from when you issue a contract to when the first civ ships show up for it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 03:30:28 PM
So I want to move materials (not buildings) between my planets.  I haven't seen an option to ask civilians to do it, just the finished buildings.  Do I have to move stuff manually then?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 18, 2022, 03:32:34 PM
So I want to move materials (not buildings) between my planets.  I haven't seen an option to ask civilians to do it, just the finished buildings.  Do I have to move stuff manually then?

Yep, have fun.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 03:33:38 PM
Quote from: nuclearslurpee link=topic=11545. msg160384#msg160384 date=1655584354
Quote from: MeatyBoii link=topic=11545. msg160383#msg160383 date=1655584228
So I want to move materials (not buildings) between my planets.   I haven't seen an option to ask civilians to do it, just the finished buildings.   Do I have to move stuff manually then?

Yep, have fun.

It's not too bad, just two systems away.  I can imagine it can become pain in the ass to move materials if there's ~20 systems inbetween.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 18, 2022, 04:01:24 PM
You might see me as lazy for not testing it myself, but whatever.
Around 3 days ago I started thinking about space ship, that only has hangars and a lot of armour. This could be kind of shell for JP assault. It would have enough armour to withstand these 60 second of jump shock and won't slow down fleets, once they're in system.
So 1) What do you think? Is it feasible?
and 2) This made me think. Do parasite ships suffer jump shock?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 18, 2022, 04:49:39 PM
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 04:50:17 PM
Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )

It appears it's ten posts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 18, 2022, 04:50:38 PM
Quote from: skoormit link=topic=11545. msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend. )

It appears it's ten posts.

Are you sure?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 04:52:26 PM
Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038
Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017
Quote from: skoormit link=topic=11545.  msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.  )

It appears it's ten posts.

Are you sure?
Must be, because I still can't post images.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 18, 2022, 04:52:42 PM
Quote from: skoormit link=topic=11545. msg160390#msg160390 date=1655589038
Quote from: MeatyBoii link=topic=11545. msg160389#msg160389 date=1655589017
Quote from: skoormit link=topic=11545.  msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.  )

It appears it's ten posts.

Are you sure?
Must be, because I still can't post images.
How many posts do you have?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 04:58:53 PM
Quote from: skoormit link=topic=11545. msg160392#msg160392 date=1655589162
Quote from: MeatyBoii link=topic=11545. msg160391#msg160391 date=1655589146
Quote from: skoormit link=topic=11545.  msg160390#msg160390 date=1655589038
Quote from: MeatyBoii link=topic=11545.  msg160389#msg160389 date=1655589017
Quote from: skoormit link=topic=11545.   msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.   )

It appears it's ten posts. 

Are you sure?
Must be, because I still can't post images.
How many posts do you have?
Nine for now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 18, 2022, 04:59:39 PM
Quote from: skoormit link=topic=11545. msg160392#msg160392 date=1655589162
Quote from: MeatyBoii link=topic=11545. msg160391#msg160391 date=1655589146
Quote from: skoormit link=topic=11545.  msg160390#msg160390 date=1655589038
Quote from: MeatyBoii link=topic=11545.  msg160389#msg160389 date=1655589017
Quote from: skoormit link=topic=11545.   msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.   )

It appears it's ten posts. 

Are you sure?
Must be, because I still can't post images.
How many posts do you have?
Nine for now.

So you just need one more?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: MeatyBoii on June 18, 2022, 05:01:35 PM
Quote from: skoormit link=topic=11545. msg160394#msg160394 date=1655589579
Quote from: MeatyBoii link=topic=11545. msg160393#msg160393 date=1655589533
Quote from: skoormit link=topic=11545.  msg160392#msg160392 date=1655589162
Quote from: MeatyBoii link=topic=11545.  msg160391#msg160391 date=1655589146
Quote from: skoormit link=topic=11545.   msg160390#msg160390 date=1655589038
Quote from: MeatyBoii link=topic=11545.   msg160389#msg160389 date=1655589017
Quote from: skoormit link=topic=11545.    msg160388#msg160388 date=1655588979
Does anyone know how many posts you have to have before you can upload images in posts?
(Asking for a friend.    )

It appears it's ten posts.   

Are you sure?
Must be, because I still can't post images. 
How many posts do you have?
Nine for now.

So you just need one more?

Yeah, and now I have them.  Awesome.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on June 23, 2022, 10:16:16 PM
Doing a trial run of multi-player-race and I'm wondering if there's a way to see all races' events at the same time? I'd rather not have to stop to change the race dropdown to check if anything happened between turns.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 23, 2022, 10:37:31 PM
Yes. Turn SM on and then switch the race in Event window to "All races". It's only visible if you have SM mode on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 24, 2022, 03:52:33 AM
I am having trouble with zoom related slowdown.

If I zoom in to add a waypoint to a planet or JP on its own it is a bit slow but playable but if there are any fleets at the same location it becomes unplayably slow. Its a particular proble with JPs because the waypoint does not snap to the JP as it does with planets so if I want to have my marker dead centre (for reasons of OCD neatness) I have to zoom to 0km scale and this can create a serious problem with non responsiveness if ships are present.

I guess this is a known thing, I was wondering if there are any tips or tricks for working around it? Apart obviously from not  zooming in to 0km on fleets.

One workaround I found was to add a random waypoint elsewhere away from the fleet, as you can use that to snap the POV away from the slowdown over the fleet to the clear space WP and zoom out again more easily, though that requires a little foresight.

Does anyone know why this happens?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 24, 2022, 09:28:58 AM
I am having trouble with zoom related slowdown.
[...]
Does anyone know why this happens?

Not really sure. It seems pretty well-known that once you zoom in to very small scales (in my experience, less than 10,000 or 20,000 km scale bar) there is a lot of lag. If I had to guess, I'd say there is some unoptimized rendering code, so the game is trying to draw features at high resolution which are not actually displayed to the screen, but I really don't know.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 24, 2022, 09:29:18 AM
I am having trouble with zoom related slowdown.

If I zoom in to add a waypoint to a planet or JP on its own it is a bit slow but playable but if there are any fleets at the same location it becomes unplayably slow. Its a particular proble with JPs because the waypoint does not snap to the JP as it does with planets so if I want to have my marker dead centre (for reasons of OCD neatness) I have to zoom to 0km scale and this can create a serious problem with non responsiveness if ships are present.

I guess this is a known thing, I was wondering if there are any tips or tricks for working around it? Apart obviously from not  zooming in to 0km on fleets.

One workaround I found was to add a random waypoint elsewhere away from the fleet, as you can use that to snap the POV away from the slowdown over the fleet to the clear space WP and zoom out again more easily, though that requires a little foresight.

Does anyone know why this happens?

I have noticed this slowdown as well, though not quite as bad as you are describing.
It's not yet been bad enough for me to consider workarounds, but here are a few thoughts:

1) Have you tried unticking the Fleets box on the Display tab before zooming in?

2) You can insert the new waypoint directly in the database.
For this to work, you have to save and close the game, then do the insert, then open the game again.
Depending on your save/load time, this could take longer than the slowdown itself.
If you want to try this out, I'll gladly write a script for the insert, so that all you have to do is plug in two (maybe three) values. Doing it manually would take too many steps to be a reasonable workaround.

3) Before zooming in, SM-move any fleets present to another location. Then do your work, zoom back out, and move the fleets back.
This is probably the easiest answer if you don't have a large number of fleets in one place.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 24, 2022, 12:35:55 PM
I am having trouble with zoom related slowdown.
Does anyone know why this happens?

I have noticed this slowdown as well, though not quite as bad as you are describing.
It's not yet been bad enough for me to consider workarounds, but here are a few thoughts:

1) Have you tried unticking the Fleets box on the Display tab before zooming in?

2) You can insert the new waypoint directly in the database.
For this to work, you have to save and close the game, then do the insert, then open the game again.
Depending on your save/load time, this could take longer than the slowdown itself.
If you want to try this out, I'll gladly write a script for the insert, so that all you have to do is plug in two (maybe three) values. Doing it manually would take too many steps to be a reasonable workaround.

3) Before zooming in, SM-move any fleets present to another location. Then do your work, zoom back out, and move the fleets back.
This is probably the easiest answer if you don't have a large number of fleets in one place.


Thanks for your kind offer re 2) skoormit but don't worry. I have not got round to database editing for Aurora yet so not equipped, may try one day. I used to compact my SotS2 saves, I think that was sqlite so should be able to do it. Its just me being OCD anyway.

For now the fleet untick option looks like a good workaround as it does seem to help, so thanks, I hadn't thought of that.

Not really sure. It seems pretty well-known that once you zoom in to very small scales (in my experience, less than 10,000 or 20,000 km scale bar) there is a lot of lag. If I had to guess, I'd say there is some unoptimized rendering code, so the game is trying to draw features at high resolution which are not actually displayed to the screen, but I really don't know.

Thanks for answering and reflecting on the causes. Its a bit of an unexpected problem because I would have thought that if the display area was reduced as you zoom in then it ought to have less to display and so be quicker to render but isnt, as it gets worse the smaller the scale value, so very puzzling.

For some reason the presence of fleets at the same location makes it worse, but if they are displaced enough to go off the screen as you zoom in then it gets better the moment they vanish.

And it is specifically fleets, if you zoom on a planet or survey location or JP without a fleet present its OK, if you zoom on a fleet alone in mid space its pretty bad, if you zoom on 6 fleets at the same location e.g. a survey fleet splitting up to run surveys at a JP, it is almost impossible to get to 0km scale and back out again, it actually gets stuck as the lag is so bad, which suggests it is something about the way it is plotting fleet data. But as you say I don't know why that is, just working around it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 24, 2022, 06:33:06 PM
I just tested on 1.13 version with two fleets at Jupiter and encountered no lag at all despite zooming down to 0 km and back. Moving map at 0 km also had no lag.

Do the fleets need to be in motion?

EDIT: tested again with 7 fleets on Earth and okay now I see it. Only hits when I got down to under 20k km but for sure, the lag at 0 km got so bad I couldn't zoom out. Unticking fleets box on Display tab fixed the problem and yeah, no lag at higher zooms. I wonder if Steve has even noticed this problem because I hadn't!

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 24, 2022, 11:44:29 PM
I've noticed it in the past only because I would zoom in to 3k or 6k scale for waypoint placement.

So if Steve cannot solve the bug the solution is to give us better waypoint placement.  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 25, 2022, 06:54:40 AM
I just tested on 1.13 version with two fleets at Jupiter and encountered no lag at all despite zooming down to 0 km and back. Moving map at 0 km also had no lag.

Do the fleets need to be in motion?

EDIT: tested again with 7 fleets on Earth and okay now I see it. Only hits when I got down to under 20k km but for sure, the lag at 0 km got so bad I couldn't zoom out. Unticking fleets box on Display tab fixed the problem and yeah, no lag at higher zooms. I wonder if Steve has even noticed this problem because I hadn't!

Glad you managed to reproduce what I have seen, it does seem to vary depending on location but I cant say why or predict it. Was beginning to wonder if it was my drivers (nVidia 457.51 for RTX2700S) showing a 2D problem, which is not unheard of and might still be a factor but if others see the same its less likely, unless you have the same setup.

Something possibly related I noticed was that when you zoom below 26k to 3k the movement tails on single moving fleets can change orientation dramatically to an incorrect orientation, this depends on the turn time for the movement tail. (Disabling tail display does not seem to reduce response lag btw.) If you stay at that zoom and give a 5s turn it fixes itself.

Lag only really becomes obstructive below 3k on single fleets or small fleet gatherings, though at places like Earth with bundles of fleets it becomes noticeable around 103k. Agree it is not obstructive for most activities using the map as there is usually no need to zoom in that close even for combat.

I've noticed it in the past only because I would zoom in to 3k or 6k scale for waypoint placement.

So if Steve cannot solve the bug the solution is to give us better waypoint placement.  ;D

AFAIK its unknown what causes this zoom lag or if it has any impact on processing generally even at larger scale zooms. I tried testing and a 5s turn takes longer at 2k overlooking a fleet but its impossible to distinguish order response lag from turn processing time. I suspect the turn time is the same and its just the response to the mouse click order on the 5s button via the interface which makes it seem longer.

Perhaps an easy improvement would be to limit minimum zoom to 6k. Since 10k is the shortest weapons distance I can't see a problem. Waypoint snap to planet works fine and is essential for geoprobes but not needed for JP really as a sensor will be fine and a beam weapon will still work OK as long as it is less than 10k adrift.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 25, 2022, 07:09:44 AM
Perhaps an easy improvement would be to limit minimum zoom to 6k.

But the whole reason we encounter this problem is that we need to zoom in to 0k to place a waypoint precisely on a JP.
If we can only zoom to 6k, placing JPs on waypoints will become...rather frustrating. Nothing to do but keep trying and deleting until you click the correct pixel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 25, 2022, 08:52:58 AM
Perhaps an easy improvement would be to limit minimum zoom to 6k.

But the whole reason we encounter this problem is that we need to zoom in to 0k to place a waypoint precisely on a JP.
If we can only zoom to 6k, placing JPs on waypoints will become...rather frustrating. Nothing to do but keep trying and deleting until you click the correct pixel.

You can use a magnifying glass or loup on the screen and sniper setting will help if you have an adjustable mouse... its doable !

Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss.  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 25, 2022, 10:22:06 AM
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss.  ;D

I need it to be dead center because I use them to SM-move engineless stations to jump points.
If I'm not bang on the JP, the station has to crawl over there at 1km/s.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on June 25, 2022, 02:11:14 PM
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss.  ;D

I need it to be dead center because I use them to SM-move engineless stations to jump points.
If I'm not bang on the JP, the station has to crawl over there at 1km/s.

Oh OK, sorry I thought you were pulling my leg for being obsessive with my own zooming.

I have not tried that method for SM placing objects. You are saying there is no way to SM to the JP ?

That would be tricky if you were placing jump portal stations as they have to be on the JP to work obviously. Which suggests JPs could usefully be snap-to objects for waypoints, like planets and moons, no? Then the zoom could be locked at 6k.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 25, 2022, 02:33:40 PM
That would be tricky if you were placing jump portal stations as they have to be on the JP to work obviously. Which suggests JPs could usefully be snap-to objects for waypoints, like planets and moons, no? Then the zoom could be locked at 6k.

Waypoints are already supposed to snap (and orbit with) bodies, so I hope it shouldn't be asking much for Steve to extend the same bit of code to cover JPs - or fleets for that matter as sometimes it is useful to mark the current location of a fleet before it moves away.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on June 25, 2022, 05:38:29 PM
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 25, 2022, 06:46:08 PM
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.

He means doing it with SM mode, admittedly I'm not sure why using a tug isn't an option but still.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 25, 2022, 08:24:46 PM
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.

He means doing it with SM mode, admittedly I'm not sure why using a tug isn't an option but still.

I'm confused.
How would I use a tug to move a fleet instantly (which is what SM mode does)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 27, 2022, 12:58:46 PM
Does anyone knows when the new patch is going up? Steve told us a few months ago that it would be a few weeks, but then he decided to implement new stuff but i haven't heard if he set a new date for it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 27, 2022, 01:06:30 PM
Last report from Steve was that he had various family events and vacations until mid-July which was the earliest probable candidate for a release date. No idea if that will actually happen or if he will come back and decide to rewrite the entire AI code or something...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 27, 2022, 01:34:22 PM
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 27, 2022, 01:45:23 PM
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?

I haven't tried it, but by the intent of these two components (as written by Steve), any military ship in a commercial hangar will still need maintenance, and would therefore make use of the maintenance module to stop its maintenance clock, assuming sufficient MSP are available (either on the military ship itself, or at any population at the location, or on any supply ship at the location).

(And a commercial ship, of course, doesn't care about maintenance.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 27, 2022, 01:57:55 PM
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?

I haven't tried it, but by the intent of these two components (as written by Steve), any military ship in a commercial hangar will still need maintenance, and would therefore make use of the maintenance module to stop its maintenance clock, assuming sufficient MSP are available (either on the military ship itself, or at any population at the location, or on any supply ship at the location).

(And a commercial ship, of course, doesn't care about maintenance.)

Thanks! I need it for an idea of fighter-like navy. Simply building rather small and light armoured, but fast, with a lot of firepower and excellent point defense ships. That needs something like carriers. But I want to reduce supply cost as much as possible, so I will make these carriers commercial.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on June 28, 2022, 12:25:03 AM
Quick question:
When I have ship with a maintenance module and commercial hangar deck does ships in this hangar use this maintenance module?
They don't even use planetary maintenance facilities when the commercial hangar (housing military ships) is in orbit of a colony (clocks still go up), so I would bet that they would not use the component facility either.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 28, 2022, 05:09:14 PM
I was making a lot of questions lately, so there is another one:
Is there any point to grand Independence to colonies, aside from roleplay?
Am I correct, that after granting independence they are still player controlled?
Is there any way to share technology and minerals between empires? (aside from weird thing, like making fake war to do boarding actions and creating wreckages, or just using SM)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 28, 2022, 05:41:03 PM
I was making a lot of questions lately, so there is another one:
Is there any point to grand Independence to colonies, aside from roleplay?

No, aside from maybe some really exploity ideas about manipulating NPR diplomacy.

Quote
Am I correct, that after granting independence they are still player controlled?

Yes.

Quote
Is there any way to share technology and minerals between empires? (aside from weird thing, like making fake war to do boarding actions and creating wreckages, or just using SM)

Just using SM.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on June 28, 2022, 06:40:45 PM
Last report from Steve was that he had various family events and vacations until mid-July which was the earliest probable candidate for a release date. No idea if that will actually happen or if he will come back and decide to rewrite the entire AI code or something...

I am currently on a two-week trip in a motorhome to Scotland. So far Loch Lomond, Isle of Mull, Loch Ness and now Loch Linnhe. There has been some whisky involved. I'll be back home on Sunday, but then a very busy week at work. That follows a week-long trip to Nottinghamshire in March, a ten day trip in late April to the Welsh borders and a family holiday to the Norfolk Broads for nine days in mid-May. My next two-week Motorhome trip starts mid-August (music festival, then Cotswolds) so my intention is to try to get something out in those intervening few weeks. I have to caveat that my intentions are often overridden by events :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 28, 2022, 08:43:44 PM
...my intention is to try to get something out in those intervening few weeks.

Forget about it.
Live your life, do your things. Come back around to this particular hobby project when you get around to it.

Aurora C# 1.13 is the best space 4x experience available. I can abide playing it quite some more time yet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on June 29, 2022, 11:29:04 AM
...I have to caveat that my intentions are often overridden by events :)

 --- While 2.0 would be a most welcome thing, I concur with skroomit... live your life, 1.13 is still above and beyond a best-in-class 4X. We'll cheer if you give us the 2.0, but we'll not grumble if you don't. I wish you the best on your holiday.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kelewan on June 29, 2022, 01:02:00 PM
I am currently on a two-week trip in a motorhome to Scotland. So far Loch Lomond, Isle of Mull, Loch Ness and now Loch Linnhe. There has been some whisky involved.

Enjoy the glens
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on June 29, 2022, 05:01:51 PM
And another one:
Research info and wiki says, that orbital habitat can carry up to 50k workers. Ok. Then why when I put one orbital habitat in design, it says capacity: 200k. Why?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on June 29, 2022, 05:45:11 PM
The wiki contains information about older versions of the game as well as the recent C# rewrite. You were looking at a page with information about the older version of the game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on June 29, 2022, 08:52:29 PM
It's always a good idea to check the full C# changelog (http://aurora2.pentarch.org/index.php?topic=10666.0) for information.
If you search that page for "orbital habitat" you will find this link (http://aurora2.pentarch.org/index.php?topic=8495.msg106761#msg106761), which explains the change.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 02, 2022, 06:05:36 AM
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 02, 2022, 08:57:39 AM
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.

I've sometimes had luck searching the forums for the exact wording in the error.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 02, 2022, 12:55:13 PM
How do I find  1.13.0 function #11 error?
I have had it for couple of real time months, in my 182 year game.
It is starting to get on my nerves now I have it every play turn.
I don't want to quit game with new update around corner.
Plus I an enjoying this game even though every turn takes couple of minutes.

#11 is the function where the AI makes firing-related decisions. What is the error text?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 02, 2022, 01:56:13 PM

#11 is the function where the AI makes firing-related decisions. What is the error text?
[/quote]

1.13.0 Function  #11: Object reference not set to an instance or an object.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 03, 2022, 04:56:07 AM

Quote
#11 is the function where the AI makes firing-related decisions. What is the error text?

1.13.0 Function  #11: Object reference not set to an instance or an object.

This means that the code is trying to perform on action on something that it expects to exist, but doesn't. I've run through the fairly short code in this function and can't see an situation where that might occur, given there are checks on objects to make sure they exist in most cases. The only one I can see without a check is the AI object attached to individual NPR systems, because that should always exist. Has anything else odd happened in the campaign, are you running any mods or have you made any database edits?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: unkfester on July 04, 2022, 01:05:19 AM

Quote
#11 is the function where the AI makes firing-related decisions. What is the error text?

1.13.0 Function  #11: Object reference not set to an instance or an object.

This means that the code is trying to perform on action on something that it expects to exist, but doesn't. I've run through the fairly short code in this function and can't see an situation where that might occur, given there are checks on objects to make sure they exist in most cases. The only one I can see without a check is the AI object attached to individual NPR systems, because that should always exist. Has anything else odd happened in the campaign, are you running any mods or have you made any database edits?

No. I am playing vanilla. I have had it for so long now I can't remember when it started. I just run play each turn and do something else for the couple of minutes for blue circle to finish
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 07, 2022, 10:43:04 PM
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on July 08, 2022, 07:23:21 AM
Random question, that i don't need to have answer to, but I'm asking it anyway:
When I'm bombarding planet with multiple populations, am I actually bombarding selected population?
For context: If there are multiple populations on Earth (nations), and one of them want to bombard another, there's no risk of destroying installations, that don't belong to targeted nation? There's still dust and radiation problem of course, but direct impact is not possible, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 08, 2022, 10:51:05 AM
I'm not sure of C# but in VB6 damage hit only attacker & defender, so third-parties were safe.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on July 10, 2022, 03:18:32 PM
Just wanted to confirm... active sensors are only ever active sensors, i.e. they do not act as passive EW sensors when turned off? Logically, it seems like they SHOULD, since they contain an EW transmitter (off) and an EW receiver, but my very limited play testing implies it doesn't work that way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on July 10, 2022, 03:30:58 PM
Nope. They are not EM sensors.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 10, 2022, 06:47:35 PM
The EM sensor part of an AS sensor is only there to receive the signal from the active transmitter but as xenocepter said, it does nothing on its own. You need to have a separate EM sensor to act as a passive sensor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 11, 2022, 06:10:41 AM
Did missile design research costs get doubled at some point?

I just designed a new missile.
The designer window said development cost = 58 (as did AurCalc), but the Economics -> Research tab shows the cost as 117.
Interestingly, the displayed costs of the missiles I have previously researched are also doubled.
I'm not sure if they were doubled at the time I researched them...I may just not have noticed.

Costs for other research items are not doubled. Just missiles.

Research Speed setting in this game is 100 (not that I think this would change the cost).

Could something else be causing the cost of missile research to double?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on July 20, 2022, 03:25:54 AM
The recent "interesting names" thread and some current developments have inspired me to try to create my own naming theme. I would try to create some bombastic German name theme, you know, like they sound in Anime - "Reinhard von Lohengramm", "Roderick Kronstedter" etc., thunderous names that immediately summon into your head an image of a straight and bearded physique of a WW1 U-Boat commander. Names like you would want them to sound, not the boring and disappointing reality where they are more like "Klaus Bierfreund".

I have tested this shortly, but accidentally saved an empty list which now appears under the race name themes even though there is nothing in it. Do I have to go into the database to delete it, or can name themes be overwritten by just using the same name the next time and selecting other files?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 20, 2022, 04:12:27 AM
The recent "interesting names" thread and some current developments have inspired me to try to create my own naming theme. I would try to create some bombastic German name theme, you know, like they sound in Anime - "Reinhard von Lohengramm", "Roderick Kronstedter" etc., thunderous names that immediately summon into your head an image of a straight and bearded physique of a WW1 U-Boat commander. Names like you would want them to sound, not the boring and disappointing reality where they are more like "Klaus Bierfreund".

I have tested this shortly, but accidentally saved an empty list which now appears under the race name themes even though there is nothing in it. Do I have to go into the database to delete it, or can name themes be overwritten by just using the same name the next time and selecting other files?

Each theme is assigned a unique ID - the name isn't used for reference within the database. In other words - yes, you need to either delete it or ignore it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TallTroll on July 20, 2022, 06:26:35 AM
Did missile design research costs get doubled at some point?

I just designed a new missile.
The designer window said development cost = 58 (as did AurCalc), but the Economics -> Research tab shows the cost as 117.
Interestingly, the displayed costs of the missiles I have previously researched are also doubled.
I'm not sure if they were doubled at the time I researched them...I may just not have noticed.

Costs for other research items are not doubled. Just missiles.

Research Speed setting in this game is 100 (not that I think this would change the cost).

Could something else be causing the cost of missile research to double?

Probably a silly question, but you didn't check a checkbox in the design screen, or accidentally change a parameter, something like that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 20, 2022, 02:48:33 PM
Did missile design research costs get doubled at some point?

I just designed a new missile.
The designer window said development cost = 58 (as did AurCalc), but the Economics -> Research tab shows the cost as 117.
Interestingly, the displayed costs of the missiles I have previously researched are also doubled.
I'm not sure if they were doubled at the time I researched them...I may just not have noticed.

Costs for other research items are not doubled. Just missiles.

Research Speed setting in this game is 100 (not that I think this would change the cost).

Could something else be causing the cost of missile research to double?

Probably a silly question, but you didn't check a checkbox in the design screen, or accidentally change a parameter, something like that?

No. I even used the topmost dropdown to load the design parameters for other missile designs.
The designer shows the correct cost, but the Research screen shows a higher cost.
Not always double, as it turns out.
I'm looking at one now where the designer says 77, but Research says 138.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 20, 2022, 02:59:50 PM
From Steve's post here (http://aurora2.pentarch.org/index.php?topic=12035.msg149160#msg149160):
Quote
For Missiles and non-STO Ground Units, the Development Cost has been changed to: SQRT(Cost * 25000)

From this, a missile which should cost 117 RP to develop has a build cost of 0.55 BP, which prior to 1.13 would imply a development cost of 55 RP (not quite 58 but close). Similarly, a missile costing 138 RP to develop has a build cost of 0.77 BP, or a development cost of 77 RP prior to 1.13.

This sounds like it is a display bug which should be reported in the bugs thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trainhighway on July 21, 2022, 01:48:27 AM
Hey everyone, I was just wondering if there had been any update on when Steve might release the next version.  I'm getting pretty excited for all the new features and QoL stuff.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on July 21, 2022, 04:52:42 AM
From Steve's post here (http://aurora2.pentarch.org/index.php?topic=12035.msg149160#msg149160):
Quote
For Missiles and non-STO Ground Units, the Development Cost has been changed to: SQRT(Cost * 25000)

From this, a missile which should cost 117 RP to develop has a build cost of 0.55 BP, which prior to 1.13 would imply a development cost of 55 RP (not quite 58 but close). Similarly, a missile costing 138 RP to develop has a build cost of 0.77 BP, or a development cost of 77 RP prior to 1.13.

This sounds like it is a display bug which should be reported in the bugs thread.

Don't know how I missed that, but it must be the answer.

A million thanks.

Can you say if it is affecting your game as well?
I have a very slightly modified database, so I avoid posting bugs unless other players confirm them.
In this case it seems like my database is correct and the display is incorrect, but I'd still rather be sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on July 21, 2022, 06:51:42 AM
Is there a way to force a surrender of commercial ships, not that I want 150 outdated, slow and small freighters, but killing their crews feels, a bit un important...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 21, 2022, 07:42:31 AM
You can try shooting them with low-damage weapons to not blow them up. Depending on the racial traits some fraction of their crews may surrender out of fear of imminent death.

Otherwise your option is basically to get some boarding parties out there and do some grunt work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ArcWolf on July 21, 2022, 02:30:52 PM
Is there a way to force a surrender of commercial ships, not that I want 150 outdated, slow and small freighters, but killing their crews feels, a bit un important...

gauss weapons you have for PD work great for this. Though it is a bit micro-intensive firing only 1 gauss volley at a time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on July 23, 2022, 11:31:53 AM
If I were to start a game with 6 player races and make 5 of them neutral races (no installations, etc. ), would that cause any significant issues (such as slowdown) later in the game? Furthermore, if I could build up a sufficient military force and occupy those neutral nations, could I later add their population to my own without incident?

Essentially, I want to model a mostly intact population of earth while operating with only a portion of that population, to maintain game balance, RPing the other races as fellow megastates without the capability or motivation for interstellar expansion.  Would this be possible, or would I be better off creating my primary player race and a single other neutral player race titled something like "Unaffiliated Nations"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 23, 2022, 12:38:27 PM
I would just do a single neutral race making up the unaffiliated population, and if you want to model population transfer over time just use SM mode to edit the population values whenever an "event" happens. It's not possible to transfer population between colonies except with colony ships so you may as well just use SM mode, in which case the actual number of neutral races is academic unless you specifically want to have ground combat between nations as part of the story.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on July 24, 2022, 02:37:14 AM
Is there a way to display survey locations after they were surveyed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on July 24, 2022, 03:04:06 AM
Not sure whats going on. Having 2 groups of undamaged and fueled groups fighters/fighter-bombers that are at speed 1km/s even thou they ca get up to around 45000/29000 km/s, tried to set speed but nothing is happening, bug or not? Several other F/FB have worked as they should... Okay, now the FBs have started up to 29000 but Fighters is still at 1... Is there something wrong with the design?

Code: [Select]
FTR Spitfire - MkII  033  (Spitfire - MkII  class Fighter)      311 tons       11 Crew       398.1 BP       TCS 6    TH 34    EM 0
45037 km/s      Armour 1-4       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 1
Maint Life 3.47 Years     MSP 80    AFR 8%    IFR 0.1%    1YR 10    5YR 152    Max Repair 350 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Taira-Mitsuharu Heavy Fighter SCAM drive (1)    Power 280    Fuel Use 128.11%    Signature 33.60    Explosion 17%
Fuel Capacity 17 000 Litres    Range 7.68 billion km (47 hours at full power)

Schwarzkopf-Hertwig Gauss Cannon R600-17.00 (1x6)    Range 60 000km     TS: 45 037 km/s     Accuracy Modifier 17.00%     RM 60 000 km    ROF 5       
Jiang Weapon Systems Fighter FC (1)     Max Range: 60 000 km   TS: 16 000 km/s     83 67 50 33 17 0 0 0 0 0

Tang Ordnance Swordfish Search Sensor (1)     GPS 280     Range 16.4m km    Resolution 100

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 24, 2022, 10:04:03 AM
I've noticed this behavior sometimes with fighters. It seems to happen if you move a fighter subfleet from the carrier fleet into another fleet instead of detaching the fighters from the carrier fleet. The workaround is to only detach the fighters from the carrier fleet and then have the separated fighters join the other fleet via 5-second order.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on July 25, 2022, 11:23:03 AM
If I have a railgun with only 10kkm range, but I use it with a 72kkm BFC, would it have good accuracy at 10kkm? In other words, could I use baseline, zero research, un-upgraded railguns on PD fighters using the shortest possible range? I know they wouldn't be much use outside of attacking unarmed vessels in combat (having to get all the way to point-blank range to even fire), but would it work just for the PD role to cover other, longer range fighters/bombers?

And while I'm here, ECM only reduces the range of the BFC and wouldn't stop my 10kkm railgun from firing, correct?

(Is this a good idea?)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 25, 2022, 12:26:19 PM
If I have a railgun with only 10kkm range, but I use it with a 72kkm BFC, would it have good accuracy at 10kkm? In other words, could I use baseline, zero research, un-upgraded railguns on PD fighters using the shortest possible range? I know they wouldn't be much use outside of attacking unarmed vessels in combat (having to get all the way to point-blank range to even fire), but would it work just for the PD role to cover other, longer range fighters/bombers?

Yes.

Quote
And while I'm here, ECM only reduces the range of the BFC and wouldn't stop my 10kkm railgun from firing, correct?

Correct.

Quote
(Is this a good idea?)

Maybe. Try it and see!

I will suggest that perhaps a better approach to bombers is for them to never be fired at in the first place. You can design missiles and MFCs such that your bombers remain outside of the probable missile range of an enemy fleet, although of course you remain open to any surprises the enemy may have in store for you. The reason to do this is to get more missiles in a volley by not wasting BP/hangar space on non-bomber craft.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on July 26, 2022, 12:54:57 PM
I will suggest that perhaps a better approach to bombers is for them to never be fired at in the first place. You can design missiles and MFCs such that your bombers remain outside of the probable missile range of an enemy fleet, although of course you remain open to any surprises the enemy may have in store for you. The reason to do this is to get more missiles in a volley by not wasting BP/hangar space on non-bomber craft.
For technicality I am going to add to add to this that since we are speaking of fighter craft, there is another way to not be fired at, which is simply to be too small and fly under their radar. There are numerous ways to divine how close you can actually get towards a target (I used support scout planes often), but generally you can get a fair deal closer than their actual maximum missile range due to their active sensor resolution being way too wide.
If you ever make a mistake in approaching and notice a launch, it also usually isn't an issue. You might be very deep inside their missile range, but since your bombers are likely much faster than their ships, you can simply turn around and leave their maximum detection range again, which will also cause their missiles to loose their lead.

Thus you can save on fire control size and make the missiles a fair deal smaller for your bombers, which is more fitting for their theme in many cases I think.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 26, 2022, 01:08:37 PM
For technicality I am going to add to add to this that since we are speaking of fighter craft, there is another way to not be fired at, which is simply to be too small and fly under their radar. There are numerous ways to divine how close you can actually get towards a target (I used support scout planes often), but generally you can get a fair deal closer than their actual maximum missile range due to their active sensor resolution being way too wide.

For those curious, the way to do this is to estimate the enemy sensor tech levels (usually pretty easy to do with some experience and passive EM readings) and calculate their detection range for your fighter. So if you use 250-ton scouts for instance, and the enemy has Active Sensor Strength 21 and EM Sensitivity 11 techs, the detection range of a size-6 active sensor is:
Code: [Select]
R = sqrt(Strength * Size * Sensitivity * Resolution^(2/3) / PI) [m km]
R = sqrt(21 * 6 * 11 * 5^(2/3) / PI) = 36m km
Of course, you have to guess at the size (or use the maximum possible value of 50, but this is usually very excessive) but with some experience you can make a good guess. In this case, as long as your missiles and MFC have range over 36m km you can fire with impunity, although you will still need some way to get an active sensor lock on the targets from a scout or supporting ship.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 01, 2022, 10:26:59 AM
Is there a way to display survey locations after they were surveyed?

Yes.
On the Display tab on the left side of the tactical map is a checkbox for "Hide Surveyed Locations."
It is ticked by default.
Untick it, and you will see all the survey locations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ExChairman on August 02, 2022, 07:05:56 AM
Compressed fuel tanks: Got 200 points of research towards these, but if I remember right you cant research them? If not why points, would have prefer ed the physical things, even in a limited number...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Gyrfalcon on August 02, 2022, 11:50:44 AM
Quick question - when you start a new game and automatically fill in the starting RP points, does it always follow the same paths?

I’ve only done two today, but both times they went railgun/missiles with a complete lack of civilian tech, extra command tech, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 02, 2022, 05:56:25 PM
Quick question - when you start a new game and automatically fill in the starting RP points, does it always follow the same paths?

I’ve only done two today, but both times they went railgun/missiles with a complete lack of civilian tech, extra command tech, etc.

No, it is selected from a subset of the techs the NPRs get and follows their tech upgrade rules. The one time I tried it I got lasers and missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 04, 2022, 10:34:33 PM
When you play with "Inexperienced Fleet Penalty" turned on, it takes longer for your fleets to react to orders.  Does that include retargeting? Or just orders. If it does include retargeting, does this penalty also impact NPC ships? I've never noticed the NPC having any sort of delay in firing on new targets, which would imply it is not being applied to them, and it seems like it ought to be.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 04, 2022, 11:14:30 PM
When you play with "Inexperienced Fleet Penalty" turned on, it takes longer for your fleets to react to orders.  Does that include retargeting? Or just orders. If it does include retargeting, does this penalty also impact NPC ships? I've never noticed the NPC having any sort of delay in firing on new targets, which would imply it is not being applied to them, and it seems like it ought to be.

It does include retargeting, in fact targeting and retargeting is about the only thing affected as any other order is executed instantly (a rather less flavorful change from VB6, if admittedly less frustrating).

I believe NPRs do not suffer from this, which is only fair as they would have no idea how to deal with it - not only in the moment but also the necessity to do fleet training and how to manage this. Maybe someday, but for now I think they need the help.  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 05, 2022, 09:50:42 AM
What's the difference between "Instant" vs "Instant RST" when using SM mode to research tech?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on August 05, 2022, 12:42:35 PM
What's the difference between "Instant" vs "Instant RST" when using SM mode to research tech?

Instant is for stuff like 12 cm focal length. Instant RST is for stuff like the Koensayr Twin Ion Drive.

RST = Racial S Tech. Not sure what the S stands for. But it is the tech you design and actually goes on the ships. Think of it as developing the engineering for the theoretical tech the egg heads produce in the labs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 05, 2022, 12:48:16 PM
RST = Racial S Tech. Not sure what the S stands for.

I think it might be Race-Specific Tech - although I'm not certain :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on August 05, 2022, 02:24:29 PM
RST = Racial S Tech. Not sure what the S stands for.

I think it might be Race-Specific Tech - although I'm not certain :)

Should we be worried Steve doesn't remember the acronym?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 05, 2022, 10:30:45 PM
But why is there a different button? I've always used the Instant button, regardless of whether it's a generic tech or a prototype design to be researched, and it has worked fine. Was the Instant RST needed at some point, or does it still somehow do something different? Would I be giving all player races the tech or design if I use Instant in a multiplayer game?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 05, 2022, 11:51:19 PM
I've never actually seen the Instant RST button actually do anything. Does it even work?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on August 06, 2022, 12:10:30 AM
But why is there a different button? I've always used the Instant button, regardless of whether it's a generic tech or a prototype design to be researched, and it has worked fine. Was the Instant RST needed at some point, or does it still somehow do something different? Would I be giving all player races the tech or design if I use Instant in a multiplayer game?

If I recall, Instant only does the tech highlighted. Instant RST grants all of the research projects from designed to the race.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 06, 2022, 01:15:33 AM
RST = Racial S Tech. Not sure what the S stands for.

I think it might be Race-Specific Tech - although I'm not certain :)

Should we be worried Steve doesn't remember the acronym?
I heard the comparison that programming projects are like a game of Factorio. At some point you just have no idea anymore how the machine really works. Knowledge about the individual parts slips your memory, but somehow it all fits together to produces a whole.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 07, 2022, 11:55:13 AM
I have 2 questions arising from recent play:

- Does anyone know what the explanation for the separation of Tokamak Fusion and Magnetic Confinement Fusion in C# is? They used to be the same thing in VB and that made sense, since the Tokamak is a magnetic confinement reactor after all. I guess you could argue the concept advanced, so this is "Improved MC Fusion" like with other tech grades, but since I find that rather weak, is there perhaps a better reason I am not seeing?

- Do anti-orbital cannons set to PD still shot down ships? I had to design my newest line of ground defenses as such because the enemy is so fast, but since these weapons can't be controlled directly, I fear there might be a hidden restriction that these guns will now not target large ships anymore.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 07, 2022, 05:49:06 PM
- Does anyone know what the explanation for the separation of Tokamak Fusion and Magnetic Confinement Fusion in C# is? They used to be the same thing in VB and that made sense, since the Tokamak is a magnetic confinement reactor after all. I guess you could argue the concept advanced, so this is "Improved MC Fusion" like with other tech grades, but since I find that rather weak, is there perhaps a better reason I am not seeing?

It was indeed confusing and nonsense (http://aurora2.pentarch.org/index.php?topic=12543), and was fixed in 2.0+ as we now have the more flavorful names of Magnetic Mirror (Ion Drive) --> Stellarator (MP Drive) --> Tokamak (MCF Drive) --> Inertial Confinement (ICF Drive) for the plasma/fusion reactors/engines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 07, 2022, 06:51:22 PM
How does one actually get the "Player Known Systems Until ______" to work? I encountered what I believe to be Aether Raiders in the first year of a new game - in Sol, no less! Granted it wasn't a disastrous meeting, as they ran off when they saw that my diplomacy ships come with a frigate escort, but still. How does one turn that function on?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 07, 2022, 06:56:04 PM
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 07, 2022, 07:20:43 PM
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.

I had not yet traveled out of Sol. It was quite a surprise. If giving my start parameters would help, I can do that in a bit, though I'm on mobile and traveling at the moment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 07, 2022, 07:52:09 PM
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.

I had not yet traveled out of Sol. It was quite a surprise. If giving my start parameters would help, I can do that in a bit, though I'm on mobile and traveling at the moment.

Sharing your database would help more, as it would allow someone to confirm exactly what sort of ships they are.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 08, 2022, 01:27:03 AM
You don't need to colonize that many systems, just discover them. So if you turtle in Sol, they shouldn't show up.

I had not yet traveled out of Sol. It was quite a surprise. If giving my start parameters would help, I can do that in a bit, though I'm on mobile and traveling at the moment.

Sharing your database would help more, as it would allow someone to confirm exactly what sort of ships they are.

Here you go!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 08, 2022, 02:23:12 AM
I believe that people on Discord mentioned that for Raiders "Player Known Systems Until ______" option is bugged and it also counts systems discovered by NPRs. But there is no report in bug forum yet and my game has currently 0 NPRs so I cannot check if that is true.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 08, 2022, 02:36:47 AM
The same thing happened to me and it was quite exciting! An advanced raider took down all my shipyards and any ships it could see in the second year when I had not left Sol.

I reported it with screenies in spoilers.

http://aurora2.pentarch.org/index.php?topic=13030.msg161010;topicseen#msg161010
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 08, 2022, 04:47:13 AM
Playing v2.0.2 is there supposed to be a way to select multiple items in a list e.g. the ship list ?

I am trying to shift click the ship lists to multiselect defence satellites and can only seem to pick one at a time.

I have tried various key combinations. Am I missing something ?

Just wondering if this should be bug reported.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 08, 2022, 04:57:30 AM
Is Ctrl-click not working?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 08, 2022, 05:57:35 AM
I believe that people on Discord mentioned that for Raiders "Player Known Systems Until ______" option is bugged and it also counts systems discovered by NPRs. But there is no report in bug forum yet and my game has currently 0 NPRs so I cannot check if that is true.

I've just looked into it and its a bug. The Raider Systems parameter is being set to zero. I'll fix for the next version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 08, 2022, 08:21:07 AM
Is Ctrl-click not working?

not for me, neither ctrl+RMB or LMB nor shift and I tried alt for luck and alt+shift etc

doesn't work in 1.3 either, I wonder if there is a setting on my PC I need to tweak?

I checked sticky keys is off and UK layout is set.

does it work for you ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on August 08, 2022, 12:34:48 PM
I must be going senile - had to reinstall Aurora from scratch after a hard drive failure. Now I cannot remember ( or see in the game ) what the pre-requisit technology is to obtain Gravitational Survey sensors at the beginniing. Can anyone help an idiot please?

DavidR

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: cdrtwohy on August 08, 2022, 12:44:04 PM
I must be going senile - had to reinstall Aurora from scratch after a hard drive failure. Now I cannot remember ( or see in the game ) what the pre-requisit technology is to obtain Gravitational Survey sensors at the beginniing. Can anyone help an idiot please?

DavidR

Jump point Theory
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on August 08, 2022, 12:51:49 PM
cdrtwohy,

Many thanks , I will now proceed with expanding the Human race throughout the Galaxy - some hope knowing my games.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mayne on August 08, 2022, 07:14:04 PM
I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.

It has lead to an interesting game so far, but not quite what I was expecting :o !
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 09, 2022, 03:02:15 AM
I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.

It has lead to an interesting game so far, but not quite what I was expecting :o !

That sounds odd. I have never seen fleets like that in any of the test games. Over what period of time has this happened?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dr125 on August 09, 2022, 04:25:24 AM
Just for another data point, I had raiders show up in Sol and 25 small warships, 1 larger and a few others that had commercial drives. They massacred the fighters I sent at them, but then apparently left after seeing my main fleet. I have seen a few of the small ships alone or in small groups in various systems being explored in orbit around some planets. I was about 15 years in.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GrandNord on August 09, 2022, 04:44:27 AM
Quote from: Steve Walmsley link=topic=11545. msg161079#msg161079 date=1660032135
Quote from: Mayne link=topic=11545. msg161060#msg161060 date=1660004044
I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size. 

It has lead to an interesting game so far, but not quite what I was expecting :o !

That sounds odd.  I have never seen fleets like that in any of the test games.  Over what period of time has this happened?


I had a fleet like that (maybe a little smaller) maybe 15 years in, and a second one half the size a few years later.

The bigger fleet went close to earth and hesitated back and forth next to it until they ran out of fuel, the smaller fleet periodically came to check if earth was undefended and left when they saw it was (until I managed to catch them and destroy them). 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mayne on August 09, 2022, 08:09:31 AM
Quote from: Steve Walmsley link=topic=11545.  msg161079#msg161079 date=1660032135
Quote from: Mayne link=topic=11545.  msg161060#msg161060 date=1660004044
I know this is a brand new feature, but is the amount of raiders in the image attached "normal"? I've seen about about 100-200 raiders in both my starting system and this system one jump away and they are usually in fleets this size.   

It has lead to an interesting game so far, but not quite what I was expecting :o !

That sounds odd.   I have never seen fleets like that in any of the test games.   Over what period of time has this happened?

About 40 years in the first Raider was spotted in Sol and it was alone.   My peaceful little empire couldn't engage it with it's sensor/MFC resolution so it destroyed a civilian freighter and took off back into deeper space.   Things escalated from there in Sol and a neighboring system (pictured) I'm about 55 years in and have seen 4-6 fleets this size in Sol.   Like other users reported the bigger fleets seem fond to flying back and forth towards your forces until they run out of fuel.   Smaller fleets with commercial engined troop transports(I assume) fly close to earth and then fly back to their special system as best I can tell. 

The planet in the image was a small undefended colony that the raiders seemed to have taken without me noticing at some point.   Several years later I sent a scout to see what was there and found a small thermal colony signature and the fleet. 

I wanted to RP a pacifist empire that had to quickly militarize for this campaign, and I got that in spades!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 10, 2022, 12:12:00 AM
Is there some way to make system names be randomized from the selected theme, rather than just going through the theme in alphabetical order? I thought I remembered Steve saying he changed it to be randomized, but can't find any evidence on the forum of that statement...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 10, 2022, 04:00:54 AM
Quote from: lumporr link=topic=11545. msg161117#msg161117 date=1660121634
Quote from: nakorkren link=topic=11545. msg161116#msg161116 date=1660108320
Is there some way to make system names be randomized from the selected theme, rather than just going through the theme in alphabetical order? I thought I remembered Steve saying he changed it to be randomized, but can't find any evidence on the forum of that statement. . .

See attached image!

That's for ships.  He was asking about systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 10, 2022, 07:18:23 PM
Would the racial population density modifier affect anything for a population based on Ark modules? If the Ark module wasn't full, would it affect growth rates as the population nears capacity or does it only work for planets? How does it work, exactly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 11, 2022, 09:35:48 AM
I currently cannot get any refuelling orders to work except 'refuel from stationary tankers'.

Am I doing something wrong or is this the current state of play?

e.g. for discussion, I have a tanker set to 'refuel own fleet' and a target fleet at the same location.
I tried a join and refuel order given to the tanker, which joins but then does not refuel, also join refuel & resupply which does the same, join then nothing.
After joining a tanker to a fleet I tried refuel from own tankers and this also did nothing.
I have tried the different settings on the tanker and they dont change anything and always revert to 'refuel own fleet'.

Is it me?


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 11, 2022, 11:22:08 AM
I currently cannot get any refuelling orders to work except 'refuel from stationary tankers'.

Am I doing something wrong or is this the current state of play?

e.g. for discussion, I have a tanker set to 'refuel own fleet' and a target fleet at the same location.
I tried a join and refuel order given to the tanker, which joins but then does not refuel, also join refuel & resupply which does the same, join then nothing.
After joining a tanker to a fleet I tried refuel from own tankers and this also did nothing.
I have tried the different settings on the tanker and they dont change anything and always revert to 'refuel own fleet'.

Is it me?

If both ships are tankers, you need to give one the "Refuel Own Fleet Tankers" setting (and make sure the other one does not have that setting).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 11, 2022, 02:35:36 PM
I currently cannot get any refuelling orders to work except 'refuel from stationary tankers'.

Am I doing something wrong or is this the current state of play?

e.g. for discussion, I have a tanker set to 'refuel own fleet' and a target fleet at the same location.
I tried a join and refuel order given to the tanker, which joins but then does not refuel, also join refuel & resupply which does the same, join then nothing.
After joining a tanker to a fleet I tried refuel from own tankers and this also did nothing.
I have tried the different settings on the tanker and they dont change anything and always revert to 'refuel own fleet'.

Is it me?

If both ships are tankers, you need to give one the "Refuel Own Fleet Tankers" setting (and make sure the other one does not have that setting).

For which order type pls?

Specific case, I have just tried targeting a non tanker fleet with a tanker+supply ship, with 'join and refuel' which does not work. It joins but does not refuel. Refuel from own tankers does not work either. Whyyyyy?


EDIT - OK I got two tankers to work in one fleet by not setting an order, then the settings did not revert and "Refuel Own Fleet Tankers" worked as a standing order to transfer fuel to the fleet.

Giving the 'join and refuel' order did not appear to work as the setting to "Refuel Own Fleet Tankers" reverted to "Refuel Own Fleet" on joining, that is so the tanker fleet refuels a non tanker fleet. Doesnt work with joining a tanker fleet.

Also the 'refuel from own tankers' order resets "Refuel Own Fleet Tankers" to "Refuel Own Fleet" again, to cater for a non tanker fleet. So it appears as if the order fails with tankers which it does but I just need to set the "Refuel Own Fleet Tankers" setting as a standard order and not give it further refuel orders.

What foxed me was the orders mention refuel, but unlike refuel from stationary tankers the process does not conclude after refuelling but before refuelling and notifies order complete when refuelling is not complete, also does not work with tankers at all.

I think I understand how to use them now, thanks for the hint...

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kristover on August 13, 2022, 12:24:01 AM
Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 13, 2022, 02:02:11 AM
Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?

You sure can, under the game settings window you can freely tick and untick the spoilers. IIRC this will only apply to new systems though, so I'm not sure if it will stop raider spawning in an ongoing game since they have their special "invisible" system.

Edit: I believe it works like the civilian spawning. Turning it off won't delete current shipping lines but it will stop more being built and essentially "pause" them, although the existing ships will continue to function
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 13, 2022, 04:02:22 AM
Is there any way to load/use alien ordnance? I SM'd in an advanced warship using a different race and transferred it to my player race for RP, but it cannot load any more of its alien ordnance after I transferred it to a colony. The missiles don't appear in the ordnance tab, so I can't assign it any more missiles (it appears as if it doesn't have any missiles assigned at all).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 13, 2022, 11:12:32 AM
You need to tick the "use alien tech" tickbox.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 13, 2022, 11:20:53 AM
You need to tick the "use alien tech" tickbox.

This will work for components, but not ordnance. For alien ordnance you must do some hacky DB editing, I don't know the sequence but someone like Zap0 would as he has done it in his AAR.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on August 13, 2022, 11:51:43 AM
I currently have a diplomacy ship orbiting what appears to be a mining base of an alien civ, with whom I have established communication. I know where their homeworld is, and they've told me to leave, and they have ships flying around, so I know that we're in communication and that they're not a spoiler. However, I cannot for the life of me seem to establish diplomatic communication. Or maybe I'm just not getting any feedback that I am talking to them and improving their opinion of me? Normally an alien civ also shows up in my space with their diplomat, and I get regular messages saying how my opinion of them has gone up, but that's not happening here.

Do you think they're slowing starting to think better of me due to my diplomat ship, but I just don't get any visibility into that, or am I doing something wrong?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 13, 2022, 11:58:02 AM
I currently have a diplomacy ship orbiting what appears to be a mining base of an alien civ, with whom I have established communication. I know where their homeworld is, and they've told me to leave, and they have ships flying around, so I know that we're in communication and that they're not a spoiler. However, I cannot for the life of me seem to establish diplomatic communication. Or maybe I'm just not getting any feedback that I am talking to them and improving their opinion of me? Normally an alien civ also shows up in my space with their diplomat, and I get regular messages saying how my opinion of them has gone up, but that's not happening here.

Do you think they're slowing starting to think better of me due to my diplomat ship, but I just don't get any visibility into that, or am I doing something wrong?

The short answer is you won't really know if their opinion of you is improving.
Your diplomacy efforts improve your opinion of them. If that is happening, you will get regular (per day or per construction cycle) messages with the details.

The full explanation of how it all works is here (http://aurora2.pentarch.org/index.php?topic=8495.msg118258#msg118258).

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 13, 2022, 12:28:55 PM
Yes, you only get notifications if their diplomat is interacting with you. Your diplomat's interactions are not shown, and you couldn't see the results anyways as this number is mostly hidden.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 13, 2022, 05:18:20 PM
I'm looking to set up a scenario where the player race needs to unify the homeworld before setting out to the stars. I have two questions regarding this:

Is it possible to switch a player controlled empire to being a NPR? The idea is that I want to design a few different "factions" but then let the ai run wild with it. Essentially, I don't want to conquer myself but I want specific flavor within the enemies I'm facing at first.

Second, what exactly does neutral race do? I've read some very conflicting info on Reddit and haven't really found a discussion of it on here. Do they literally just exist and do nothing, or are they just passive and non-confrontational?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 13, 2022, 05:46:43 PM
Is it possible to switch a player controlled empire to being a NPR? The idea is that I want to design a few different "factions" but then let the ai run wild with it. Essentially, I don't want to conquer myself but I want specific flavor within the enemies I'm facing at first.

No.

Quote
Second, what exactly does neutral race do? I've read some very conflicting info on Reddit and haven't really found a discussion of it on here. Do they literally just exist and do nothing, or are they just passive and non-confrontational?

They just kinda sit there and do nothing. Ostensibly, they can be picked up for colonization but I've not seen this actually happen as far as I know. You can basically simulate a "neutral" race by just deleting any installations they would get otherwise.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 14, 2022, 01:14:14 AM
NPR AI has specific requirements for it to work. It will not know how to use player designed ground units and ships, for example. As nuclearslurpsee stated, there is no in-game way to turn a player race into a non-player race and if you do it by DB editing, the NPR AI will not really function. Furthermore, NPR AI cannot really function with a shared homeworld either - you will have a very short and unsatisfying game if you start on Earth with a bunch of NPRs - you would have to use the truce countdown function and as soon that is over, world war will start and the NPRs will happily nuke Earth into oblivion.

It is much, much, much better idea to just roleplay the different Earth factions. You can write your own simple random event table - there are examples in some of the stories in the Fiction sub-forum - or use the Government Simulator here: http://aurora2.pentarch.org/index.php?topic=12763.0 (http://aurora2.pentarch.org/index.php?topic=12763.0) or even just pilfer similar things made for other tabletop games available on the Internet. Or just flip a coin every time you have to make a decision. Personally, I sort of create a "character" for each faction and then they act in a logical manner that fits that character.

Neutral race on Earth is just there to provide colonists. Civilian shipping lines will not pick them up, you must use your own colony ships to get them. It's also possible to discover aliens whose technological level is below TN - they will never achieve TN-tech and are there just so you can conquer them and turn them into labour force.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 14, 2022, 01:44:01 AM
Furthermore, NPR AI cannot really function with a shared homeworld either - you will have a very short and unsatisfying game if you start on Earth with a bunch of NPRs - you would have to use the truce countdown function and as soon that is over, world war will start and the NPRs will happily nuke Earth into oblivion.
Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
It was definitely working before anyway. I am literally in a game of it where only one faction became evil and triggered the nukes, while 3 other factions have thereafter lived with me peacefully for over 100 years, doing their own thing exploring, guarding Sol, and even sharing tech with me. I even documented that game here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 14, 2022, 01:45:07 AM
How is upgrading ground unit formations with new tech best handled?  At the moment the only option I can see is to create the new template with the improved equipment then produce it, then swap it into the formation, then scrap the old equipment.

Should my bombardment units be set for no combat?  Should the FO be attached to the formation with the bombardment units or elsewhere?

What exactly does the HQ rating mean?  I have a battalion HQ with rating 1000, but the total size of the HQ with the attached 5 companies is 1154 is this a problem?  The game isn't giving me a warning or anything.

 

I can't see a way to reduce the number of components of a type in a ship design...how is that done?  I added 2 small maintenance bays then could see no way to remove them.

I had a ship show up and obliterate my spaceyard...then leave.  The last game 4 ships soon showed up, did the same and dropped elite infantry on my world ... end of that game.  The next time it shows up in this game...I'll see if my defensive works can take it out.  I think these are something that it should be recommended to be turned off for Non-TN starts.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 14, 2022, 03:17:20 AM
So, is 2.0.2 worth it? I am seeing lots of weird bugs report...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 14, 2022, 04:36:36 AM
So, is 2.0.2 worth it? I am seeing lots of weird bugs report...

For me it is. But I suppose I was lucky and was not hit by any of these bugs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 14, 2022, 06:05:10 AM
So, is 2.0.2 worth it? I am seeing lots of weird bugs report...

Well, 2.0.3 was released shortly after you asked. So there you go.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on August 14, 2022, 06:09:21 AM
I can't see a way to reduce the number of components of a type in a ship design...how is that done?  I added 2 small maintenance bays then could see no way to remove them.
I think you double click on them.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 14, 2022, 06:14:47 AM
I can't see a way to reduce the number of components of a type in a ship design...how is that done?  I added 2 small maintenance bays then could see no way to remove them.
I think you double click on them.

You can do that in Wide View - in normal view you need to click the Class Components radio button first.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 14, 2022, 08:56:52 AM
Furthermore, NPR AI cannot really function with a shared homeworld either - you will have a very short and unsatisfying game if you start on Earth with a bunch of NPRs - you would have to use the truce countdown function and as soon that is over, world war will start and the NPRs will happily nuke Earth into oblivion.
Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
It was definitely working before anyway. I am literally in a game of it where only one faction became evil and triggered the nukes, while 3 other factions have thereafter lived with me peacefully for over 100 years, doing their own thing exploring, guarding Sol, and even sharing tech with me. I even documented that game here.
I guess it's possible that peace reigns - most games I've seen people post here or talk about had devolved into nuclear armageddon pretty quickly since the number of active sensors causes relations to plummet pretty fast.

How is upgrading ground unit formations with new tech best handled?  At the moment the only option I can see is to create the new template with the improved equipment then produce it, then swap it into the formation, then scrap the old equipment.
Or just train a new formation completely and leave the old one as reserve for the eventual NPR homeworld invasion where you need millions of warm bodies.

Should my bombardment units be set for no combat?  Should the FO be attached to the formation with the bombardment units or elsewhere?
Bombardment units should NOT have avoid combat box ticked. Only supply, HQ, xeno, construction, STO units should have it ticked. Forward Observers can be anywhere as they do not direct artillery fire - they only direct orbital bombardment from ships and strikes by ground support fighters.

What exactly does the HQ rating mean?  I have a battalion HQ with rating 1000, but the total size of the HQ with the attached 5 companies is 1154 is this a problem?  The game isn't giving me a warning or anything.
HQ rating tells how large of a formation the HQ can command and still give full bonuses from the commanding officer. Going over means your CO is not 100% effective. The number includes not only the HQ formation itself but ALL sub-formations as well, so you must plan ahead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on August 14, 2022, 09:22:04 AM
How have people been fairing against the new pirate enemies so far?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 14, 2022, 10:29:48 AM
How have people been fairing against the new pirate enemies so far?

In the 4 games I have tried to start (conventional start) they showed up and destroyed me before I could get into space.  Elite infantry against that you can build isn't fun...neither is getting your space yard, then your ground force construction facilities destroyed...last game at the end there was 3xclass1, 3xclass2, and 2xclass3 ships in orbit over my homeworld...and 1900 elite infantry, 90 anti-armour and 2 HQ ground forces engaging mine.   I believe I killed something like 10 elite infantry in several days of combat.  I had managed to destroy 3 of their class1 ships with my STOs...but their class2 ship mounted 10xrailguns...while my STOs each had 2x15cm carronades. 

A conventional start with aether rift raiders turned on seems to be impossible or else my luck has been exceptionally bad.  The last game only lasted as long as it did due to the lessons learned in the previous attempts, also based on what the NCN was at the end of my VB6 game I would say a basic TN start race will be obliterated with only slightly more work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 14, 2022, 10:32:54 AM
How have people been fairing against the new pirate enemies so far?

In the 4 games I have tried to start (conventional start) they showed up and destroyed me before I could get into space.  Elite infantry against that you can build isn't fun...neither is getting your space yard, then your ground force construction facilities destroyed...last game at the end there was 3xclass1, 3xclass2, and 2xclass3 ships in orbit over my homeworld...and 1900 elite infantry, 90 anti-armour and 2 HQ ground forces engaging mine.   I believe I killed something like 10 elite infantry in several days of combat.  I had managed to destroy 3 of their class1 ships with my STOs...but their class2 ship mounted 10xrailguns...while my STOs each had 2x15cm carronades. 

A conventional start with aether rift raiders turned on seems to be impossible or else my luck has been exceptionally bad.  The last game only lasted as long as it did due to the lessons learned in the previous attempts, also based on what the NCN was at the end of my VB6 game I would say a basic TN start race will be obliterated with only slightly more work.

Some people get swarmed by large fleets from the start. On the other hand, I encountered only scouts and one somewhat larger group that escorted one of their commercial ships.  :'(

But I had TN start with some military ships, so that may be a big difference as they are scared and run before you even pick them up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 14, 2022, 10:33:17 AM
What exactly does the HQ rating mean?  I have a battalion HQ with rating 1000, but the total size of the HQ with the attached 5 companies is 1154 is this a problem?  The game isn't giving me a warning or anything.
HQ rating tells how large of a formation the HQ can command and still give full bonuses from the commanding officer. Going over means your CO is not 100% effective. The number includes not only the HQ formation itself but ALL sub-formations as well, so you must plan ahead.

I’m not sure we know the exact formulas, but iirc it should mean that the CO is _only_ 100% effective. That is, if they give a 10% bonus for 1000 troops and you have them leading 1100 instead then the game will count them as giving a 10%*1000/1100 = 9.09% bonus. In both cases they give you the same 100 extra survey points (or damage or hp or chance to hit or whatever their bonus was), but in the latter case it is spread out over more troops.

In any case small variations shouldn’t matter much, so there’s no huge penalty for throwing a few extra elements into a led formation instead of leaving them with no HQ.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 14, 2022, 11:12:03 AM
I guess it's possible that peace reigns - most games I've seen people post here or talk about had devolved into nuclear armageddon pretty quickly since the number of active sensors causes relations to plummet pretty fast.
There are easy tricks for setting up the multi-faction start right. If done correctly you can even guide which one of them becomes evil genocidal and which don't no problem.(in my game I wanted China to flip out, Britain to be ambiguous-"can go either way", and Asean and South America to be peaceful, and that is exactly what happened. China attacked, Asean and South helped with PD + anti-orbital, Britain was neutral throughout everything)
Maybe I should create some tutorial post somewhere, since it appears this is not widely known. Not sure what I would talk about other than maybe documenting the exact stats of successful multi-faction games though, since it otherwise basically boils down to {Good guys: more diplomacy, little xenophobia}, {Bad guys: opposite}, and keeping active sensors off until actually departing.
I think you can even ignore the active sensor rule upon reaching ally status, but I generally do this in all games since DST stations far outrange any radar after the new C# formula once you reach 10-20 installations anyway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 14, 2022, 11:14:54 AM
Huh, am I missing context on the line of comments, or is multi-NPR start on Earth just not viable in 2.0 anymore?
It was definitely working before anyway. I am literally in a game of it where only one faction became evil and triggered the nukes, while 3 other factions have thereafter lived with me peacefully for over 100 years, doing their own thing exploring, guarding Sol, and even sharing tech with me. I even documented that game here.

It's entirely doable, you just won't be able to customize the factions very much since you cannot create them as player races and set them as NPRs later. You also probably need to use the treaty status game option to prevent an early war before anyone expands out of Sol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ultimoos on August 14, 2022, 02:02:44 PM
Quote from: Borealis4x link=topic=11545. msg161320#msg161320 date=1660486924
How have people been fairing against the new pirate enemies so far?

In my first game (conventional with 25% research rate) I got raided and obliterated soon after I started to explore outside of my home system.  Had 3 10k orbital weapon platforms.  First just sole scout appeared.  It died from one salve at point blank range.  For some reason those raiders are very happy attacking civilian vessels.  Right after that his friends came, 8 ships strong with one cruiser (17k).  That was the end of that game. 

In my second game, with same starting settings I was way better prepared.  10x10k OWP with 6xquadruple 12cm laser turrets and 6 layers of armor.  Engagement started when I was refitting them to 15cm lasers.  12 corvettes (3k) and 8 frigates (5k).  This time there was no scout.  Again just after I started scouting outside of my system over 20 ships arrived with 5 cruisers.  After they lost 4 cruisers they started to run away.  I lost 5 OWP and send ships to chase after them.  I managed to take down a couple more ships losing some frigates in return.  They lost half of the fleet and i lost 3 frigates.  Because of low fuel range I had to let them go.  Just few months later those ships came back.  They split to 2 groups which gave mi opportunity for advantageous engagements.  I cleared them all losing 2 more frigates. 

The problem now is, they have scouts everywhere.  I'm constantly losing survey ships.  I can't even find proper mineral sources.  And now I need proper interstellar navy way, way earlier than normal.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 14, 2022, 03:48:47 PM
How have people been fairing against the new pirate enemies so far?

In the 4 games I have tried to start (conventional start) they showed up and destroyed me before I could get into space.  Elite infantry against that you can build isn't fun...neither is getting your space yard, then your ground force construction facilities destroyed...last game at the end there was 3xclass1, 3xclass2, and 2xclass3 ships in orbit over my homeworld...and 1900 elite infantry, 90 anti-armour and 2 HQ ground forces engaging mine.   I believe I killed something like 10 elite infantry in several days of combat.  I had managed to destroy 3 of their class1 ships with my STOs...but their class2 ship mounted 10xrailguns...while my STOs each had 2x15cm carronades. 

A conventional start with aether rift raiders turned on seems to be impossible or else my luck has been exceptionally bad.  The last game only lasted as long as it did due to the lessons learned in the previous attempts, also based on what the NCN was at the end of my VB6 game I would say a basic TN start race will be obliterated with only slightly more work.

Some people get swarmed by large fleets from the start. On the other hand, I encountered only scouts and one somewhat larger group that escorted one of their commercial ships.  :'(

But I had TN start with some military ships, so that may be a big difference as they are scared and run before you even pick them up.

Trying again...this time I got to TN tech without them showing up...I have a conventional Geosurvey ship doing its thing so I'm way better off.  But as is commented elsewhere the trouble is you will need to protect stuff a lot more than what I suspect was typical in the past.  I think Steve must have fixed something as I had them showing up in every game before this and suddenly this time not...or else it is just luck.  I have one of my 4 research labs constantly researching ground tech at the moment so that I have a better chance of standing off an attack...ok...so not much more of one but still.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 14, 2022, 03:48:57 PM
An alien ship is surveying my asteroid belt!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Marski on August 15, 2022, 12:16:51 PM
At which population is the NPR spawning spacemaster mechanism optimized to? It seems if the NPR is spawned with less than 300 million population, it gets way too many ships spawned in comparison to the maintenance facilities regardless if you set ship points to zero or not.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 15, 2022, 08:14:00 PM
At which population is the NPR spawning spacemaster mechanism optimized to? It seems if the NPR is spawned with less than 300 million population, it gets way too many ships spawned in comparison to the maintenance facilities regardless if you set ship points to zero or not.

NPRs don't use maintenance, I don't think, although they do now eventually run out of MSP from beam weapon failures.

NPRs also don't adhere to the ship build points setting at all, which I suppose is fair as they can try to make up for in quantity what the player has over them in quality... and brains.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 16, 2022, 06:27:48 AM
Do spoiler AI's cheat though?

I have had n=3 games where I have run an early tech phase, encountered a threat at a planet, gone back a save to build missiles at a given tech level and then when I have missiles the threat does not show up even though I am pretty sure their ship designs do not have the sensors to pick up my defences without registering on mine.

One suspects the AI might be as cheaty as oneself!

Maybe its just projection born of a guilty conscience :D

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kashada on August 16, 2022, 04:50:23 PM
Looking for tips on how to set up patrols within my systems.

Current I have a number of waypoints around the system that my fleets move to wait at a few day then move on to the next one before repeating the cycle. I have conditional orders for fuel level to refuel at colony or hub and for exceeding deployment for them to refuel/resupply/refit.

This basically has them doing what I want with a few issues;

Firstly I cant have conditional order for both fuel and supply levels if I also want to have them refit.

Secondly and most importantly every time they complete a conditional order they stop patrolling and I have to reissue the orders. I'm currently only running around 5 patrol routes across 3 system but this is already becoming really old.

Currently I am considering adding a tanker and supply ship to each patrol to reduce the number of times they stop for conditional orders however this feels like over kill for corvette patrols, are there any tricks I'm missing that will trigger them to go back to completing their previous orders after refueling or overhauling?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on August 16, 2022, 05:44:18 PM
Looking for tips on how to set up patrols within my systems.
I have not done mobile patrols like this myself (I tend to opt for a base/outpost with a quick-response force stationed above it to save on fuel), but it seems like your best bet is to put the refuel/resupply/overhaul orders into the cycle itself. If the patrols are based only on static points (waypoints, jump points, etc) then you can get the time for a single loop pretty easily from the fleet screen, and insert a refuel order after every X cycles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kashada on August 16, 2022, 05:59:51 PM
Yeah I am thinking that is likely the best approach to cut down on long term micro.

I normally do static defense to but with the new Spoiler race I want to be able to patrol my systems as while my assets should be safe once I figure out the right amount of defenses required my civilian shipping will likely get shredded if the QRF is not close enough.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: PandaBearTellEm on August 16, 2022, 06:22:31 PM
Hello! Do I understand correctly that to get up to the current version, one can apply the 2. 1. 0 patch to a 1. 13 download (along with following the instructions of deleting the . exe and . db files available here- hxxp: aurora2. pentarch. org/index. php?topic=13049. 0 ) ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 16, 2022, 07:04:43 PM
Yes, the only two files that matter are Aurora.exe and AuroraDB.db. Each “patch” download just replaces one or both of those two files. Most of the rest of the files are either ancillary, like the race, flag, ship, station, and medal images or they are important but basically never change from one version to the next such as the sqlite dlls.

You can add and remove images any time you like, fwiw.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Marski on August 17, 2022, 07:28:24 AM
At which population is the NPR spawning spacemaster mechanism optimized to? It seems if the NPR is spawned with less than 300 million population, it gets way too many ships spawned in comparison to the maintenance facilities regardless if you set ship points to zero or not.

NPRs don't use maintenance, I don't think, although they do now eventually run out of MSP from beam weapon failures.

NPRs also don't adhere to the ship build points setting at all, which I suppose is fair as they can try to make up for in quantity what the player has over them in quality... and brains.
Have you tried starts with multiple NPR's on earth? Ever since 2.0 dropped they seem to be broken for me atleast. They sit on earth's orbit until truce countdown hits zero and begin WW3.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: doodle_sm on August 17, 2022, 08:45:59 AM
How do I (if I can) connect SpaceMastered created systems to other systems?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 17, 2022, 08:54:57 AM
How do I (if I can) connect SpaceMastered created systems to other systems?

Unfortunately that is not possible currently, you would have to edit it in database.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on August 17, 2022, 10:03:43 AM
Does anyone use their industry to make ship components in advance of constructing a ship to reduce build time ? Or is it better to utilize the industry for larger items and delay the time taken to build a ship . Which should be the way to go ?

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on August 17, 2022, 10:11:53 AM
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional".  What is the prerequisite tech for researching standard troop transport bays? 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheBawkHawk on August 17, 2022, 10:44:10 AM
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional".  What is the prerequisite tech for researching standard troop transport bays?

It should be under the Ground Combat research tab, as Troop Transport Bay - Standard. It'll research all of the different sized ones as well, and allow the research of the boarding bays and drop bays.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on August 17, 2022, 10:49:22 AM

I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional".  What is the prerequisite tech for researching standard troop transport bays?

Just had a look at my game and I have Troop Transport Bay - Standard available from the  start . Perhaps a re-install to try and fix ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on August 17, 2022, 11:54:03 AM
I started a 2.1 game (TN start) and the only troop transport tech I have is "Troop Transport bay - Conventional".  What is the prerequisite tech for researching standard troop transport bays?

It should be under the Ground Combat research tab, as Troop Transport Bay - Standard. It'll research all of the different sized ones as well, and allow the research of the boarding bays and drop bays.

I missed it because I didn't scroll down to see the last few Ground Combat techs.  Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on August 17, 2022, 12:00:00 PM
Does anyone use their industry to make ship components in advance of constructing a ship to reduce build time ? Or is it better to utilize the industry for larger items and delay the time taken to build a ship . Which should be the way to go ?

DavidR

Using industry to build ship components is a nice option to have when you really need to build a ship as quickly as possible.

You don't want to do it too much, though.
Your long-term economic health requires industrial expansion.
If too much of your industrial capacity is allocated to ship components, your industrial expansion falls behind.

I like to use secondary colonies to produce ship components after they get over 10M pop or so and finally have more than enough industrial capacity to build the infrastructure and installations needed to house and employ their own pop growth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 17, 2022, 05:09:45 PM
I ask this also here, as suggested.
I am playing with 2.0.3.
I don't succeed in refuelling the ships at zero fuel.
I send the tankers to them, remove every Standing Orders and set to zero the speed of all fleets, and let 1 day of time step pass to have these settings in effect.
Then, I order to the fleet at zero fuel to refuel from stationary tankers. But 2 hours pass (whatever longer time step I choose), the order is said executed, but nothing happens.
Or, I order to the tanker fleet to join & refuel the target fleet; the fleets join, but the refuelling doesn't happen, even if several time steps are spent. The tanker is marked with "Refuel Own Fleet", but this doesn't happen.
The tanker alone or also the ships in the target fleet can have a refuelling system installed, but it is no use.
Increasing the refuel priority is also no use.
This situation is destroying my match, as I cannot recover several ships around.
What else can I try?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 17, 2022, 06:56:06 PM
Double check the reserve amount for your tankers. It should be 10% by default but it might be higher, in which case they cannot give fuel to other ships as they are reserving it for themselves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 17, 2022, 07:00:44 PM
Quote
Double check the reserve amount for your tankers. It should be 10% by default but it might be higher, in which case they cannot give fuel to other ships as they are reserving it for themselves.

The tankers are 95% full or more.  :-(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 17, 2022, 07:03:04 PM
Yes but if their reserve level is 95% or 100%, they can't give any fuel out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 17, 2022, 07:13:02 PM
Quote
Yes but if their reserve level is 95% or 100%, they can't give any fuel out.

Hit the mark!!!  :-D
Reserve was at 100% their capacity!!
Reduced, and the refuelling has gone!
Thank you really!!!!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 18, 2022, 10:25:56 AM
To send workers/colonists to an empty colony, have I to use cryogenic transports or luxury accommodation?
I don't find other components to load colonists nor cargo ships allow me to do this.
I would like to send some people from Earth to Luna, and then on other places in Sol system, so cryogenic transport modules seem to me a bit excessive for the short distances/time of the travel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 18, 2022, 01:15:17 PM
To send workers/colonists to an empty colony, have I to use cryogenic transports or luxury accommodation?
I don't find other components to load colonists nor cargo ships allow me to do this.
I would like to send some people from Earth to Luna, and then on other places in Sol system, so cryogenic transport modules seem to me a bit excessive for the short distances/time of the travel.

Cryogenic transport is best to move colonists to new planet. If you are unable to load colonists to ship equipped with cryogenic transport, check if you have cargo shuttles on your colony ships.

Luxury accommodation is mostly for roleplay but it can also transport colonists, but capacity is very limited. You need milions of people to operate facilities on planet so it would not be economical to use something like luxury accommodation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 18, 2022, 02:04:14 PM
Quote
Cryogenic transport is best to move colonists to new planet.

OK! Thank you.
I am designing the first colonists transport, so still not problems with loading and unloading.
Which is the difference between "Cryogenic Transport" and "Cryogenic Transport - Conventional", apart that second one is twice the mass of the first one? This is very strange indeed, as the materials required are the same, and their capacity too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 18, 2022, 02:09:59 PM
Quote
Cryogenic transport is best to move colonists to new planet.

OK! Thank you.
I am designing the first colonists transport, so still not problems with loading and unloading.
Which is the difference between "Cryogenic Transport" and "Cryogenic Transport - Conventional", apart that second one is twice the mass of the first one? This is very strange indeed, as the materials required are the same, and their capacity too.

Conventional version is usefull for games where you start without TN tech. In normal games it is basically useless. You always want to use Cryogenic Transport.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 18, 2022, 04:32:36 PM
Quote
Cryogenic transport is best to move colonists to new planet.
Which is the difference between "Cryogenic Transport" and "Cryogenic Transport - Conventional", apart that second one is twice the mass of the first one? This is very strange indeed, as the materials required are the same, and their capacity too.

Quote
Conventional version is usefull for games where you start without TN tech. In normal games it is basically useless. You always want to use Cryogenic Transport.

There's also a button on the window labelled Obso Comp, once you no longer need this (or any other component), you can use it to hide the item.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on August 19, 2022, 03:44:53 AM
Apologies if this has been asked before , but is there any way to increase the length of service of Officers ( especially Naval ) . I am tired of seeing notification that an officer has retired at the age of 33 etc. I know that I only have employment opportunities for a few of them but even the employed ones seen to retire in their 40's meaning I have to constantly re-visit and re-stock the Admin Commands on a regular basis.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 19, 2022, 04:34:45 AM
I have to constantly re-visit and re-stock the Admin Commands on a regular basis.

DavidR

Admin commands now have auto-assign - you can set it up for each command in the Fleet window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 19, 2022, 05:26:54 AM
I am tired of seeing notification that an officer has retired at the age of 33 etc. I know that I only have employment opportunities for a few of them but even the employed ones seen to retire in their 40's meaning I have to constantly re-visit and re-stock the Admin Commands on a regular basis.

DavidR

I noticed this as well but in my case they are assigned officers as I am using fighters and have enough positions. But they still  retire around 33 in good health.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Destragon on August 19, 2022, 05:52:31 AM
Have officers not been retiring at 30 in the past?
I never really paid attention to it before, but yesterday I named some low rank officers after friends to see if they manage to climb into higher positions, but they all retired in their early 30s.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 19, 2022, 06:05:25 AM
You should probably read the rules for Commanders Carreer again here http://aurora2.pentarch.org/index.php?topic=8495.msg104038#msg104038

In the fighter case, being probably commanders stuck to man them, there is no carreer progression for them so "survive" after the 10 years of service on lower ranks.

I think the system is well balanced now also with the latest changes from 2.0 and it allows for an organic and more diverse age gap in the chain of command.

I must admit that I haven't played enough to see if the retirements waves are now more limited, but the automatic assignments make it more less demanding in terms of maintenance at least.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 19, 2022, 07:57:48 AM
Quote from: Destragon link=topic=11545. msg161530#msg161530 date=1660906351
Have officers not been retiring at 30 in the past?
I never really paid attention to it before, but yesterday I named some low rank officers after friends to see if they manage to climb into higher positions, but they all retired in their early 30s.

In the past they'd get promoted to higher ranks, even if there were no positions for them to fill.  With the 2. 0 change, it's different, but in my opinion makes much more sense.  If you want named characters like that to go somewhere career-wise, try appointing them to jobs and getting them promoted, instead of just sitting idle in the officer pool until they hit retiring age for rank.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 19, 2022, 08:43:39 AM
So, is this a bug or not?

I have seen both Jill (see screeny) and Martha referred to as he.

I always thought these were female names and if so then the wrong pronoun is being applied which would be a bug and I ought to report it.

However if they are intended to be dual gender names then I guess it might not be a bug. Not sure, anyone know the situation?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: d.rodin on August 19, 2022, 08:45:24 AM
Is there a limit to Aether Rift growth?
Current one is ~300 mln km size.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 19, 2022, 08:49:29 AM
Has anyone noticed that comets now seem to travel mostly lateral, not inwards or outwards? Was this planned?(maybe the line behind a comet no indicates the tail rather than the travel direction?) I don't remember a note on this change, and the overall sunwards speed seems to be extremely slow.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 19, 2022, 10:11:21 AM
Has anyone noticed that comets now seem to travel mostly lateral, not inwards or outwards? Was this planned?(maybe the line behind a comet no indicates the tail rather than the travel direction?) I don't remember a note on this change, and the overall sunwards speed seems to be extremely slow.

A comet's tail isn't caused by it leaving stuff behind as it passes, that wouldn't work in zero gravity anyway. The tail of a comet is caused by stellar wind pushing gas and dust outwards, away from the star. You can see the comet's orbit if you turn on Selected Orbit in the display settings and select a comet.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Destragon on August 19, 2022, 10:27:54 AM
Quote from: Destragon link=topic=11545. msg161530#msg161530 date=1660906351
Have officers not been retiring at 30 in the past?
I never really paid attention to it before, but yesterday I named some low rank officers after friends to see if they manage to climb into higher positions, but they all retired in their early 30s.

In the past they'd get promoted to higher ranks, even if there were no positions for them to fill.  With the 2. 0 change, it's different, but in my opinion makes much more sense.  If you want named characters like that to go somewhere career-wise, try appointing them to jobs and getting them promoted, instead of just sitting idle in the officer pool until they hit retiring age for rank.
They were appointed. They just didn't have any opportunity to rank up, because of there not being enough higher rank jobs.

Has anyone noticed that comets now seem to travel mostly lateral, not inwards or outwards? Was this planned?(maybe the line behind a comet no indicates the tail rather than the travel direction?) I don't remember a note on this change, and the overall sunwards speed seems to be extremely slow.
It's definitely supposed to be the tail and not the travel direction.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 19, 2022, 10:37:44 AM
They were appointed. They just didn't have any opportunity to rank up, because of there not being enough higher rank jobs.

I thought that they're more likely to level up if they're filling an appointment, giving them higher stats and so a higher promotion score, making them more likely to be selected for promotion to whatever higher rank slots there are?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 19, 2022, 11:47:54 AM
It's definitely supposed to be the tail and not the travel direction.
Weird that I don't remember this from before. I do however remember some comets going relatively fast towards the sun and being catapulted back.
Well, maybe I am just in a weird incidental phase where no comet whose orbit would scratch the sun is actually close to it, while all the distant scrapers are.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 19, 2022, 01:20:22 PM
In the Events list, only ships are reported.
Is it possible to show also the fleet a ship belongs to?
Having a long list of fleets, in this way it is easier to find the one in need.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 19, 2022, 02:17:12 PM
I have discovered this solar system (first image).
When I select one asteroid, everything is OK (second image).
When I show all the asteroids orbits, this happens (third image).
Where are the rest of the asteroids, not shown in the first image?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on August 19, 2022, 02:48:55 PM
I have discovered this solar system (first image).
When I select one asteroid, everything is OK (second image).
When I show all the asteroids orbits, this happens (third image).
Where are the rest of the asteroids, not shown in the first image?
Does it have to do with the "Asteroids with minerals only" option being ticked? If you have already geo-surveyed the system, that would hide a lot of the asteroids.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Coleslaw on August 19, 2022, 02:55:45 PM
Where can I find the wallpapers that were with the original VB6 Aurora 4x install? Now whenever I try to download that install again for the wallpapers, it says the VB6 aurora stuff download is no longer available.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: midikiman on August 19, 2022, 04:53:13 PM
It's definitely supposed to be the tail and not the travel direction.
Weird that I don't remember this from before. I do however remember some comets going relatively fast towards the sun and being catapulted back.
Well, maybe I am just in a weird incidental phase where no comet whose orbit would scratch the sun is actually close to it, while all the distant scrapers are.

Comets follow actual elliptical orbits now, according to the patch notes for 2.0. This replaces the old hack for comet motion.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 20, 2022, 01:22:25 AM
Comets follow actual elliptical orbits now, according to the patch notes for 2.0. This replaces the old hack for comet motion.
Oh, right, so that was it. Of course, they couldn't even do it before. Very exciting.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 20, 2022, 03:27:36 AM
I'm not seeing a way to increase ground unit damage via technology like there was in VB Aurora...is this something that is unlocked by another tech?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 20, 2022, 03:38:26 AM
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armour
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 20, 2022, 05:28:58 AM
I'm not seeing a way to increase ground unit damage via technology like there was in VB Aurora...is this something that is unlocked by another tech?
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armour
And you have to research aperture/strength/damage for this, not range related techs like wavelength.
Note that it seems that only lasers can get you to the highest end-tech rating, because other technologies don't have enough levels. Although that may have changed in 2.0+, I am not sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 20, 2022, 05:32:43 AM
Can anyone tell me if it is working as intended that a small 208t rescue shuttle "Little Flower Groovey Baby 001" is not being picked up for refit because she does not have a bridge?

If I add a bridge by SM she is listed on the 'refit from' DDL, but if the bridge is absent as is permitted for sub 1000t designs, she is not listed in the refit DDL, see screeny. (Neither are other ships below 1000t without bridge.)

I just wondered, is this intended, that sub 1000t designs without bridge are scrapped not refitted, or is it a bug?


Quote
RS-03 Little Flower Groovey Baby 001  (Little Flower Groovey Baby class Rescue Shuttle)      208 tons       3 Crew       19 BP       TCS 4    TH 10    EM 0
2312 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 31.79 Years     MSP 40    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 5 MSP
Cryogenic Berths 200   
Seeker    Control Rating 1   
Intended Deployment Time: 125 months    Morale Check Required   

Nuclear Rescue Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 20,000 Litres    Range 7.5 billion km (37 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 20, 2022, 05:38:39 AM
Can anyone tell me if it is working as intended that a small 208t rescue shuttle "Little Flower Groovey Baby 001" is not being picked up for refit because she does not have a bridge?

If I add a bridge by SM she is listed on the 'refit from' DDL, but if the bridge is absent as is permitted for sub 1000t designs, she is not listed in the refit DDL, see screeny. (Neither are other ships below 1000t without bridge.)

I just wondered, is this intended, that sub 1000t designs without bridge are scrapped not refitted, or is it a bug?


Quote
RS-03 Little Flower Groovey Baby 001  (Little Flower Groovey Baby class Rescue Shuttle)      208 tons       3 Crew       19 BP       TCS 4    TH 10    EM 0
2312 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 31.79 Years     MSP 40    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 5 MSP
Cryogenic Berths 200   
Seeker    Control Rating 1   
Intended Deployment Time: 125 months    Morale Check Required   

Nuclear Rescue Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 20,000 Litres    Range 7.5 billion km (37 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes

It looks more like the fighter you want to refit is already the same design as the one the shipyard is tooled for, and so there's nothing to refit it to. When you change the design by SM, that means it's a different design now, and so there's something to refit? That's if changing the design doesn't change both the craft and the shipyard tooling.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 20, 2022, 05:46:04 AM
No it isn't the same design, its a long but different name truncated but if you look closely at the bottom you will see the shipyard refit class design name is "Little Flower Groovey Baby Boos" truncated a little less from "Little Flower Groovey Baby Boosted".

Also as stated I can get it to show if I add a bridge and that would change both designs if they were the same design. You will just have to take my word for that, I'm not made of screenies 8)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 20, 2022, 08:23:29 AM
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armour

Ah hah, thanks.  The armour I had figured out but wasn't seeing what the ground weapons were based on.  The Freehold is going to be me doing wild insane things...carronades, particle beams, and for the moment a mix of rail and guass cannon.  I'm thinking of tossing in torpedoes (missiles fired from box launchers) to give a "long range" weapon and maybe minefields since they seem to be working now.  Still sorting this out...had to do some SM tinkering to my starting systems minerals as none of the gas giants had sorium and it would only make sense for them to have it.

This time at least the raiders didn't show up and exterminate before I even got TN tech...my 3 regiments of light infantry, 2 armoured and 2 mechanized infantry battalions and 6 defence bastions are likely wasted resources.  Just got jump theory...no real navy to speak of and still limited to one planet.

What does "Rear Echelon" do mechanically?  I've set my HQ formation to that to keep them out of combat...or should I make them support?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 20, 2022, 08:25:11 AM
Answering refit questions always requires looking at both the starting class as well as the class you are refitting to, so that you can calculate the refit cost. Post both designs and maybe someone can do that for you.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 20, 2022, 09:39:03 AM
Answering refit questions always requires looking at both the starting class as well as the class you are refitting to, so that you can calculate the refit cost. Post both designs and maybe someone can do that for you.

Ah! thats it, thanks, my mistake, the second design was 325t, more than 20% bigger than 208t, until I SMd a bridge into the first design which made it big enough, nothing to do with the bridge of itself, same happens if I use engineering.

What was I thinking?!

Quote
Little Flower Groovey Baby Boosted class Rescue Shuttle      325 tons       4 Crew       27.3 BP       TCS 6    TH 33    EM 0
5011 km/s      Armour 1-4       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 15.20 Years     MSP 45    AFR 8%    IFR 0.1%    1YR 0    5YR 5    Max Repair 10.5625 MSP
Cryogenic Berths 200   
Seeker    Control Rating 1   
Intended Deployment Time: 125 months    Morale Check Required   

SkyFire Ion8 P32 (1)    Power 32.5    Fuel Use 43.09%    Signature 32.5    Explosion 6%
Fuel Capacity 14,000 Litres    Range 18 billion km (41 days at full power)

Deep Heat (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes

PS I rejigged the design for 120% of the original and it worked just fine.

Quote
Little Flower Groovey Baby Boosted class Rescue Shuttle      249 tons       3 Crew       25.4 BP       TCS 5    TH 25    EM 0
5030 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 26.44 Years     MSP 61    AFR 5%    IFR 0.1%    1YR 0    5YR 3    Max Repair 10.0000 MSP
Cryogenic Berths 200   
Seeker    Control Rating 1   
Intended Deployment Time: 125 months    Morale Check Required   

SkyFire Ion8 P25 (1)    Power 25.0    Fuel Use 91.59%    Signature 25.00    Explosion 8%
Fuel Capacity 21,000 Litres    Range 16.6 billion km (38 days at full power)

Deep Heat (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on August 20, 2022, 11:08:59 AM
Quick question:
Can ships refuel in hangar decks?
Like... If I add conditional refuel and mark carrier design as tanker, would then ships refuel in it? Or I would have to put refueling system in it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 20, 2022, 11:31:28 AM
I'm not seeing a way to increase ground unit damage via technology like there was in VB Aurora...is this something that is unlocked by another tech?
Ground unit damage is based off your most advanced weapon tech (Laser, railgun,plasma etc) while armour rating is based off your best shipboard armour
And you have to research aperture/strength/damage for this, not range related techs like wavelength.
Note that it seems that only lasers can get you to the highest end-tech rating, because other technologies don't have enough levels. Although that may have changed in 2.0+, I am not sure.

Specifically, only Laser, Railgun, Plasma, and Particle Beam techs will improve ground unit attack. Missile, Gauss, Meson, and HPM will have no effect. Honestly this is stupid, is effectively a nerf to the latter weapon types - as if missiles or Mesons needed any more problems - and I prefer the VB6 method of having an actual tech for GU attack (which, as a DB modder, would also let me actually rebalance ship armor without affecting ground units adversely).


Ah! thats it, thanks, my mistake, the second design was 325t, more than 20% bigger than 208t, until I SMd a bridge into the first design which made it big enough, nothing to do with the bridge of itself, same happens if I use engineering.

There is both a size difference limit (size difference is less than 20% the tooled class's base size) and a cost limit (not more than 20% new component cost, times refit premiums) for co-building two classes out of the same shipyard.


Quick question:
Can ships refuel in hangar decks?

Yes.

Quote
Like... If I add conditional refuel and mark carrier design as tanker, would then ships refuel in it?

No.

Quote
Or I would have to put refueling system in it?

No. The conditional refuel orders only work with Refuelling Hubs, inexplicably, so you cannot use a normal tanker as a refuel destination. It is unfortunate but it is how things are presently.

(@Steve plz)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 20, 2022, 01:39:22 PM
And you have to research aperture/strength/damage for this, not range related techs like wavelength.
Note that it seems that only lasers can get you to the highest end-tech rating, because other technologies don't have enough levels. Although that may have changed in 2.0+, I am not sure.

Specifically, only Laser, Railgun, Plasma, and Particle Beam techs will improve ground unit attack. Missile, Gauss, Meson, and HPM will have no effect. Honestly this is stupid, is effectively a nerf to the latter weapon types - as if missiles or Mesons needed any more problems - and I prefer the VB6 method of having an actual tech for GU attack (which, as a DB modder, would also let me actually rebalance ship armor without affecting ground units adversely).
I've got to say I approve of the idea that ground and space weapon+defense tech be connected. What weird situation would it be if one empire somehow had invincible soldiers and tanks, but was still broadsiding enemy ships with handheld culverins?
The implementation might be tricky, and I agree that all weapon techs should be able to contribute. The problem with the tech lines not being equally long definitely has to be solved, and perhaps shield technology could also play a role in ground defense.

Maybe the advance could just happen on a "Y-tech points in finished weapons/defense technologies for next upgrade" basis, though I am not sure how to keep that smoothly and intuitive.
I am thinking about it this way, because I realized that you couldn't patch out the tier-length issue by simply letting the shorter trees give more. (eg "Particle Beam-2" might get you to strength 6, but "10cm Laser" only to 5. All adjusted so in the end both reach max GU strength) If you did that, then suddenly some tech lines would be at an advantage due to reaching max GU-attack at smaller cost. ...Which is why I came to think that maybe you could just lay out the tech points needed for max GU-attack and then let all techs contribute evenly, so you can kind of 'augment' the shorter techlines after they reach the max through some help.
All this would make the leveling much more opaque however. I am not confident in the good feel of that solution, but I do still feel GU weapon strength should be tied to actual weapon tech like it is now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 20, 2022, 02:21:02 PM
I've got to say I approve of the idea that ground and space weapon+defense tech be connected. What weird situation would it be if one empire somehow had invincible soldiers and tanks, but was still broadsiding enemy ships with handheld culverins?

Personally I am okay with the idea that a race's ability to develop a 25cm laser lens does not necessarily imply that race's ability to develop a 12-damage 5.56mm rifle round, or equivalent of course. Flip side, I am rather less okay with the idea that a race's ability to develop a 25cm laser lens does imply that race's ability to develop 36-damage artillery, unless you want to constrain your roleplay such that all high-explosive weapons are laser warheads - which sounds cool but I can't think of a single sci-fi setting with such an absurd restriction.

I do understand the concept from a roleplay perspective, but we already can have a situation where a race develops MP engines without a lick of weapons development (in the safety of their solar system, perhaps). In practice, I think that for all the loopholes and oddities in the tech tree, generally the concept of "tech level" keeps most important techs for a race fairly close to each other, except when one is developing a new tech line from scratch. I think that is a reasonable approximation, given the scope of Aurora, for the fact that all of these techs in reality would really depend on each other in a very complex manner, as you see in the real world over and over again. Trying to simulate this in greater detail is a very deep rabbit hole.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 20, 2022, 03:57:09 PM


What does "Rear Echelon" do mechanically?  I've set my HQ formation to that to keep them out of combat...or should I make them support?

Rear Echelon formations are pretty much out of combat unless there is a breakthrough in which case they can be attacked. Supply , engineering and other nonecombat units should be in rear echelon, so a higher echelon command can be in the rear echelon without problem if it has no combat elements. Direct fire combat units need to be in front line attack or defense. Artillery units supporting a front line unit need to be in support, so if your HQ unit has artillery in it then it should be in support and assigned to support a front line unit.
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 20, 2022, 04:52:26 PM
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it

This is correct. AA units can support as well following the rules for defensive AA fire but this has never ever mattered in the history of Aurora because ground support fighters are butt.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Barkhorn on August 20, 2022, 05:32:06 PM
I just stupidly built a bunch of ships without fuel tanks and they're now in interplanetary space.  I SM'd in some fuel tanks, but they're still empty.  Is there a way to fill them with SM?  I can't find it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 20, 2022, 07:20:46 PM
I just stupidly built a bunch of ships without fuel tanks and they're now in interplanetary space.  I SM'd in some fuel tanks, but they're still empty.  Is there a way to fill them with SM?  I can't find it.

Naval Organization window --> Select ship --> Miscellaneous tab --> SM Refuel
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 21, 2022, 07:09:53 AM


What does "Rear Echelon" do mechanically?  I've set my HQ formation to that to keep them out of combat...or should I make them support?

Rear Echelon formations are pretty much out of combat unless there is a breakthrough in which case they can be attacked. Supply , engineering and other nonecombat units should be in rear echelon, so a higher echelon command can be in the rear echelon without problem if it has no combat elements. Direct fire combat units need to be in front line attack or defense. Artillery units supporting a front line unit need to be in support, so if your HQ unit has artillery in it then it should be in support and assigned to support a front line unit.
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it

Thanks.  Some of my HQ formations have combat units but they are more or less intended for self defence of the HQ so I'll have a look at them in detail...the others can stay RE.  Where should Medium AA be to protect a formation best?

I'm also trying to figure out how to represent a 150 mm Howitzer regiment...could I use static medium bombardment for this?  SPA is no problem but I'm not really sure how best to represent towed guns.

I miss the ground combat damage tech as well.   Eventually that will sort itself out as I get past this initial teching up after developing TN tech period.  I'm catching a few surprises...cargo shuttles ...had to return my ships to my home world...offload the mines and then refit them to have that system before I could start offworld mining.  Lots of things are the same as the VB...but lots of small stuff is different ...  I'm finding formations a real mess...but it was nice to find that I didn't have to keep re-developing engines for missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nyvis on August 21, 2022, 09:07:14 AM
I'm trying to find how to spacemaster in industry to make a custom start and I'm not seeing the buttons for it. The wiki page for space master seem to be VB only so can someone tell me if they're still supposed to exist in Aurora C# or if I'm searching for something that's VB only? (I'm trying to make a start with a moon or mars base)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 21, 2022, 09:32:41 AM

Rear Echelon formations are pretty much out of combat unless there is a breakthrough in which case they can be attacked. Supply , engineering and other nonecombat units should be in rear echelon, so a higher echelon command can be in the rear echelon without problem if it has no combat elements. Direct fire combat units need to be in front line attack or defense. Artillery units supporting a front line unit need to be in support, so if your HQ unit has artillery in it then it should be in support and assigned to support a front line unit.
It is possible that Heavy Bombardment and Long range bombardment can support frontline units from the rear echelon but my memory fails me and I have never tested it

Thanks.  Some of my HQ formations have combat units but they are more or less intended for self defence of the HQ so I'll have a look at them in detail...the others can stay RE.  Where should Medium AA be to protect a formation best?

I'm also trying to figure out how to represent a 150 mm Howitzer regiment...could I use static medium bombardment for this?  SPA is no problem but I'm not really sure how best to represent towed guns.

I miss the ground combat damage tech as well.   Eventually that will sort itself out as I get past this initial teching up after developing TN tech period.  I'm catching a few surprises...cargo shuttles ...had to return my ships to my home world...offload the mines and then refit them to have that system before I could start offworld mining.  Lots of things are the same as the VB...but lots of small stuff is different ...  I'm finding formations a real mess...but it was nice to find that I didn't have to keep re-developing engines for missiles.
[/quote]
Howitzer regiments would be static units with bombardment weapons, probably with light armour, they don't have to be fortified bunkers but can represent towed guns etc. 81mm mortars would probably be light bombardment infantry.
Combat units in rear echelon formations are just there for RP purposes, they won't ever fire at anything. During a breakthrough attack the units attacked do not return fire
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: TheBawkHawk on August 21, 2022, 09:40:54 AM
I'm trying to find how to spacemaster in industry to make a custom start and I'm not seeing the buttons for it. The wiki page for space master seem to be VB only so can someone tell me if they're still supposed to exist in Aurora C# or if I'm searching for something that's VB only? (I'm trying to make a start with a moon or mars base)

With spacemaster on, the buttons to add installations is in the civilian/flags tab.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nyvis on August 21, 2022, 04:09:37 PM
I'm trying to find how to spacemaster in industry to make a custom start and I'm not seeing the buttons for it. The wiki page for space master seem to be VB only so can someone tell me if they're still supposed to exist in Aurora C# or if I'm searching for something that's VB only? (I'm trying to make a start with a moon or mars base)

With spacemaster on, the buttons to add installations is in the civilian/flags tab.

Oh yeah, that works, thank you very much!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 21, 2022, 05:46:22 PM
Is it possible that all the jump points in the Solar System suddenly start to block the ships with a military jump engine? while, at first, they succeeded in passing?
Civilians pass, instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 21, 2022, 06:06:35 PM
That should not be possible. Military Jump Engine allows both military and commercial engined ships to jump.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 21, 2022, 06:46:02 PM
Quote
That should not be possible. Military Jump Engine allows both military and commercial engined ships to jump.

Understood the cause: I have modified the ship design, adding some deployment time.
This increased the mass of the ships above the limit of the jump engine!
Reducing the time, i.e. the mass, everything is working OK now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 22, 2022, 01:56:30 PM
v. 2.1.0.
In the Minerals window, I have found that to order let's say the third column (Corbomite), I have to set a negative number, as the minimum quantity to search, in the first (Duranium) AND in the second column (Neutronium) (the values in the rest of the columns don't mind: it seems that game doesn't consider them). And so on.
I.e., starting from the left, setting all negative numbers to search, the first column with zero (or a positive number) will be ordered. But, if all have a negative number, again the Duranium column is ordered.
I haven't found a way to order the gravity column. Or have the colonies first.
Does anyone know a way to do these ones?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 22, 2022, 10:37:39 PM
 --- If I build a Commercial Ship with a Commerical Hangar and Repair Bays equal to said Hangar's total capacity, will Military Ships docked inside of said Hangar be capable of being repaired as if they were also within the Repair Bay?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 22, 2022, 11:10:42 PM
--- If I build a Commercial Ship with a Commerical Hangar and Repair Bays equal to said Hangar's total capacity, will Military Ships docked inside of said Hangar be capable of being repaired as if they were also within the Repair Bay?

If the the Repair bay does start repairing, it won't be because the hangar has anything to do with it, according to this: http://aurora2.pentarch.org/index.php?topic=12523.msg159407#msg159407 (http://aurora2.pentarch.org/index.php?topic=12523.msg159407#msg159407)

And once repair is underway the fleet won't be able to move from the population you've stationed the repair bay at, as per the post on repair bays: http://aurora2.pentarch.org/index.php?topic=12523.msg159325#msg159325 (http://aurora2.pentarch.org/index.php?topic=12523.msg159325#msg159325)

But could you start the repair while it's inside a commercial hangar of another vessel? I don't think I've seen that stated anywhere. Not that it makes much difference, other than a bit of micromanagement potentially.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on August 23, 2022, 05:19:08 PM
Is there any way to set orders for multiple STO sites at the same time?

I have a couple of dozen as things stand due to keeping the cost low so they are ready to use in time to make a difference.

I am having to work my way down the list doing each formation individually if I want to fine tune attack priorities, even if a formation is subsumed within another formation. eg I have five silos in a complex, each silo or complex has one or two guns depending on the build cost. Each silo and the complex they are part of is listed separately in the STO control page.

I have tried but cannot select multiple STO formations at the same time to change targeting orders.

Is there a way to retroactively reorganise multiple formations into a single formation? Can I alter the complex template and get it to hold all the silo STOs after it has been built?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 24, 2022, 02:15:24 AM
In VB Aurora, refueling was a straightforward issue...here it is not.  Why does there no "Move to fleet and refuel it" command exist?  Instead it is all "join and refuel" then nothing happens even after the command it stated to be carried out?  It gets even more complex when I attempt to refuel one tanker with another...then absolutely nothing happens.  There are drop down menues which should allow this but they seem to default to "refuel own fleet" ...  I must be missing something obvious...

I currently have a Spabrook class survey support ship with 800,000 l at 54% and I'm trying to refuel it with a Tidepool Tanker with 650,000 at 99.9% or so...both ships have refueling gear.  The Tidepool is in a subfeet attached to the Spabrook fleet.  Both ships are sitting at a jump point...I select the jumppoint and give the Spabrook fleet the command "refuel from own tankers" wait 8 hours and there is no change in fuel status.  The game tells me the command has been executed....but no fuel has moved into the Spabrook.

What am I not doing?  Oh right the minimum fuel on both ships is 10% of the tank size so not that.  Clearly this has to work...otherwise logistics fails bad but while I managed to refuel a survey command ships from the Spabrook refueling the Spabrook again from a tanker is apparently not possible.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on August 24, 2022, 02:37:35 AM
In VB Aurora, refueling was a straightforward issue...here it is not.  Why does there no "Move to fleet and refuel it" command exist?  Instead it is all "join and refuel" then nothing happens even after the command it stated to be carried out?  It gets even more complex when I attempt to refuel one tanker with another...then absolutely nothing happens.  There are drop down menues which should allow this but they seem to default to "refuel own fleet" ...  I must be missing something obvious...

I currently have a Spabrook class survey support ship with 800,000 l at 54% and I'm trying to refuel it with a Tidepool Tanker with 650,000 at 99.9% or so...both ships have refueling gear.  The Tidepool is in a subfeet attached to the Spabrook fleet.  Both ships are sitting at a jump point...I select the jumppoint and give the Spabrook fleet the command "refuel from own tankers" wait 8 hours and there is no change in fuel status.  The game tells me the command has been executed....but no fuel has moved into the Spabrook.

What am I not doing?  Oh right the minimum fuel on both ships is 10% of the tank size so not that.  Clearly this has to work...otherwise logistics fails bad but while I managed to refuel a survey command ships from the Spabrook refueling the Spabrook again from a tanker is apparently not possible.

The biggest thing that gets missed is setting the refuel priorities in the ship Class Design screen. You want your bulk fuel tankers to have a lower refuel priority than your fleet oilers for example. The tanker type with the lowest priority will be the one that does the refuelling. If you have multiple tankers with the same priority and don't want them to all refuel, turn off refuelling for the ones that you want to be topped off, and leave refuelling on for the tanker that's supposed to be emptied.

Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 24, 2022, 03:07:25 AM
In VB Aurora, refueling was a straightforward issue...here it is not.  Why does there no "Move to fleet and refuel it" command exist?  Instead it is all "join and refuel" then nothing happens even after the command it stated to be carried out?  It gets even more complex when I attempt to refuel one tanker with another...then absolutely nothing happens.  There are drop down menues which should allow this but they seem to default to "refuel own fleet" ...  I must be missing something obvious...

I currently have a Spabrook class survey support ship with 800,000 l at 54% and I'm trying to refuel it with a Tidepool Tanker with 650,000 at 99.9% or so...both ships have refueling gear.  The Tidepool is in a subfeet attached to the Spabrook fleet.  Both ships are sitting at a jump point...I select the jumppoint and give the Spabrook fleet the command "refuel from own tankers" wait 8 hours and there is no change in fuel status.  The game tells me the command has been executed....but no fuel has moved into the Spabrook.

What am I not doing?  Oh right the minimum fuel on both ships is 10% of the tank size so not that.  Clearly this has to work...otherwise logistics fails bad but while I managed to refuel a survey command ships from the Spabrook refueling the Spabrook again from a tanker is apparently not possible.

The biggest thing that gets missed is setting the refuel priorities in the ship Class Design screen. You want your bulk fuel tankers to have a lower refuel priority than your fleet oilers for example. The tanker type with the lowest priority will be the one that does the refuelling. If you have multiple tankers with the same priority and don't want them to all refuel, turn off refuelling for the ones that you want to be topped off, and leave refuelling on for the tanker that's supposed to be emptied.

Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.

Also there are the individual ship commands you set for individual tanker ships (not movement orders, you select the individual ship in the fleet view and there is a drop down list) - "Refuel Own Fleet", "Refuel Own Subfleet", and "Refuel Own Fleet Tankers".  These need to be set to have a tanker refuel ships in the fleet it is part of (the Join and Refuel movement order sets "Refuel Own Fleet" automatically I believe, but you'd need to set "Refuel Own Fleet Tankers" manually if you want other tankers in the fleet to get fuel - my guess is that this is the issue with your Spabrook class, if it is flagged as a tanker). 

These then mix with the Underway Replenishment line of techs.  For the refuelling to happen while the fleet is moving, this line has to be researched - refuelling while the fleet is moving (I think this is defined as having any movement order set) happens at the percentage rate researched here.  My feeling, though I'm not 100% sure, is that a tanker's underway refuelling rate is determined by the tech level when it is built (or maybe designed).  I'm not sure about that, but I've had many games where I've had issues with attached tankers refuelling fleets that are in motion.  Always making a habit of researching a few techs down the Underway Replenishment line before building tankers seems to have fixed this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 24, 2022, 08:59:48 AM
s there a way to retroactively reorganise multiple formations into a single formation? Can I alter the complex template and get it to hold all the silo STOs after it has been built?

Yes. Click the “Show Elements” button to display formation elements as part of the formation tree. Then you can drag and drop them from one formation to another. If you ever want to move part of an element, click the “Amount Popup” checkbox as well. Then after you drag an element to a new formation it will create a popup asking how many of them to move. Not the most elegant system, but it works.

You can also use the replacement system. Create small formations to build as you have already done, but also a the large formation that you want to end up with. Select one of your small formations and change its formation template to the large formation, then go to all the others and check the “Use for Replacements” checkbox. Assuming that you have set up the “Unit Series” tab already, then enough elements will be moved from these replacement formations to turn that small formation into a large one.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 24, 2022, 09:03:35 AM
Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.

There is one. Select the destination fleet, give it a fleet target containing tankers, and select “Refuel from Stationary Tankers”.  This does not require the tankers to join the destination fleet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 24, 2022, 12:59:13 PM
This is not a question, but it may be useful information for some players. I noticed that lot of my officers that command or commanded ground force formations with STO weapons developed tactical skill (some have 50% bonus). So it may be worth it to have HQ in your STO formations even if you currently do not have officers with tactical skill.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 25, 2022, 05:50:08 AM
Kashada, that question belongs to Spoiler sub-forum.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on August 25, 2022, 08:26:06 AM
Yes, it's super annoying, and a command that allowed fuel transfer between fleets, instead of only within fleets, would be useful.

There is one. Select the destination fleet, give it a fleet target containing tankers, and select “Refuel from Stationary Tankers”.  This does not require the tankers to join the destination fleet.

Somehow I feel the reverse order should exist. We are many scratching our heads with this one. It seems my brain wants to pick a tanker and tells it to refuel something, and not the reverse. IDK why I'm wired this way, but this is how it works with my neurons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kandros on August 25, 2022, 08:48:28 PM
Sorry if this question has been asked, I didn't seem to find anything on it.  Before I start a game with a few player run human factions, how would one go about possibly merging factions if that was something that I wanted to do?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 25, 2022, 09:09:33 PM
Sorry if this question has been asked, I didn't seem to find anything on it.  Before I start a game with a few player run human factions, how would one go about possibly merging factions if that was something that I wanted to do?

There's no simple way to do it, but you can use SM mode to research techs, add population, change industry and mineral stockpiles, and copy class designs or transfer ships (new in 2.0).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on August 26, 2022, 09:36:29 PM
 --- Can Ground-Support Fighters (GSFSs) armed with Fighter Autocannons engage in Air-to-Air combat?

 --- Can regular, Non-Small Craft Refueling Systems be used to refuel Small Craft? I wanna double check before building a forward FAC refueling base.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 28, 2022, 08:09:05 AM
A missile without sensors shows higher chance to kill than missiles with sensors.
I can't understand why.
Aren't sensors used to guide a missile to the target?
Or does the increased weight reduce so much the manoeuvrability?
But, anyway, without sensors, the missile cannot drive itself against the target, or know when it is near to fire a proximity detonation.

SJW: WAI. You made the missiles slower by adding sensors so they will have a lower chance to hit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: n+1^2 on August 28, 2022, 08:52:35 AM
Quote from: paolot link=topic=11545. msg161732#msg161732 date=1661692145
A missile without sensors shows higher chance to kill than missiles with sensors.
I can't understand why.
Aren't sensors used to guide a missile to the target?
Or does the increased weight reduce so much the manoeuvrability?
But, anyway, without sensors, the missile cannot drive itself against the target, or know when it is near to fire a proximity detonation.

Adding sensor makes it heavier, hit chance is only affected by speed, agility, and mass.   You mainly use active sensors when you want stuff like fire and forget missiles and mines.   so basically, sensor doesn't mean increased hit chance.    :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on August 29, 2022, 07:53:47 AM
Are problems with Firecontrol Auto Assign widespread in the current version?
I am on 2.1.0 quite a bit in a game, and it has yet to work even once, which has now become a problem. First it wouldn't work for a single-weapon-FC + 1 particle beam FAC design, which is no issue to do by hand. Then a 22 launchers + 1 MFC fighter didn't work; also no issue. However, I recently launched a 50kt SRM orbital that has no less than 1200 launchers, which are supposed to be distributed to 6 different controls, because it would be a waste to fire that much on just one target most of the time.
Well, auto assign again did nothing but 'unassign all', and this is a bit too much to do by hand.(especially since the window still has the bug-adjacent habit of opening all tabs after each single assign, forcing me to do many extra clicks for each launcher, since I can't see the top)

Before 2.0, there were issues with it, but it seems to have worked more than not, even well distributing the launchers to all controls and such. For me this function is now completely out of order.
I used AuroraPatch to get a different background for this particular game, but I of course checked this with the unmodded version as well, and it yields the same.

All this would never be an issue, if the window just allowed shift-selection like VB6 did. :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Doc on August 29, 2022, 08:48:00 AM
In the latest series of updates was gene modification implemented?

I have been looking through the change logs and don't see anything, but wanted to confirm with someone who is sure before I make some new game decisions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 29, 2022, 10:19:58 AM
In the latest series of updates was gene modification implemented?

I have been looking through the change logs and don't see anything, but wanted to confirm with someone who is sure before I make some new game decisions.
Not yet.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 29, 2022, 11:24:55 AM
Do NPRs generated at game creation match (along the bell curve at least) with the player's starting parameters? For exame, if I were to start with 5b pop, would those NPRs start similarly or do they have a set starting range regardless of the player race? Looking at the 12 Colonies playthrough it kinda looks like they "match" with Steve at the beginning even though he started at 2b pop.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 29, 2022, 01:58:35 PM
The minerals mined by a commercial installation, where do they end?
How can I use them for my constructions?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 29, 2022, 02:04:05 PM
How can I issue orders to a fleet to perform action on itself?
For example, a ship needs maintenance and there is another ship, in the same fleet, with a maintenance module. Which order should I use to have the second ship repaired?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 29, 2022, 03:27:44 PM
The minerals mined by a commercial installation, where do they end?
How can I use them for my constructions?

Minerals mined by civilians are by default taxed and "wasted". To make use of them you have to go to your mining tab, select the civilian mining complex, tick purchase instead of tax, and then select a mass driver destination. Civilian mining complexes come with a built in mass driver so you don't need to transport one, and if you don't select a destination they just end up on the body's stockpile as if you had just mined them
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 29, 2022, 04:30:26 PM
Quote
Minerals mined by civilians are by default taxed and "wasted". To make use of them you have to go to your mining tab, select the civilian mining complex, tick purchase instead of tax, and then select a mass driver destination. Civilian mining complexes come with a built in mass driver so you don't need to transport one, and if you don't select a destination they just end up on the body's stockpile as if you had just mined them

Thank you, ranger044!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 29, 2022, 06:33:10 PM
I'm in trouble with ship combat.
Two alien ships entered solar system, and immediately started to shoot at my ships surveying the jump point.
I met them unfriendly in another system before, so the alien race is marked as hostile.
I set up the fire controls and the guns, but none of my ships has the alien ones as potential targets.
Aliens are slower than my ships, so I have them well within the range of the fire controls. Active sensors are on. ECCM are assigned to the FC. Combat is lasting for several minutes, but no ship is marked as target.
Some messages in the events say "Ship 1 is preparing for offensive fire but her weapons are not yet ready".
What am I doing wrong?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 29, 2022, 06:41:25 PM
I'm in trouble with ship combat.
Two alien ships entered solar system, and immediately started to shoot at my ships surveying the jump point.
I met them unfriendly in another system before, so the alien race is marked as hostile.
I set up the fire controls and the guns, but none of my ships has the alien ones as potential targets.
Aliens are slower than my ships, so I have them well within the range of the fire controls. Active sensors are on. ECCM are assigned to the FC. Combat is lasting for several minutes, but no ship is marked as target.
Some messages in the events say "Ship 1 is preparing for offensive fire but her weapons are not yet ready".
What am I doing wrong?

The message means your ship is on jump shock, it'll stop after a while as the ship recovers from the jump. It can also be poor crew training level that results in this.

However the ships should be showing up as targets, you say the ships are within FC range. Are they within weapons range? A screenshot of the battle state as well as your ship design would help here.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 29, 2022, 06:53:51 PM
Quote
The message means your ship is on jump shock, it'll stop after a while as the ship recovers from the jump.

I can exclude this: my ships were stationary, next the jump point, for several days.

Quote
It can also be poor crew training level that results in this.

Training is above 50%, and grade ranges from 10% up to 21%.

Attached the battle and the ship design.
Range, in the first row of the events, goes from 0 to 1,377 km.
I have detached and stopped the ships whose shield was below 10%, to let it recharge, before sending back to follow the aliens.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on August 29, 2022, 09:45:52 PM
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on August 29, 2022, 10:51:27 PM
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?

Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on August 29, 2022, 11:36:38 PM
Quote
The message means your ship is on jump shock, it'll stop after a while as the ship recovers from the jump.

I can exclude this: my ships were stationary, next the jump point, for several days.

Quote
It can also be poor crew training level that results in this.

Training is above 50%, and grade ranges from 10% up to 21%.

Attached the battle and the ship design.
Range, in the first row of the events, goes from 0 to 1,377 km.
I have detached and stopped the ships whose shield was below 10%, to let it recharge, before sending back to follow the aliens.

I don't see any active sensors on this design - you need at least one ship with active ASS in range to provide precise location of the enemy (passive sensors and planetary sensors are not sufficient).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jeltz on August 30, 2022, 04:16:54 AM
First game with 2.10, first explored system: Proxima Centauri, one superjovian planet with 18 moons and 4 asteroids.  No minerals, 0, nada, nothing... it never happened to me, has it ever happened to you?

-J-
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bughunter on August 30, 2022, 04:27:46 AM
I've been out of it for a bit. Is the 2.1.0 patch supposed to go straight on top of a fresh 1.13.0 install? Or is something else needed in between?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 30, 2022, 06:12:47 AM
First game with 2.10, first explored system: Proxima Centauri, one superjovian planet with 18 moons and 4 asteroids.  No minerals, 0, nada, nothing... it never happened to me, has it ever happened to you?

-J-
Yes, though not with that many bodies. It's pretty rare!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on August 30, 2022, 06:44:33 AM
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?

Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.

The problem is, I have spots that require them.  My naval admin command is in need of an Admiral, 2 VADMs, and 2 RADMs.  And my army has several colonel and Brigadier general spots I need filled.  I mean, I know I can force-promote people, but I wanted that part of the game auto-handled :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on August 30, 2022, 07:05:42 AM
The game seems to only promote one step so if you need someone 2 or more ranks higher it looks like the only option is to promote them manually.  The auto assignment otherwise seems to work very well in my experience.

I have also been exploring now for several systems and minerals seem to be astonishingly rare...I had to add some sorium to my home systems gas giants otherwise I would have only found 80,000 sorium on a super jovian a few jumps out.  Also the systems I've been finding (not playing with known stars) seem very disappointing...nearly all of them have been effectively empty after the first two I explored.  Makes sense to a degree with the story but still disappointing.

The civillian firms seem less inclined to kill thousands of colonists and that is good.

My question is on geosurvey teams...I have researched the survey instruments, and my Frackmaster geosurvey vehicles, created a formation of 5 of them, built that and shipped it to a colony with a high potential for ground survey.  Now what?  Is something happening and I'm not being told?  I don't see any indication anything seems to be occurring except an asterixis by the planets name on survey locations list (hopefully I have the window name right).   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 30, 2022, 08:22:31 AM
The game seems to only promote one step so if you need someone 2 or more ranks higher it looks like the only option is to promote them manually.  The auto assignment otherwise seems to work very well in my experience.

I have also been exploring now for several systems and minerals seem to be astonishingly rare...I had to add some sorium to my home systems gas giants otherwise I would have only found 80,000 sorium on a super jovian a few jumps out.  Also the systems I've been finding (not playing with known stars) seem very disappointing...nearly all of them have been effectively empty after the first two I explored.  Makes sense to a degree with the story but still disappointing.

The civillian firms seem less inclined to kill thousands of colonists and that is good.

My question is on geosurvey teams...I have researched the survey instruments, and my Frackmaster geosurvey vehicles, created a formation of 5 of them, built that and shipped it to a colony with a high potential for ground survey.  Now what?  Is something happening and I'm not being told?  I don't see any indication anything seems to be occurring except an asterixis by the planets name on survey locations list (hopefully I have the window name right).   

IIRC you're doing just fine. A ground survey component only produces a fraction of the survey power of a ship based survey component. You're essentially resurveying the body, which could be hundreds of survey point cost, and it will take awhile. I don't recall if there is a way to view the progress of the ground geosurvey, but if you deployed the components to a proper world it should be automatic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on August 30, 2022, 08:49:20 AM
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?

Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.

The problem is, I have spots that require them.  My naval admin command is in need of an Admiral, 2 VADMs, and 2 RADMs.  And my army has several colonel and Brigadier general spots I need filled.  I mean, I know I can force-promote people, but I wanted that part of the game auto-handled :(

Just to add to the other comment, it looks like specifically you are missing any posts that require a Commodore - if you create some of them, or just move the requirements down a notch on your top level commands, the system should start to work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Doc on August 30, 2022, 10:08:41 AM
Is there a way to stop specific notifications from pausing time? For example, every time a civilian ship is scrapped, time stops.  I do not particularly care about that notification at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 30, 2022, 05:12:33 PM
Quote
I don't see any active sensors on this design - you need at least one ship with active ASS in range to provide precise location of the enemy (passive sensors and planetary sensors are not sufficient).

Thank you, ZimRathbone!
I SM'ed the class, adding an active sensor (now available after research), and alien ships appeared.  :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 30, 2022, 05:17:42 PM
Problems to repair a ship in a remote system.
I have a scout ship A going around the galaxy to grav and geo survey.
Its jump engine broke down, and it cannot come back to a colony for repair.
So, I sent a maintenance ship B to the system where A is.
But, with these two fleets/ships floating together in the space (or also joining them in one fleet), I didn't find how to repair A.
To do this, I had to send the ships in orbit around a body, designate this body as a colony, select it in the Economics window, and finally a shipyard appears, i.e. B, where to repair A.
Is there a way I could repair a ship in space, without creating a new colony?
Because in my galaxy, there are several stars without any body in orbit. Nothing.
If A were broken in one of these systems, how could I have it repaired, as I couldn't create a colony?

****
Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 30, 2022, 05:41:53 PM
Is there a way to stop specific notifications from pausing time? For example, every time a civilian ship is scrapped, time stops.  I do not particularly care about that notification at all.

There's an event toggler mod in the approved mods section that provides what you're looking for. I don't know if it's been updated to 2.0+ yet, but I would imagine it should still work fine.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 30, 2022, 05:49:45 PM
Problems to repair a ship in a remote system.
I have a scout ship A going around the galaxy to grav and geo survey.
Its jump engine broke down, and it cannot come back to a colony for repair.
So, I sent a maintenance ship B to the system where A is.
But, with these two fleets/ships floating together in the space (or also joining them in one fleet), I didn't find how to repair A.
To do this, I had to send the ships in orbit around a body, designate this body as a colony, select it in the Economics window, and finally a shipyard appears, i.e. B, where to repair A.
Is there a way I could repair a ship in space, without creating a new colony?
Because in my galaxy, there are several stars without any body in orbit. Nothing.
If A were broken in one of these systems, how could I have it repaired, as I couldn't create a colony?

****
Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****

IIRC you just need more maintenance supplies. Having the repair ability is for ships with hangars, think of them as mobile repair yards or carrier repairing their fighters. For a maintenance malfunction like that, the damaged ship needs to be resupplied, picked up by a hangar with excess supplies, or towed to a colony.

A good rule of thumb is to have double (or more depending on deployment time) the MSP of your max repair in order to avoid this from happening often. According to your design you only have 79 MSP for a ship that has a max repair of 100.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 31, 2022, 12:29:47 AM

Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****

You should make your mobile repair ships as commercial designs. Taranto-2 is military ship and will consume lot of MSP because AFR 1664% is very high.

Bari has component that needs 100 MSP to repair but only carry 79 MSP. It is good idea to have enough MSP to have twice that is needed to repair most expensive component as combat damage needs twice as much to repair.

For mobile repair yard to work, you need colony or deep space population and also minerals as it does not use MSP to repair components/armour.

Information about Deep Space Populations:

http://aurora2.pentarch.org/index.php?topic=12523.msg159432#msg159432

Information about mobile repair yards:

http://aurora2.pentarch.org/index.php?topic=12523.msg159325#msg159325
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 31, 2022, 10:06:06 AM
Thank you ranger044 and Black of your suggestions!
I will apply them to the next ships and to arrange the fleet deployment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on August 31, 2022, 02:10:30 PM
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on August 31, 2022, 03:27:51 PM
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?

For number 2, somewhere in the UI there should be an "abandon ship" button. Pressing this button launches all of the crew and commanders safely out before turning the ship into a wreck, allowing a nearby ship with spare berths to pick them up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on August 31, 2022, 06:18:51 PM
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?

2. You can definitely use a colony ship to pick them up, but that will be heavy overkill. There are smaller cryogenic pods you can research that take up less space for this exact situation. You can build hospital ships and such using them. I tend to put an emergency berthing on any valuable or relatively fast ship. Big ships can pick up survivors post battle and faster ships can get in and out quickly. Usually my advanced survey ships all come with it for.....unintended encounters with missiles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on August 31, 2022, 07:50:02 PM
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?
No. The crew goes back to the general crew pool. If you scrap a lot of ships with really high crew grade, the average grade level of your crew pool can go up but generally it doesn't happen. A ship with 100% fleet training and very high crew grade is usually better to upgrade even if it costs more than building a new ship for this reason.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xanithas on September 02, 2022, 07:59:34 PM
So I know the basics of terraforming (what gasses to add to get the values in the habitable range for my race, keep it in at both perihelion and aphelion, water vapor for hydro extent ect.) but how do I get specific terrain types? I want to get some varied terrain types for empire flavor but it seems I only can get steppe if the planet is in the habitable range for baseline starting race. Is there a specific thing I am missing, like to much greenhouse gasses, or not enough variety in the atmosphere, or do I need to wait for the trees and other vegetation to grow over time ect?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 02, 2022, 09:01:44 PM
Keep adding water. Terrain type is dependent on multiple things, mostly atmosphere+hydro extent+tectonics. If you have a mountainous world, for example, more water will turn it into forested mountains eventually. Keeping the planet warm enough is important for vegetation as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 03, 2022, 04:50:55 AM
So I know the basics of terraforming (what gasses to add to get the values in the habitable range for my race, keep it in at both perihelion and aphelion, water vapor for hydro extent ect.) but how do I get specific terrain types? I want to get some varied terrain types for empire flavor but it seems I only can get steppe if the planet is in the habitable range for baseline starting race. Is there a specific thing I am missing, like to much greenhouse gasses, or not enough variety in the atmosphere, or do I need to wait for the trees and other vegetation to grow over time ect?

The requirements are detailed here:

(http://www.pentarch.org/steve/Screenshots/DominantTerrain.PNG)

Note however that 14 additional terrain types were added a few months back (http://aurora2.pentarch.org/index.php?topic=12523.msg155215#msg155215). Many of them are intended for planets with both a wide temperature variation between perihelion and apohelion and a short orbital period.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 03, 2022, 02:40:07 PM
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template. I am more than happy to edit the DB if that will do it.

(Reposting a previous question due to lack of answer.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on September 04, 2022, 11:57:43 AM
Nuclearslurpee, it never occurred to me to change their template! What happens when you do that? Do all future CMCs spawn with that new template? Does it cost (someone?) more if you make the garrison template much larger, i.e. start adding STOs and more units?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 04, 2022, 12:14:04 PM
Do all future CMCs spawn with that new template?

Yes. This is how you can make new CMCs spawn with up-to-date ground units, especially in conventional starts when the first CMCs might have 3/3 or 4/5 racial stats.

Quote
Does it cost (someone?) more if you make the garrison template much larger, i.e. start adding STOs and more units?

Since they generate automatically I do not believe it costs anyone anything, so you could cheese the game with million-ton CGRs if you wanted to.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 04, 2022, 12:25:24 PM
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template. I am more than happy to edit the DB if that will do it.

(Reposting a previous question due to lack of answer.)

Locate the civilian garrison in the FCT_GroundUnitFormationTemplate table, then use the ID to modify the entries in FCT_GroundUnitFormationElementTemplates, which itself refers to different class IDs from the FCT_GroundUnitClass table.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 04, 2022, 01:37:17 PM
Is there any way to set the formation template for the CMC garrisons before the first one spawns? I'm tired of not being able to force the first garrison that spawns to match whatever changes I make to the template. I am more than happy to edit the DB if that will do it.

(Reposting a previous question due to lack of answer.)

Locate the civilian garrison in the FCT_GroundUnitFormationTemplate table, then use the ID to modify the entries in FCT_GroundUnitFormationElementTemplates, which itself refers to different class IDs from the FCT_GroundUnitClass table.

Thanks Steve. This isn't quite what I need though, as this still wouldn't let me set the CGR template before a CMC generates in-game - which is what I want to do, as otherwise the first CGR that generates will always be different from the ones that follow. I think in the past I've tried creating a formation and setting the AutomatedTemplateID to 2, but this hasn't worked, and there doesn't seem to be any other flag to set in the DB that tells the CMCs to use this template.

It is a very minor thing, especially since the CGRs aren't more than a speed bump anyways, but I would like to fix it anyways if I could. I feel bad for the guys at CMC#1 using "Infantry Anti-Tank" while the guys at CMC #2 established three weeks later get to use "P-69 Super Pulverizer Rocket Launchers".  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on September 05, 2022, 07:34:10 PM
Can a tug tow a wreck?
I still haven't a ship to recover the wrecks, but I have tugs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 05, 2022, 07:34:37 PM
Can a tug tow a wreck?
I still haven't a ship to recover the wrecks, but I have tugs.

No.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 05, 2022, 07:57:49 PM
Steve planned to add that functionality for 2.0 but it hasn't been implemented yet. Perhaps in the future as I really want to create a "wrecking planet" that just salvages wrecks from across the galaxy.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Sunsnarren on September 05, 2022, 08:38:12 PM
Is there any way at all to downsize the game's windows? I had to get rid of my old laptop and this new one has 1366*768 as its maximum resolution which often cuts off the bottom of windows xD I end up having to altgr+<-- just to be able to see the buttons at the bottom of most windows xD I may end up having to buy a spare hdmi cable just to connect my screen display to a damn tv xD
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 05, 2022, 08:43:23 PM
Is there any way at all to downsize the game's windows? I had to get rid of my old laptop and this new one has 1366*768 as its maximum resolution which often cuts off the bottom of windows xD I end up having to altgr+<-- just to be able to see the buttons at the bottom of most windows xD I may end up having to buy a spare hdmi cable just to connect my screen display to a damn tv xD

There's a window resizing mod in the approved mods section that does what you're looking for
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on September 08, 2022, 01:14:52 PM
Is there a window where I can check an NPR's Diplomacy and Xenophobia stats?  (with SM, I'd assume)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 08, 2022, 04:32:56 PM
Is there a window where I can check an NPR's Diplomacy and Xenophobia stats?  (with SM, I'd assume)

Nope. Even the SM cannot peek at the NPRs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 09, 2022, 07:09:53 PM
If I had a station with commercial hangers and enough maintenance capacity, could I station fighters there without needing a recreation module to keep the fighter crews from gaining deployment time?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 09, 2022, 07:11:52 PM
If I had a station with commercial hangers and enough maintenance capacity, could I station fighters there without needing a recreation module to keep the fighter crews from gaining deployment time?

No, because deployment time and maintenance life are not related at all, except that coincidentally they both tick up over time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 09, 2022, 07:47:10 PM
I'm having problems with automated replacements.  I initially created ground units with a 4K/5K size template and have decided to go with double-size units.  So I changed the replacement template of one of the units to the new size, and checked the "use for replacements" on another one.  But after a production update no elements have moved.

The units are on Mars, and I've renamed the first old-style ISC infantry screen to the new double size ISI version, and changed the template to the new double-sized version.  The 9th unit has been renamed to Infantry screen replacements and has the replacement flag set.  https://imgur.com/a/4uqqkhU

What am I doing wrong?

 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 09, 2022, 08:12:03 PM
I'm having problems with automated replacements.  I initially created ground units with a 4K/5K size template and have decided to go with double-size units.  So I changed the replacement template of one of the units to the new size, and checked the "use for replacements" on another one.  But after a production update no elements have moved.

The units are on Mars, and I've renamed the first old-style ISC infantry screen to the new double size ISI version, and changed the template to the new double-sized version.  The 9th unit has been renamed to Infantry screen replacements and has the replacement flag set.  https://imgur.com/a/4uqqkhU

What am I doing wrong?

Most likely you have not yet set up the Unit Series, as the replacements system only works with Unit Series - it will not simply replace units with identical models on its own.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 09, 2022, 08:33:24 PM
That's the piece I was missing, thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 10, 2022, 07:55:07 PM
Does the tactical bonus that naval commanders can get do anything? If not, what is the point of CICs
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on September 10, 2022, 08:33:09 PM
Does the tactical bonus that naval commanders can get do anything? If not, what is the point of CICs

It's not documented well anywhere, but the tactical skill adds a bonus for weapons to hit. Both beams and missiles, I think. I can't find the formula anywhere, but I _think_ it adds the tac bonus after all other accuracy factors are calculated. So it's actually really powerful, if you have good tactical officers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 10, 2022, 09:02:04 PM
Does the tactical bonus that naval commanders can get do anything? If not, what is the point of CICs

It's not documented well anywhere,

cough cough Ahem cough cough (http://aurorawiki.pentarch.org/index.php?title=C-Commander_Boni#Tactical_Bonus)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on September 11, 2022, 07:43:00 AM
Maybe I am blind for the right button in the game, or I don't perform the correct search in the forum, but I can't find a way to promote a Civilian Administrator of a colony.
Game assigned an A1 administrator to the colony when it was formed (Automated Assignments is ON; Do Not Promote is OFF; Automated Assignment for Colony, in Economics, Governor tab, is ON).
After years, the colony has grown to A5, but no promotion was done and he is still at A1 and still the governor (the game didn't substituted him).
I would like to maintain him in charge and promote him.
So, how can I do this?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on September 11, 2022, 08:01:30 AM
More a curiosity than a game need.
Do you terraform Venus? If so, how much time does it take to reach an acceptable environment?
In my game, in Venus there are the largest quantities of Duranium and Sorium of the Solar system, but manned mines cannot obviously work.
So, terraforming is an useless effort, or maybe can I get good Manufacturing Efficiency sometime in the future?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on September 11, 2022, 08:48:10 AM
Why is there low gravity infrastructure, but no other specialized types, ie. High gravity, low temperature, etc.?  Is it simply that low grav planets are still relatively easy to colonize, but the other environmental factors are too hostile and cost prohibitive?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on September 11, 2022, 08:52:37 AM
Maybe I am blind for the right button in the game, or I don't perform the correct search in the forum, but I can't find a way to promote a Civilian Administrator of a colony.
Game assigned an A1 administrator to the colony when it was formed (Automated Assignments is ON; Do Not Promote is OFF; Automated Assignment for Colony, in Economics, Governor tab, is ON).
After years, the colony has grown to A5, but no promotion was done and he is still at A1 and still the governor (the game didn't substituted him).
I would like to maintain him in charge and promote him.
So, how can I do this?

Civ Admins don't really have ranks, so they cannot be promoted.
The admin level is more of a skill than a rank.

That said, the game will let you keep an admin in their current assignment even if the required admin level increases past the civ admin's level after they are assigned.
(This can be abused with sector commands--assign a low-level admin to a sector command before adding systems to it.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: skoormit on September 11, 2022, 08:54:33 AM
More a curiosity than a game need.
Do you terraform Venus? If so, how much time does it take to reach an acceptable environment?
In my game, in Venus there are the largest quantities of Duranium and Sorium of the Solar system, but manned mines cannot obviously work.
So, terraforming is an useless effort, or maybe can I get good Manufacturing Efficiency sometime in the future?

Terraforming Venus is a fool's errand.
The time and resources required do not justify the return.
You are better off putting those terraformers and/or population to work elsewhere, or using automated mines (or orbital hab modules) instead if you really want the minerals from Venus.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 11, 2022, 09:20:07 AM
Terraforming Venus is a mega project to show off the resources of your empire. It's something to be done when you have hundreds of massive terraforming stations.

Why is there low gravity infrastructure, but no other specialized types, ie. High gravity, low temperature, etc.?  Is it simply that low grav planets are still relatively easy to colonize, but the other environmental factors are too hostile and cost prohibitive?
Extreme temperatures can be handled by normal infrastructure, you just need more of it. Low-G infra allows you to colonize a body that is normally not colonizable and as such it is differentiated from normal infrastructure. They also cannot operate together of course.

For High-G, you must use Ark modules instead as high-G basically means that your species would be crushed living on that body.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Destragon on September 11, 2022, 10:36:59 AM
If I had a station with commercial hangers and enough maintenance capacity, could I station fighters there without needing a recreation module to keep the fighter crews from gaining deployment time?
I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 11, 2022, 02:08:51 PM
I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.

Oh sure I guess this is my day job now huh?  ;)

Commercial hangars will not maintain whatever you put in them, but AFAIK if you have maintenance modules at the same site/fleet or on the same ship you can maintain with those. Maintenance facilities however would not work.

Similarly, a recreation module is necessary for reducing deployment clock if a populated colony is not available to do the job.

Only military hangars preclude the need for other facilities entirely.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Erik L on September 11, 2022, 02:41:39 PM

Oh sure I guess this is my day job now huh?  ;)


Yes. Yes it is. Your salary is hereby doubled.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Destragon on September 11, 2022, 03:32:36 PM
I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.

Oh sure I guess this is my day job now huh?  ;)

Commercial hangars will not maintain whatever you put in them, but AFAIK if you have maintenance modules at the same site/fleet or on the same ship you can maintain with those. Maintenance facilities however would not work.

Similarly, a recreation module is necessary for reducing deployment clock if a populated colony is not available to do the job.

Only military hangars preclude the need for other facilities entirely.
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 11, 2022, 04:30:31 PM
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.

I swear I read a post 2-3 weeks ago saying exactly the opposite.  ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kinnas on September 13, 2022, 12:13:53 AM
This is bound to be me missing something stupidly basic, but I just can't see the problem here.  .  .   I'm geosurveying the Solar system.   I had most of it surveyed, but was waiting for higher tech to do the outer edges.   So, when I got the tech, I upgraded my survey ships and.  .  .   tried to send them out.   But they refuse to move with the message 'unable to carry out primary standing order: Survey nearest body'. 

The standing orders (which worked fine for the inner Solar system) I've tried are:
Primary: 'Survey next five system bodies', and 'Survey nearest body'
Secondary: none
Primary Condition: 'Fuel less than 50%' 'Refuel at colony (All)'
Secondary Condition: 'Deployment exceeded' 'Refuel, resupply, and overhaul at colony'

The ship in question:

Code: [Select]
SV-01 Naraithsol 001  (Naraithsol Mk3 class Survey Vessel)      4,426 tons       83 Crew       481 BP       TCS 89    TH 240    EM 0
2711 km/s      Armour 1-24       Shields 0-0       HTK 27      Sensors 0/0/0/2      DCR 6      PPV 0
Maint Life 7.59 Years     MSP 407    AFR 26%    IFR 0.4%    1YR 12    5YR 186    Max Repair 100 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

Nuclear Gas-Core Engine  EP240.00 (1)    Power 240.0    Fuel Use 9.76%    Signature 240.00    Explosion 6%
Fuel Capacity 1,000,000 Litres    Range 416.7 billion km (1778 days at full power)

Active Search Sensor AS3-R1 (1)     GPS 10     Range 4m km    MCR 359k km    Resolution 1
Active Search Sensor AS18-R100 (1)     GPS 1000     Range 18.5m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes

Please, feel free to point out my idiocy.   I will even thank you for doing so. 
Edit: The closest unsurveyed object is a comet at a distance of 26 billion kms, by the way.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on September 13, 2022, 12:39:17 AM

Edit: The closest unsurveyed object is a comet at a distance of 26 billion kms, by the way.

There is distance limit for standing orders - 10 billion km:

http://aurora2.pentarch.org/index.php?topic=8495.msg106824#msg106824
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kinnas on September 13, 2022, 12:49:28 AM
Thank you! I was going nuts! Well. . . .  nuts-er, anyway.

I still had to read through that twice, missed it the first time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on September 13, 2022, 10:05:58 AM
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.

I swear I read a post 2-3 weeks ago saying exactly the opposite.  ???

The trick I've heard (though never tried) is to make a maintenance box.  A no-engine ship that is just (military) hangers and engineering spaces.  Put this inside the commercial hanger, and put the fighters inside it.  The whole matryoshka will last until the maintenance box's clock causes it to break - I think it will draw MSP from the commercial hanger parent too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 14, 2022, 07:14:54 PM
Is there a way to automatically assign officers to flag bridges?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 14, 2022, 07:23:33 PM
Is there a way to automatically assign officers to flag bridges?

Selecting automated assignments in the officers tab should do this. If you're still having empty positions, you need to make sure that there's no gaps in your command hierarchies and/or build more academies
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 14, 2022, 08:00:15 PM
Is there a way to automatically assign officers to flag bridges?

Selecting automated assignments in the officers tab should do this. If you're still having empty positions, you need to make sure that there's no gaps in your command hierarchies and/or build more academies
It didn't seem to be doing it. I had spare officers of the correct rank avaliable, but it didn't automatically assign any when i used the button that un-assigns then reassigns all the naval officers. Might have missed something, I suppose. I can check again later, and ultimately it isn't a huge issue
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 14, 2022, 08:44:51 PM
Is there a way to automatically assign officers to flag bridges?

Selecting automated assignments in the officers tab should do this. If you're still having empty positions, you need to make sure that there's no gaps in your command hierarchies and/or build more academies
It didn't seem to be doing it. I had spare officers of the correct rank avaliable, but it didn't automatically assign any when i used the button that un-assigns then reassigns all the naval officers. Might have missed something, I suppose. I can check again later, and ultimately it isn't a huge issue

It may not be automatic, but be aware that flag bridges only provide that officer's Reaction bonus, so if your available officers have no Reaction bonus it may not assign them anyways.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 14, 2022, 11:28:06 PM
Also in addition to nuclearslurpees comment, IIRC, even if you have multiple flag bridges on multiple ships only one of them matters. Only the officer "flagged" as the flag officer provides any bonuses. All other ships in the fleet just have the flag officer act as the ship commander, which has applies no extra bonuses and "wastes" an officer. Theoretically it can be a redundancy safeguard if your fleet commander...ahem...goes kablooie
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ultimoos on September 15, 2022, 04:26:21 AM
I'd like to experiment a little with weapon ranges to create a different combat flow.  Can parameters like weapon range be easily edited or that would require decompiling everything?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 15, 2022, 07:18:14 AM
I'd like to experiment a little with weapon ranges to create a different combat flow.  Can parameters like weapon range be easily edited or that would require decompiling everything?

In the DB: Table FCT_ShipDesignComponents, column RangeModifier can let you modify the range of an individual component. Otherwise you'd have to mess around with the tech values (and this won't work for every weapon, e.g., plasma carronades have no separate range techs).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on September 15, 2022, 07:23:42 AM
Is there a way to scrap space stations without building massive shipyards? I don't seem to able to select them for scrapping either in the shipyard menu or as installations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 15, 2022, 12:45:33 PM
Is there a way to scrap space stations without building massive shipyards? I don't seem to able to select them for scrapping either in the shipyard menu or as installations.
You could use a repair yard or commercial yard, since those cost less to upgrade than military yards
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: alex_brunius on September 15, 2022, 01:19:16 PM
Is there a way to scrap space stations without building massive shipyards? I don't seem to able to select them for scrapping either in the shipyard menu or as installations.

I guess abandon ship followed by salvaging could be a workaround without using shipyards?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ultimoos on September 15, 2022, 05:16:18 PM
I have another question.  Does missile agility also reduce chance of that missile being hit?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 15, 2022, 08:22:25 PM
I have another question.  Does missile agility also reduce chance of that missile being hit?
No, increasing speed and missile ECM are the only ways to make a missile harder to hit
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xanithas on September 18, 2022, 10:55:04 AM
I checked around but does the Main Engineering affect parasite craft while attached to the carrier? Does it affect the maintenance supply usage of any ship maintained by a ship with maintenance supply modules?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 18, 2022, 05:30:47 PM
I think nuclearslurpee missed that this question was about hangars and fighters?
Correct me if I'm wrong, but I thought hangars stop the maintenance clock and reset the deployment time of carried ships, so you need neither maintenance modules nor recreation modules.

Oh sure I guess this is my day job now huh?  ;)

Commercial hangars will not maintain whatever you put in them, but AFAIK if you have maintenance modules at the same site/fleet or on the same ship you can maintain with those. Maintenance facilities however would not work.

Similarly, a recreation module is necessary for reducing deployment clock if a populated colony is not available to do the job.

Only military hangars preclude the need for other facilities entirely.
I just tested it and we were both half right. Having a fighter landed on a commercial hangar DOES reset its deployment time, but it won't stop its maintenance clock, (so it will eventually blow up from maintenance failures unless the ship/fleet also has maintenance modules). Having the carrier orbit a population with maintenance facilities does also work by the way.
I found relevant info on the parasite deployment rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg104052#msg104052

Basically, a carrier which has exceeded its deployment time cannot rewind a parasites deployment clock. So a commercial carrier with a 3 month deployment shouldn't reduce military parasites deployment time once the carrier's deployment is greater than 3 months or whatever you set the deployment time as
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 18, 2022, 08:32:40 PM
I found relevant info on the parasite deployment rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg104052#msg104052

Basically, a carrier which has exceeded its deployment time cannot rewind a parasites deployment clock. So a commercial carrier with a 3 month deployment shouldn't reduce military parasites deployment time once the carrier's deployment is greater than 3 months or whatever you set the deployment time as

Check again. Commercial vessels do not even have deployment clocks; they show a simply dash in the deployment time column instead. Commercial carriers thus always reduce the deployment time of their parasites no matter how long the carrier has been deployed.

Any military ship, or one equipped with geological survey sensors, has a deployment clock, similar to their maintenance clock, which is displayed on the fleet window in months

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 22, 2022, 10:05:36 AM
Will survey ships set to automatically go to systems that need grav or geo survey ever go though unexplored jump points, or do I need to do that manually?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on September 22, 2022, 10:43:26 AM
I beleive this is a manual thing. Certainly my explorer ships don't when I leave them on automatic. Overall a good thing, it means that I have to deliberatly choose which point to explore and if for instance I prefer to send in a fast scout to check for aliens I can be certain that will be the first entrance into the system
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ranger044 on September 22, 2022, 10:47:49 PM
It's manual. The standing order necessarily needs a system to exist to function. Basically, they won't go through an unexplored jump because there isn't a system there yet, and the jump could end up linking to an already known system anyway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 23, 2022, 01:58:02 PM
It would be nice to have an “explore unexplored jump point” order. Also, the ability to set any number of standing orders rather than just four.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 23, 2022, 02:48:21 PM
How do I get the ELINT module? I cannot see it anywhere in the list of components, nor in the options for research.

Also, what does the following mean in a report about an alien ship (yeah, I just encountered aliens in Sol and now am playing catchup):
Observed sensors:
AS#1  GPS32
I guess the AS is active sensor, but what is gps?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 23, 2022, 03:02:08 PM
How do I get the ELINT module? I cannot see it anywhere in the list of components, nor in the options for research.

Also, what does the following mean in a report about an alien ship (yeah, I just encountered aliens in Sol and now am playing catchup):
Observed sensors:
AS#1  GPS32
I guess the AS is active sensor, but what is gps?
ELINT is under sensors and fire control research. It should be called something like "electronic intelligence gathering 5", and i think it is 5000 pts of research cost

GPS is basically how powerful the active portion of the sensor is. You need ELINT to figure out how sensitive the sensor is, and only then can you determine its range and resolution
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 23, 2022, 03:05:44 PM
How do I get the ELINT module? I cannot see it anywhere in the list of components, nor in the options for research.

ELINT tech requires you to research a certain level of EM sensor tech before it is available.

Quote
Also, what does the following mean in a report about an alien ship (yeah, I just encountered aliens in Sol and now am playing catchup):
Observed sensors:
AS#1  GPS32
I guess the AS is active sensor, but what is gps?

The GPS (grav pulse strength) of an active sensor is its size*resolution*base strength (tech level). For example, an active sensor which is size 0.5 at tech level Active Sensor Strength 12 and has resolution 10 would have a GPS of 0.5*12*10 = 60.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 23, 2022, 03:14:31 PM
Thank you! I have found the research now. Also, my only armed ship so far is running circles around the enemy ship staying near. I kind of hope the enemy ship will go back home at some point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 23, 2022, 03:33:08 PM
Thank you! I have found the research now. Also, my only armed ship so far is running circles around the enemy ship staying near. I kind of hope the enemy ship will go back home at some point.
Does the enemy ship have stealth systems? If it does I suggest building STO batteries and ground forces, based on my understanding of how certain enemies work
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 23, 2022, 03:37:55 PM
I have engaged the ship, and reached my next question: How do I make my ship actually fire?

My ship is armed with 2 gauss cannon turrets. It has two beam fire controls with 25kkm range. I set the beam fire controls up and clicked "open fire FC" for both. Attachment shows how this looks. I am tracking the enemy ship at a range of 0 km, successfully since I'm faster. He is shooting at me with railgun but my ship is not shooting back. I also tried setting the race to "hostile" in the info tab, but that also did not help. I have been shot a bunch of times now so enough time must have passed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mike2R on September 23, 2022, 04:03:18 PM
I have engaged the ship, and reached my next question: How do I make my ship actually fire?

My ship is armed with 2 gauss cannon turrets. It has two beam fire controls with 25kkm range. I set the beam fire controls up and clicked "open fire FC" for both. Attachment shows how this looks. I am tracking the enemy ship at a range of 0 km, successfully since I'm faster. He is shooting at me with railgun but my ship is not shooting back. I also tried setting the race to "hostile" in the info tab, but that also did not help. I have been shot a bunch of times now so enough time must have passed.

You need to assign the target to a fire control.  You can drag it from the Potential Target list in the right hand column, to the fire control in the left hand column.

You can copy these targets between ships of the same class with the Assign buttons over on the right.  There is also the Auto Assign FC button - this will assign targets to all ships in the fleet (AFAIK all fire controls on a ship will be assigned to the same target, each ship will get a different target if there are enough to go around).

Gauss isn't really the weapon you want in this situation :) Its max range is 25k km - point blank.  You can use it against ships, but you'll need to be right on top of them.  Gauss is a specialised missile defence weapon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 23, 2022, 04:05:06 PM
I have engaged the ship, and reached my next question: How do I make my ship actually fire?

My ship is armed with 2 gauss cannon turrets. It has two beam fire controls with 25kkm range. I set the beam fire controls up and clicked "open fire FC" for both. Attachment shows how this looks. I am tracking the enemy ship at a range of 0 km, successfully since I'm faster. He is shooting at me with railgun but my ship is not shooting back. I also tried setting the race to "hostile" in the info tab, but that also did not help. I have been shot a bunch of times now so enough time must have passed.
On the right, there is the list called "Potential Targets" Drag the name of the enemy ship onto your beam fire control. Alternatively, press either "Fire at will" to make the ship quickly but randomly choose an enemy target, or "Auto Target BFC" to make all ships in the fleet choose an avaliable enemy to target, trying to spread attacks evenly between enemy ships in range
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 23, 2022, 04:10:35 PM
Hmm, I tried that earlier and it didn't seem to do anything but repeating refresh and pulling targets around it works now. Thanks for the help everyone!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 23, 2022, 04:26:46 PM
Hmm, I tried that earlier and it didn't seem to do anything but repeating refresh and pulling targets around it works now. Thanks for the help everyone!
It can be finicky sometimes.

On a somewhat related note, it looks to me like you did a trans-newtonian start, based on how you have ECCM 3 with so few ships. Did you know that TN starts give you a pool of build points so you can start with a fleet of ships and with ground units? You can instant build ships using those points by going to the misc. tab in the ship editor, which has buttons to instant build ships. You don't even need to be in SM mode
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 23, 2022, 05:08:25 PM
Yup I know that. I actually gave myself a pretty ridiculous amount of starting tech points, but divided automatically, to get a quicker start. The game also gave me a bunch of starting ship designs which is how I ended up with my only ship so far being a ship with ROF6 Gauss guns, ECCM but no ECM
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 24, 2022, 06:52:17 AM
Here I am again!

One of my fleets (my battle fleet from yesterday) seems to not want to stay on Earth. Whenever the planet moves, it just stays behind. This makes it nearly impossible to get it to rest and get the deployment timer down. Is this a known problem and if so what can I do about it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on September 24, 2022, 10:36:06 AM
I just developed fighter autocannon and I'm trying to sort out how I use this.  I had thought I would get a new ground vehicle type, but instead it seems to have opened up "fighter autocannon pods" and I'm utterly confused how these things are supposed to be used.  It seems to be some sort of hanger, but I am clueless even how big I should make it or what it would do when I do have one developed.  I was trying to develop a helicopter type formation for my armoured divisions but this is looking a bit dubious at the moment.

I built my first engineering battalion but how do these work in terms of digging units in...do they have to be in the organization or will the independent battalion dig in my infantry division without being assigned to it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on September 24, 2022, 11:50:10 AM
I just developed fighter autocannon and I'm trying to sort out how I use this.  I had thought I would get a new ground vehicle type, but instead it seems to have opened up "fighter autocannon pods" and I'm utterly confused how these things are supposed to be used.  It seems to be some sort of hanger, but I am clueless even how big I should make it or what it would do when I do have one developed.  I was trying to develop a helicopter type formation for my armoured divisions but this is looking a bit dubious at the moment.

I built my first engineering battalion but how do these work in terms of digging units in...do they have to be in the organization or will the independent battalion dig in my infantry division without being assigned to it?
Fighter autocannons are for space fighters (IE 500 tons or less). You make an "autocannon pod" by opening the missile editor and checking the autocannon option in the lower left. Then you pick the size of the autocannon pod. You can then build these pods like normal missiles. To use them, you need fighters with either missile box launchers or fighter pod bays that are large enough (fighter pod bays are much smaller for a given size). You load the pods into the box launchers or pod bay, and can then use them to support ground units

See this link for an explanation of how to use ground support fighters: http://aurora2.pentarch.org/index.php?topic=8495.msg109886#msg109886

For engineering battalions:
Quote
Construction elements will work on any element in their own formation or that formation's subordinate hierarchy that has already reached its max self-fortification level. If the construction element's formation has no subordinate, the Construction elements will work on any element in their own formation's parent formation or in that parent formation's subordinate hierarchy that has already reached its max self-fortification level. This means you can attach a construction-based formation directly to a formation you need fortified, or you can attach to a HQ and it will fortify every formation descending from that HQ. Construction elements can only assist elements that are on the same system body (they can be in different populations on the same body).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 24, 2022, 04:49:29 PM
Is there a way to see for a class which other classes a shipyard tuned to that class could also build?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 24, 2022, 05:12:22 PM
Is there a way to see for a class which other classes a shipyard tuned to that class could also build?

In the Shipyards view --> Task box at the bottom of the window --> set Task Type to "Construction" --> In the "Class" dropdown, you can see what other classes are interbuildable. However, this does require you to have a shipyard tooled for the base class in question. Otherwise, you will have to calculate it yourself according to the refit rules. (http://aurora2.pentarch.org/index.php?topic=8495.msg117467#msg117467) It is not hard to do this, just a little bit tedious but you should not have to do it very often.  :)

For most common interbuild cases it is fairly simple, for example if you have a ~45,000-ton colony ship that costs 1500 BP and a ~45,000-ton freighter that costs 600, the freighter can be built from a yard tooled for the colony ship because the cost of a cargo bay is much less than 20% of the colony ship cost. The reverse is not possible because cryogenic modules are so expensive compared to cargo holds.

A trickier example is survey ships, because the geo and grav sensors are usually the most expensive components on a survey ship it is often difficult to make the survey classes interbuildable. One solution is to use mixed-use survey ships with both grav and geo sensors, which is an entirely viable approach, and in some cases you would be able to create geo-only and grav-only variants that could be built from the same shipyard as the mixed-use variant. Another approach is to build a shipyard-only class which has a full load of both geo and grav sensors, but lacks a cheaper component like engine(s) or jump drive. Due to the cost rules you can often build geo and grav variants from a shipyard tooled for that class. This sounds complicated, so I will give a rough example below:

Geosurvey Ship Class: 5000 tons, ~700 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

Gravsurvey Ship Class: 5000 tons, ~700 BP
4x Gravsurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

Shipyard-Only Class: 5000 tons, ~1040 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

You can see that the two survey ship classes are in no way interbuildable with each other, and even if you had a mixed-use ship with 2x Geo + 2x Grav sensors it still would not work. However, the shipyard-only class allows a single shipyard to build either kind of survey ship since the refit cost is only the cost of the jump drive with a 20% premium (plus some smaller amounts for differences in e.g. crew quarters between the classes).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 24, 2022, 05:18:38 PM
Is there a way to see for a class which other classes a shipyard tuned to that class could also build?

In the Shipyards view --> Task box at the bottom of the window --> set Task Type to "Construction" --> In the "Class" dropdown, you can see what other classes are interbuildable. However, this does require you to have a shipyard tooled for the base class in question. Otherwise, you will have to calculate it yourself according to the refit rules. (http://aurora2.pentarch.org/index.php?topic=8495.msg117467#msg117467) It is not hard to do this, just a little bit tedious but you should not have to do it very often.  :)

For most common interbuild cases it is fairly simple, for example if you have a ~45,000-ton colony ship that costs 1500 BP and a ~45,000-ton freighter that costs 600, the freighter can be built from a yard tooled for the colony ship because the cost of a cargo bay is much less than 20% of the colony ship cost. The reverse is not possible because cryogenic modules are so expensive compared to cargo holds.

A trickier example is survey ships, because the geo and grav sensors are usually the most expensive components on a survey ship it is often difficult to make the survey classes interbuildable. One solution is to use mixed-use survey ships with both grav and geo sensors, which is an entirely viable approach, and in some cases you would be able to create geo-only and grav-only variants that could be built from the same shipyard as the mixed-use variant. Another approach is to build a shipyard-only class which has a full load of both geo and grav sensors, but lacks a cheaper component like engine(s) or jump drive. Due to the cost rules you can often build geo and grav variants from a shipyard tooled for that class. This sounds complicated, so I will give a rough example below:

Geosurvey Ship Class: 5000 tons, ~700 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

Gravsurvey Ship Class: 5000 tons, ~700 BP
4x Gravsurvey Sensors = 1000 tons, 400 BP
1x Jump Drive 5K = 1000 tons, 55 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

Shipyard-Only Class: 5000 tons, ~1040 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
4x Geosurvey Sensors = 1000 tons, 400 BP
2x Medium Ion Drives @ 75% = 2000 tons, 140 BP
Other components = 1000 tons, ~100 BP

You can see that the two survey ship classes are in no way interbuildable with each other, and even if you had a mixed-use ship with 2x Geo + 2x Grav sensors it still would not work. However, the shipyard-only class allows a single shipyard to build either kind of survey ship since the refit cost is only the cost of the jump drive with a 20% premium (plus some smaller amounts for differences in e.g. crew quarters between the classes).

I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 24, 2022, 06:15:55 PM
I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...

I usually try to avoid getting too silly with the refits (ProTip: you can in some cases make two classes interbuildable from a third class just by putting a lot of very expensive components like high-boost power reactors to drive up the base cost, so you have more room under that 20% limit), but in the case of GEV/GSV interbuild, I understand it is a limitation of the mechanics but these really should be interbuildable IMO as you're ripping out one sensor suite and slapping another into the hole. That's when having tricks like these comes in handy to support your roleplay even if it is, nominally, a tad exploit-y.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on September 24, 2022, 06:38:23 PM
[…] in the case of GEV/GSV interbuild, I understand it is a limitation of the mechanics but these really should be interbuildable IMO as you're ripping out one sensor suite and slapping another into the hole.

Unless a lot of that build cost isn’t something that just plugs into a slot, but is instead sensor elements elaborately threaded throughout the hull. Maybe the shapes of the two hulls are entirely different due to the differing needs of the two types of sensors.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: rainyday on September 25, 2022, 01:19:29 AM
You can see that the two survey ship classes are in no way interbuildable with each other, and even if you had a mixed-use ship with 2x Geo + 2x Grav sensors it still would not work. However, the shipyard-only class allows a single shipyard to build either kind of survey ship since the refit cost is only the cost of the jump drive with a 20% premium (plus some smaller amounts for differences in e.g. crew quarters between the classes).

I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...

I frequently do this for small single role warships like destroyers or frigates when I want to build several variants with the same engines/armor/etc but different weapons packages, especially if I know I will need them in large but indeterminately proportioned quantities. I call it a Series Hull.  So, I might have a Series 2120 Destroyer Hull which can be used to build a missile destroyer, a beam destroyer and a point defense destroyer, that are all identical except for their armament and maybe the resolution of their active sensor. Then you can be very flexible responding to the needs of the fleet with a single shipyard and not have to retool constantly.

I find it less useful for larger ships because they tend to be multirole, so I rarely have a bunch of different cruiser designs that I need to build at the same time, for example. Plus, big ships tend to be built in smaller batches with a bit more planning and foresight, since they require a lot of investment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on September 25, 2022, 03:39:49 AM
I had never thought of that, it's like overengineering the shipyard to make it more flexible. Interesting...

I usually try to avoid getting too silly with the refits (ProTip: you can in some cases make two classes interbuildable from a third class just by putting a lot of very expensive components like high-boost power reactors to drive up the base cost, so you have more room under that 20% limit), but in the case of GEV/GSV interbuild, I understand it is a limitation of the mechanics but these really should be interbuildable IMO as you're ripping out one sensor suite and slapping another into the hole. That's when having tricks like these comes in handy to support your roleplay even if it is, nominally, a tad exploit-y.

I for one strongly recommend doing all your ship design in the Ship optimizer, and then using the Bridging Hull tool to auto-generate a hull design that will let you build as many ship types from one shipyard tooling as possible: http://aurora2.pentarch.org/index.php?topic=10999.0 (http://aurora2.pentarch.org/index.php?topic=10999.0)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 25, 2022, 08:51:00 AM
Is there a way to see all bodies that still have a ground survey potential? Right now I'm looking through my solar systems 1 by 1 but that is getting more and more cumbersome as the size of my discovered space increases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 25, 2022, 09:15:05 AM
Is there a way to see all bodies that still have a ground survey potential? Right now I'm looking through my solar systems 1 by 1 but that is getting more and more cumbersome as the size of my discovered space increases.

Survey Sites tab on the Tactical Map.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on September 25, 2022, 09:23:09 AM
Is there a way to see all bodies that still have a ground survey potential? Right now I'm looking through my solar systems 1 by 1 but that is getting more and more cumbersome as the size of my discovered space increases.

There is also a checkbox for Galactic Map that is useful for this: Display - Ground Survey Locations. This will mark systems with bodies that have survey potential.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Paul M on September 26, 2022, 12:57:17 PM
Thanks for the info on the pods, my Bushwacker ground support fighter has just finished technological development.  Looks like what I wanted to do won't be possible with respect to a helo regiment.  I've also temporarily attached my construction battalions to my divisions, and they are digging them in happily.

Code: [Select]
Bushwacker class Ground Support Fighter      99 tons       1 Crew       38.9 BP       TCS 2    TH 0    EM 0
227 km/s      Armour 1-1       Shields 0-0       HTK 3      Sensors 1/0/0/0      DCR 0      PPV 1
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 8    Max Repair 10 MSP
Magazine 20   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Cox Thrust Type CE15 Atmo-Orbit Thruster (3)    Power 0.4    Fuel Use 2204.54%    Signature 0.15    Explosion 15%
Fuel Capacity 1,000 Litres    Range 0.1 billion km (4 days at full power)

Miles Kinetics Standard Pod Bay (2)     Pod Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
Reynolds Electronics Industries Ground Attack Sensor Suite (1)     Range 1.1m km    Resolution 1

Stone Sensor Systems FLIR Array Type SC/6 (1)     Sensitivity 1.2     Detect Sig Strength 1000:  8.7m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes


Not sure if it needs an actual search sensor or not to be useful in ground attack.  I'm trying to keep the mass down to <100 tons.  The standard pods carried are a Thunderchild rotary cannon (anti-armour) and 2xBuzzsaw rotary cannon (anti-personal).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on September 27, 2022, 03:24:54 PM
1 - Do unturreted weapons on ships with no engines have essentially 0% chance to hit? I know the game uses the tracking speed of either the weapon or the firecontrol, but how does this translate to stations? Wanted to put some Particle Beams on orbital defence platforms...

2 - How efficient is NPR colonization? I have recently given much thought to this. Expansion is the name of the game in Aurora. Multiple relatively small, specialized colonies of around 60 million pop have served me well. This does require lots of infrastructure and shipping capacity. Does the AI colonize in similar ways? How does it work? Worried about playing too well and leaving the AIs behind...

3 - How do I engage in diplomacy with NPRs, again? Built a small diplomacy ship, commercial, masses around 4000 tons, wanted to post it on the NPR homeworld and start racking the diplo points. They didn't blow it up, but immediately demanded that I leave as soon as it showed up on sensors. I'm sure I had nothing else in the system.  ???

4 - Is it better to expand shipyard capacity first and then add slipways or add slipways then expand capacity? I would think it'd be easier to build the slips first then expand them all simultaneously instead of making a giant slip and then building another one just like it from scratch.

Edit:

5 - How does refuelling within a taskgroup work? Put a tanker in a TG alongside some colonyships, hoping they would refuel automatically but they just don't. They don't just stop in deep space to do it if need be; don't perform underway refueling; they don't even refuel during the load-unload period in orbit of planets. Tanker was set to "Refuel Own Fleet". Not even using the order to "Refuel From Own Tankers", works.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on September 27, 2022, 04:53:31 PM
Does the game always give you accurate information on what things are of the same alien race? For example, if I encounter a ship in 1 system, and they belong to a new alien race, and then I go to the next system and it has ground forces of a different race, is that always a different spoiler or NPR, or can it be that my intelligence people just cannot see whether they are the same species & I need to see more (eg. a ship hovering over a colony) before I can match them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: rainyday on September 27, 2022, 05:16:03 PM
Does the game always give you accurate information on what things are of the same alien race?

Yes. The game will always correctly identify which race a ship or population belongs to. So, if it says they're different then they are.

One caveat though, some spoilers generate as a distinct race (read, empire). So, it's possible to have multiple copies of them active in the game simultaneously and they are treated as different races by the intelligence window. If you are seeing two different races with the same picture that's likely what is going on. If they have different pictures, they're definitely not the same species.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 27, 2022, 09:15:23 PM
1 - Do unturreted weapons on ships with no engines have essentially 0% chance to hit? I know the game uses the tracking speed of either the weapon or the firecontrol, but how does this translate to stations? Wanted to put some Particle Beams on orbital defence platforms...

If your ship speed is lower than your racial BFC speed tech, the weapon %chance to hit will be based on the racial tech level instead of the ship speed. This makes beam weapons stations viable.

Quote
2 - How efficient is NPR colonization? I have recently given much thought to this. Expansion is the name of the game in Aurora. Multiple relatively small, specialized colonies of around 60 million pop have served me well. This does require lots of infrastructure and shipping capacity. Does the AI colonize in similar ways? How does it work? Worried about playing too well and leaving the AIs behind...

"Efficient" and "NPR" do not go in the same sentence. They will colonize but they are not very good at it compared to a player.

Note that NPR commercial fleets use the same logic in most ways as the civilian shipping lines do for player races.

Quote
3 - How do I engage in diplomacy with NPRs, again? Built a small diplomacy ship, commercial, masses around 4000 tons, wanted to post it on the NPR homeworld and start racking the diplo points. They didn't blow it up, but immediately demanded that I leave as soon as it showed up on sensors. I'm sure I had nothing else in the system.  ???

That's pretty much it, there's no buttons to press and all you have to do is wait for something to happen or one of the diplomacy treaties to become available. It is best to station your diplo ship away from the NPR home system, but in a system where they have some presence so you can still do diplomacy with them.

Quote
4 - Is it better to expand shipyard capacity first and then add slipways or add slipways then expand capacity? I would think it'd be easier to build the slips first then expand them all simultaneously instead of making a giant slip and then building another one just like it from scratch.

Doesn't really matter, choose based on your priority. If you want to use the shipyard to build smaller ships while you size it up, you can expand the slipways first. If you need a big ship ASAP expand the tonnage first.

Quote
5 - How does refuelling within a taskgroup work? Put a tanker in a TG alongside some colonyships, hoping they would refuel automatically but they just don't. They don't just stop in deep space to do it if need be; don't perform underway refueling; they don't even refuel during the load-unload period in orbit of planets. Tanker was set to "Refuel Own Fleet". Not even using the order to "Refuel From Own Tankers", works.

Underway refueling requires a tech line to be researched in the Logistics category.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on September 28, 2022, 10:52:41 AM
I wonder if someone could assist me please.

One of the ( many ) things I sometimes struggle with is with making a planet habitable by terraforming ( I use non-engined terraformers which are towed by a Tug ).

I have successfully terraformed Luna , Mars and an Alpha Centauri planet and these have colonists.

My problem at present is that I have a planet ( Itchen II ) which has an alien installation and is in a strategic position so I wish to terraform and colonize the planet. I have just removed all traces of Carbon Dioxide from the atmosphere ( took ages )

Currently it has the following :-

Atmospheric Pressure                0.097
Greenhouse Gas Pressure          0.000
Anti-Greenhouse Gas Pressure    0.000
Greenhouse Factor                     1.010
Anti-Greenhouse Factor              1.000
Albedo Factor                             0.936

Nitrogen                                79.365%
Argon                                    20.635%

Base Temperature                  -75.552
Surface Temperature              -86.380

Minimum Temperature           -99.307
Maximum Temperature           40.386

Hydrographic Extent                 0.00

What should I be looking at and doing next so that the planet temperature is within the human range of -10 to 38 degrees,

I am unclear at to what the exact relationship is between the base/surface temperature and the maximum/minimum tempearture , I assume the -10 to 38 temp for humans relates to the Min/Max shown above.

If I am correct how do I get the Minimum Temperature up from -99.307  to at least -10 for humans without raising the 40.386 figure excessively ( presume this has to come down to less than 38 degrees ) . I am stuck on what I should do next - if I am told it will be an impossible task I will just have to flood the plaanet with Infrastructure.

Many thanks

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidb86 on September 28, 2022, 02:38:20 PM
I typically try to get to a breathable atmosphere 1st and then work on temperature as the penalties for temperature are lower.  Just adding the O2 and nitrogen to get to a breathable temperature will raise your current surface temperature of -86.38 significantly closer to the Human range.  then you can adjust to get the temperature up.

I am unclear at to what the exact relationship is between the base/surface temperature and the maximum/minimum temperature , I assume the -10 to 38 temp for humans relates to the Min/Max shown above.

The minimum and maximum temperatures are based on the base temperature and the limits of the greenhouse / anti-greenhouse factors and represent the best you can ever hope for.  in this case with a large enough greenhouse factor you can get into the human range, so it is a candidate for Terraforming.  These values do not change  the only value that changes is the surface temperature.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on September 28, 2022, 03:22:42 PM

Minimum Temperature           -99.307
Maximum Temperature           40.386


I don't think you can terraform this planet. The difference between the two temperatures is too big. Most likely the orbit is too eccentric.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on September 29, 2022, 12:42:49 PM
I'm looking to invade a planet with terrain listed as "Desert Mountain" - do my troops need both desert and mountain capability?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on September 29, 2022, 01:36:44 PM
I'm looking to invade a planet with terrain listed as "Desert Mountain" - do my troops need both desert and mountain capability?

Yes and no.

No in that even only one of those capabilities will boost their effectiveness.

Yes in that having both capabilities will actually stack and make them even more boosted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on September 30, 2022, 12:46:32 PM
1 - Do NPRs have to perform fleet training to avoid penalties? Doesn't look like it...

2 - Do NPRs fully use FACs and fighters and carriers now? Have seen FACs, but not sure on the fighters and carriers.

3 - Do NPRs have civilian shipping lines? Can't quite see why they wouldn't but would be nice to know.

Edit:

4 - Do NPRs use fighters, and by extension, ships and FACs for ground support already or is that not implemented yet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 30, 2022, 03:26:07 PM
In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".

My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on September 30, 2022, 08:00:42 PM
1 - Do NPRs have to perform fleet training to avoid penalties? Doesn't look like it...
No but NPRs play by slightly different rules when it comes to that.

2 - Do NPRs fully use FACs and fighters and carriers now? Have seen FACs, but not sure on the fighters and carriers.
Yes, at least to FACs - not sure if carriers/fighters were added already. Steve has been meaning to add them and the 7.2 update to VB6 Aurora was meant to include them - they even show up in Steve's AAR for that update - but then the conversion to C# happened.

3 - Do NPRs have civilian shipping lines? Can't quite see why they wouldn't but would be nice to know.
Yes, sort of.

4 - Do NPRs use fighters, and by extension, ships and FACs for ground support already or is that not implemented yet?
NPRs do not use ground-support fighters. They also can use ships to bombard colonies and troops but I don't know whether they do actual ground-support missions.

In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".

My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 30, 2022, 09:28:43 PM
In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".

My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.

Eeeeexcellent. That's what I thought but I was feeling a bit unsure, thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on October 01, 2022, 12:05:01 AM
Is it a good idea to put your ground forces support equipment (long range arty, fire controllers, logistics, and constructions units) inside the same unit as your HQ or should they be broken up into smaller dedicated units to take advantage of Ground Commander skills?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on October 01, 2022, 12:41:01 AM
Is it a good idea to put your ground forces support equipment (long range arty, fire controllers, logistics, and constructions units) inside the same unit as your HQ or should they be broken up into smaller dedicated units to take advantage of Ground Commander skills?
My current force layout puts some artillery and some supply in each HQ formation, then at the division level (Battalion, brigade, division), I have 1 engineer battalion and 2 supply battalions as direct subordinates of the division HQ. That way even smaller formations have most of what they need to work, and I consider it a good middle ground when it comes to micro-management
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nibuddzhi on October 01, 2022, 04:15:52 PM
Good afternoon, I understand correctly that the forces of attraction of celestial bodies are not implemented in the game.  Those.  ships cannot travel between planets by first setting course and leaving the rest to the gravity of the star and planets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on October 01, 2022, 06:04:00 PM
Good afternoon, I understand correctly that the forces of attraction of celestial bodies are not implemented in the game.  Those.  ships cannot travel between planets by first setting course and leaving the rest to the gravity of the star and planets.
No this is not a newtonian model.
There is no acceleration at all ships move at their designed speed instantly. Even the slowest ship you could build is going to be vastly quicker in getting anywhere than relying on gravity .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on October 03, 2022, 03:20:22 PM
Does the order "Provide Ground CAP" actually function? I've been experimenting with ground fighters, and I've gotten Provide Ground Support as well as Search and Destroy to work, but Flak Suppression and Ground CAP appear to have no effect (no friendly planes getting destroyed, no targeting of hostile ground forces). How exactly do those orders function?
I provided the hostile forces with fighters armed with Air-to-Air pods, equipped them to the launchers, equipped the launchers to the missile sensors for the whole fleet, made sure active sensors were on and could see my friendly fighters, and put in the "Provide Ground CAP" order, but nothing happened. Same thing on either side with Flak Suppression.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on October 03, 2022, 04:45:37 PM
You have to assign each fighter individually to a ground unit with an FFD. As you need hundreds of fighters to make a real difference this can take some time
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on October 04, 2022, 05:05:42 AM
You have to assign each fighter individually to a ground unit with an FFD. As you need hundreds of fighters to make a real difference this can take some time

This works for "Provide Ground Support", but not for "Provide Ground CAP". Where the ships would appear in the ground units tab for the support mission, they do not for the CAP mission. Furthermore, I ask because here (https://aurora2.pentarch.org/index.php?topic=8495.msg110233#msg110233 (https://aurora2.pentarch.org/index.php?topic=8495.msg110233#msg110233)) Steve stated that he had yet to code the CAP mission, but that was several years ago and I was wondering if it had been finished in the interim. The fact that the Flak Suppression mission also doesn't work makes me think I might be doing something wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on October 04, 2022, 01:19:50 PM
Don't bother with CAS fighters until Steve gets to work on it, especially being able to assign loads of them quickly.

They also just die and aren't very effective at all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on October 04, 2022, 01:34:57 PM
Fighters need a total redesign how they work... it is simply not worth your time to use them because of all the micromanagement involved. That is my conclusion after actually trying to make them work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on October 04, 2022, 05:59:10 PM
Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 04, 2022, 10:15:35 PM
Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)

CMCs have spawning requirements, given here by Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347) - along with the undocumented addition that Gallicite is considered as well as duranium. If the body lacks sufficient quantities and/or accessibility of these two minerals no CMC will ever spawn there.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on October 05, 2022, 01:55:10 AM
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?

2 - Is it necessary to specifically tell the HQ formation with artillery elements to support a specific subordinate formation, or will they shoot at anyone that the subordinates engage as long as the HQ is in support or rear echelon positions, with appropriate bombardment units?

3 - Changing a ground unit's template to another template seems to cause no further changes. How can I "refit" a ground unit? Feel like I'm missing a key piece here...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on October 05, 2022, 04:31:57 AM
Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)

CMCs have spawning requirements, given here by Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347) - along with the undocumented addition that Gallicite is considered as well as duranium. If the body lacks sufficient quantities and/or accessibility of these two minerals no CMC will ever spawn there.

Ah, the duranium was 0.4 and the gallactie 0.1.  figures.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on October 05, 2022, 07:08:19 AM
Is there any way to produce lots of maintenance supplies quickly? Seems that in the current version they are only produced passively by maintenance facilities, and there's no way to build them directly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 05, 2022, 07:36:38 AM
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?

FFD must be in the front-line formations, as the targeting for the supporting elements depends on the target of the supported formation and a non-front-line formation does not target independently. To reduce the vulnerability make sure to check the box for non-combat class when designing FFD units.

Quote
2 - Is it necessary to specifically tell the HQ formation with artillery elements to support a specific subordinate formation, or will they shoot at anyone that the subordinates engage as long as the HQ is in support or rear echelon positions, with appropriate bombardment units?

It is necessary.

Quote
3 - Changing a ground unit's template to another template seems to cause no further changes. How can I "refit" a ground unit? Feel like I'm missing a key piece here...

Review the Ground Unit Series and Replacements mechanics (http://aurora2.pentarch.org/index.php?topic=11593.msg140370#msg140370) added in 1.12. Other than manually replacing the units/elements this is the only automated way to replace losses. There is no automatic formation upgrading (yet), frankly you're probably going to be better off building new units anyways for quite a while as the mass of ground forces needed to invade an alien homeworld is very large (multiple millions of tons).


Is there any way to produce lots of maintenance supplies quickly? Seems that in the current version they are only produced passively by maintenance facilities, and there's no way to build them directly?

No. Build more maintenance facilities or use SM/DB editing tricks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on October 05, 2022, 12:29:18 PM
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?

FFD must be in the front-line formations, as the targeting for the supporting elements depends on the target of the supported formation and a non-front-line formation does not target independently. To reduce the vulnerability make sure to check the box for non-combat class when designing FFD units.

Do the AI NPRs and spoilers use these tags? I try to play as close as possible to how NPRs function. Don't want to give myself unfair advantages...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on October 05, 2022, 07:18:50 PM
Orbital fire support is largely harmless. To the best of my knowledge NPR's dpn't use FFD's but that would only matter when they are invading you. Given the timescales of Groudn combat vs space combat I cannot imagine a player fleet and an NPR Fleet both being in orbit to provide ground support, one or the other would be wiped out first
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Icecoon on October 10, 2022, 04:44:17 AM
Hello guys, I have an issue that is bugging me. In VB6 Aurora task group management there used to be a button to equalize fuel between ships in the fleet and I can't find the same feature in C# Aurora anywhere. It frustrates me that in my tanker fleet every ship has a different fuel level all the time.   :D :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 10, 2022, 06:39:43 AM
Hello guys, I have an issue that is bugging me. In VB6 Aurora task group management there used to be a button to equalize fuel between ships in the fleet and I can't find the same feature in C# Aurora anywhere. It frustrates me that in my tanker fleet every ship has a different fuel level all the time.   :D :D
All replenishments now take time and cannot be done instantly. This includes fuel, supplies and missiles. You'll just have to live with the differing amounts in your tankers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on October 12, 2022, 04:13:57 PM
If I put artillery, logistics, and/or construction units in an HQ template that commands an infantry regiment, will the game be smart enough to assign an officer that excels at infantry combat to the HQ or will it think its an arty/logistics unit and assign someone with bonuses towards that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Nibuddzhi on October 12, 2022, 06:04:12 PM
Good afternoon, can you tell me what it can be connected with, that if I uncheck the "Use Constellation Names" checkbox during a new game, then the game hangs, the processor eats, but nothing happened in the background for a couple of hours.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on October 16, 2022, 01:31:53 PM
Is there a way to "repair" an infantry unit so it is built back up to the authorized formation strength? Or is the only way to build new units and use those as replacements?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pedroig on October 16, 2022, 01:45:26 PM
Is there a way to "repair" an infantry unit so it is built back up to the authorized formation strength? Or is the only way to build new units and use those as replacements?

Build them in advance and have them in a "Reserve" unit attached to the "Master" unit.  Just make sure you have the series set-up already.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 16, 2022, 08:03:26 PM
Good afternoon, can you tell me what it can be connected with, that if I uncheck the "Use Constellation Names" checkbox during a new game, then the game hangs, the processor eats, but nothing happened in the background for a couple of hours.
That should not happen - possible that something else went wrong?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on October 26, 2022, 10:30:40 AM
Hello all! Starting new on v1.13.0 and running into a problem setting support.

I have a Division HQ, with a subordinate Brigade HQ, with 4 subordinate Front-Line Battalions. I also have independent Support Artillery Companies, equipped with Medium Bombardment artillery units, which are subordinate directly to the Division HQ and set to the "Support" Field Position .

I'm trying to set a Support Artillery Company that is subordinate to the DHQ to support one of the Front-Line Battalions subordinate to the BHQ, which again is subordinate to the same DHQ. However, every time I drag a Support Artillery Company on to one of the Front-Line Battalions, it simply makes the Support Artillery Company subordinate to the Front-Line Battalion, instead of supporting it. I know support works, because the Division HQ itself also has some Medium Bombardment in it's formation, and if I drag that on to a subordinate Front-Line Battalion, it correctly sets the support.

I'm wondering if HQ unit capacity is messing stuff up? I over-specced my HQ units some to allow more flexibility in a battle to avoid going over HQ tonnage limits when I move stuff around.

My Support Artillery Company is 240 tons, with a Company HQ that supports up to 250 tons.
My Front-Line Battalion is 1000 tons, with a Battalion HQ unit that supports up to 2000 tons.
My Brigade HQ unit is 1000 tons, with a Brigade HQ unit that supports up to 6000 tons.
My Division HQ unit is 4000 tons, with a Division HQ unit that supports to 30000 tons.

Any idea what I'm doing wrong to make my Support Artillery Companies actually support one of the Front-Line Battalions? Per the wiki http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Setting_Support (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Setting_Support) a unit subordinate to a superior formation should be able to support units subordinate to that same superior formation. I have the same issue if I try to make a Support Artillery Company support one of the Brigade HQs directly as well.



EDIT: 2nd Unrelated Question, is there a way to remove the name of the day of the week from the Completion Date field on the research window? It often cuts off the day of the month and year from when the research will be done.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 26, 2022, 08:25:49 PM
Hello all! Starting new on v1.13.0 and running into a problem setting support.

Why? We have versions 2.0+ now and they are much better.

Quote
I'm wondering if HQ unit capacity is messing stuff up?

Yes. The "smart" click+drag will by default set a formation as the subordinate of the formation it is dragged onto, if the latter formation has a larger HQ capacity.

You are probably better off giving up on high-detail OOB modeling (frankly, Aurora does not model well smaller than battalion level, and frankly regiment/brigade level should be the standard) and having your artillery companies grouped together into a single formation that supports a single formation. It makes no real difference in battlefield impact on average, except that the larger bombardment element may help you get more breakthroughs.

Quote
EDIT: 2nd Unrelated Question, is there a way to remove the name of the day of the week from the Completion Date field on the research window? It often cuts off the day of the month and year from when the research will be done.

You need to change the date/time format of your operating system, as this is what Aurora uses (since Aurora uses the C# date and time functions).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on October 27, 2022, 06:16:52 AM
Thanks for the answers!

Hello all! Starting new on v1.13.0 and running into a problem setting support.

Why? We have versions 2.0+ now and they are much better.


Honestly, I didn't even realize! I downloaded the full installation, and I guess I just glazed over the 2.x patch threads assuming they were just change discussions for upcoming patches. Guess I'm starting over!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on November 04, 2022, 01:00:50 PM
Can Static artillery provide support?  I have a regiment set up as follows:

HQ (Rear Echelon)
   Tank Battalion
   Infantry Battalion
   Heavy Artillery Battalion (Rear Echelon)

All Battalions have integrated infantry logistics units (included in the tonnage) to ensure they don't run out of supplies. 

The tank battalion is 10Kt, split between heavy and medium vehicles
The Infantry battalion is also 10Kt, mostly PW but with a mix of specialty units.
The field artillery is 5Kt, static heavy bombardment units plus a static HQ bunker. 

I want the artillery to support the infantry.  If I drag and drop the artillery onto the infantry it moves the artillery under the infantry within the hierarchy.  Whereas if I drag the infantry onto the artillery it seems to be setting the infantry's light bombardment units to support the artillery unit. 

Can I not use static heavy bombardment units for support?  Or am I doing something else wrong?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 04, 2022, 02:47:46 PM
I want the artillery to support the infantry.  If I drag and drop the artillery onto the infantry it moves the artillery under the infantry within the hierarchy.  Whereas if I drag the infantry onto the artillery it seems to be setting the infantry's light bombardment units to support the artillery unit. 

If the artillery formation has a similar or smaller HQ command size as the infantry, the "smart" click+drag system will assign it as a subordinate rather than as a supporting formation, because the "smart" system is ignorant about whether or not a formation is meant as artillery support. The solution is to either make your artillery formations the same size or larger than what your infantry HQs can control, or to make the artillery part of a higher-level HQ formation.

Most often this happens when people are trying to have one (smaller) artillery formation to support each (larger) infantry formation. E.g., 1,000-ton artillery companies supporting 5,000-ton infantry battalions. Don't bother with this, as mechanically it won't make a difference if your artillery "companies" are grouped into a battalion of the same size and only support one infantry battalion. Aurora is just not suitable for detailed OOB modeling at the scale of planetary invasion ground combat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on November 04, 2022, 02:58:30 PM
That's the issue.  The infantry HQ supports 10K, and the artillery HQ only supports 5K.  My transports held 25K, so I set regimental sizes as 10K for infantry/tanks, 4K for artillery, and 1K for HQ.  If I add a spare infantry HQ unit to the artillery I can then assign support as normal. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on November 04, 2022, 10:47:13 PM
 --- Whoa. How long has this been a thing!? If it's a bug I don't want it fixed, this is awesome!
(https://cdn.discordapp.com/attachments/837880336536698893/1038298071173451806/image.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on November 05, 2022, 05:04:12 AM
I want the artillery to support the infantry.  If I drag and drop the artillery onto the infantry it moves the artillery under the infantry within the hierarchy.  Whereas if I drag the infantry onto the artillery it seems to be setting the infantry's light bombardment units to support the artillery unit. 

If the artillery formation has a similar or smaller HQ command size as the infantry, the "smart" click+drag system will assign it as a subordinate rather than as a supporting formation, because the "smart" system is ignorant about whether or not a formation is meant as artillery support. The solution is to either make your artillery formations the same size or larger than what your infantry HQs can control, or to make the artillery part of a higher-level HQ formation.

Most often this happens when people are trying to have one (smaller) artillery formation to support each (larger) infantry formation. E.g., 1,000-ton artillery companies supporting 5,000-ton infantry battalions. Don't bother with this, as mechanically it won't make a difference if your artillery "companies" are grouped into a battalion of the same size and only support one infantry battalion. Aurora is just not suitable for detailed OOB modeling at the scale of planetary invasion ground combat.

That being said, you can have smaller artillery companies supporting larger formations as long as they have the same size HQ, as I have done in the past - though the cost of the HQ might be substantial compared to just using larger artillery formations as mentioned.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on November 07, 2022, 10:34:49 AM
Yep, I worked around it by adding an infantry HQ to the artillery formation.  I may make the next set of formations 8K/8K/8K instead of 10K/10K/4K.  But either way I'll know to size the artillery HQ the same as the Infantry HQ. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on November 07, 2022, 05:50:39 PM
Personally, I create three base formations of ground forces: Infantry, Armour and Artillery. These all have the same HQ size of 15k; 10k for the base unit and 5k for a support unit, if any. If extra capability is necessary (engineers, tank destroyers, STO weaponry; whatever), then I make a formation half the size of the base units and assign it under them.

The way targetting seems to work, it doesn't really matter who a formation is supporting. As long as it is supporting someone it will shoot at "the enemy", whom may not necessarily be who the supported formation is attacking. This seems to suit orbital ground support mechanics as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on November 15, 2022, 06:00:52 AM
Here I am again, still having issues with commanders.

I ran into a problem in my last game with the new C "autopromote" routine not filling up all the ranks.  It was suggested to me, to change my naval organization to make sure that there was an Admin level for each tier of rank; I did, and it solved the problem.

I've started a new game, and I find myself having the same issue.  This time, my admin ranks are already "in a row", so to speak (I have one run by a CDR, one by a CAPT, 1 by RADL, RADM, VADM, and ADM), but there aren't nearly enough people getting promoted to fill them, nor all of the available spaces on my ships.  Of the 300 officers I have total, 280 of them are LCDRs, but I need at least 60 CDR/CPT/or higher to staff all of my assorted admin commands and ship modules.

What's going on this time?  I don't want to have to manually promote dozens of people every time I make a new fleet :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on November 15, 2022, 10:28:21 AM
Here I am again, still having issues with commanders.

I ran into a problem in my last game with the new C "autopromote" routine not filling up all the ranks.  It was suggested to me, to change my naval organization to make sure that there was an Admin level for each tier of rank; I did, and it solved the problem.

I've started a new game, and I find myself having the same issue.  This time, my admin ranks are already "in a row", so to speak (I have one run by a CDR, one by a CAPT, 1 by RADL, RADM, VADM, and ADM), but there aren't nearly enough people getting promoted to fill them, nor all of the available spaces on my ships.  Of the 300 officers I have total, 280 of them are LCDRs, but I need at least 60 CDR/CPT/or higher to staff all of my assorted admin commands and ship modules.

What's going on this time?  I don't want to have to manually promote dozens of people every time I make a new fleet :(
I think a person can only get promoted if it has been a year since their last promotion. Additionally, they will only ever get promoted by 1 rank at a time
 So if you add 30 captain slots, but have less than 30 commanders, not all the captain slots will get filled, for example
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 15, 2022, 10:49:20 AM
Here I am again, still having issues with commanders.

I ran into a problem in my last game with the new C "autopromote" routine not filling up all the ranks.  It was suggested to me, to change my naval organization to make sure that there was an Admin level for each tier of rank; I did, and it solved the problem.

I've started a new game, and I find myself having the same issue.  This time, my admin ranks are already "in a row", so to speak (I have one run by a CDR, one by a CAPT, 1 by RADL, RADM, VADM, and ADM), but there aren't nearly enough people getting promoted to fill them, nor all of the available spaces on my ships.  Of the 300 officers I have total, 280 of them are LCDRs, but I need at least 60 CDR/CPT/or higher to staff all of my assorted admin commands and ship modules.

What's going on this time?  I don't want to have to manually promote dozens of people every time I make a new fleet :(
I think a person can only get promoted if it has been a year since their last promotion. Additionally, they will only ever get promoted by 1 rank at a time
 So if you add 30 captain slots, but have less than 30 commanders, not all the captain slots will get filled, for example

In addition to this, commanders will only auto-promote if they are suitable for a role at the new rank. If, for sake of example, you have a CAPT vacancy which requires logistics skill, but all of your CDRs are commanding warships and have crew training, reaction, and tactical skills, then there may not be a suitable CDR to promote into that vacancy.

I suspect the one-promotion-per-year rule is doing most of the damage here, but I just wanted to mention another possible factor. At the start of the game, you already have a range of promoted officers, so I would generally recommend that if you want to avoid a lot of manual promotions you should stick with these officers (and auto-rename as desired) instead of replacing them wholesale with a crop of LCDRs.

And FWIW, I usually still handle some or all the start-of-game assignments manually. The auto-assignment system works well when filling a few vacancies at a time, but when filling all at once it can make some mistakes, such as putting commanders with combat and economic skills in charge of combat ships when the economic skills are rarer and needed for transports, mining stations, etc. So some micro may still be required in the initial setup.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Stormtrooper on November 15, 2022, 01:33:02 PM
Am I blind or is there no way to hide comet names?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: papent on November 16, 2022, 10:49:59 PM
Does anyone else have fleets fall out of orbit on a regular basis? never had that issue in previously versions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 20, 2022, 05:56:50 AM
Does anyone else have fleets fall out of orbit on a regular basis? never had that issue in previously versions.

It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: papent on November 20, 2022, 09:52:27 PM
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.

Same, I can't find a way to reproduce it consistently. it keeps happening in my game but not at the same bodies or the same fleets or classes of ships. just really random.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 21, 2022, 04:42:59 AM
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.

Same, I can't find a way to reproduce it consistently. it keeps happening in my game but not at the same bodies or the same fleets or classes of ships. just really random.

I've seen an issue with the Absorb command occasionally.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zed 6 on November 21, 2022, 09:17:02 AM
Does anyone else have fleets fall out of orbit on a regular basis? never had that issue in previously versions.

Gravity sucks
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on November 22, 2022, 03:21:48 AM
It happened once or twice in my most recent game, but I couldn’t figure out how to reproduce it.

Same, I can't find a way to reproduce it consistently. it keeps happening in my game but not at the same bodies or the same fleets or classes of ships. just really random.

I've seen an issue with the Absorb command occasionally.

Curiously I don’t think I have ever used the absorb command! If I recall correctly, the last time I saw the problem it was a group of fighters that I had dropped out of a civilian carrier for repairs. I remember that I had to send the carrier over to pick them up since they ran out of fuel pretty quick.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on December 06, 2022, 06:25:56 PM
I have 2 quick questions...

1- If i make a fighter and decide to use a pod instead of a missile launcher, will it work? Because the designer says its missing a missile launcher, but the designer accepts the missile on it...

2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: papent on December 06, 2022, 07:08:22 PM
2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?

Geosurvey Missiles work the same as Shipborne Geosurvey sensors it usually takes longer than a normal sensor due to it earns less points per hour.

Ground Geosurvey is a different mechanichttp://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705 (http://aurora2.pentarch.org/index.php?topic=8495.msg107705#msg107705)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on December 06, 2022, 07:12:46 PM
I have 2 quick questions...

1- If i make a fighter and decide to use a pod instead of a missile launcher, will it work? Because the designer says its missing a missile launcher, but the designer accepts the missile on it...

2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?

The Pod Bay is for gound support and can only hold ground support weapons. Missile launchers can hold both missiles and ground support weapons. Allthough, missile launchers can carry less ground weapon pods.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on December 06, 2022, 07:25:52 PM
I have 2 quick questions...

1- If i make a fighter and decide to use a pod instead of a missile launcher, will it work? Because the designer says its missing a missile launcher, but the designer accepts the missile on it...

2- If i make geosurvey missiles and use them on a planet, would it work the same as if i had a team on the ground? And if so... Would it take too long to grab the minerals data?

The Pod Bay is for gound support and can only hold ground support weapons. Missile launchers can hold both missiles and ground support weapons. Allthough, missile launchers can carry less ground weapon pods.

I thought it was the other way around, that pods could grab missiles. But, thanks for the clarification, it helped a lot!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on December 06, 2022, 07:34:20 PM
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on December 06, 2022, 08:40:48 PM
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?

Tagging onto this, what would happen to a missile with an active sensor but no warhead upon reaching a target (assuming no PD)? Would it follow until fuel ran out, or detonate on arrival?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 06, 2022, 10:23:41 PM
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?

The Dud missile won't be able to target your ships and even if it could (there may be a mechanic able to do that I have not used) your PD battery will not engage the target as you can shoot only hostile contacts. To do so you will have to create an hostile race under your control and shoot at your ships once set such a race hostile.

Probably, you better off by using the PDLEAK tool you can find in the forum.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on December 07, 2022, 01:50:27 AM
I had a idea a few days ago and it made me curious: if i make a dud missile (no warhead), would i be able to fire at my own ships and test their PD capabilities? And if it passes and hit my ships, would it still damage it?

The easiest thing is to just create another player faction and use SM to spawn ships to shoot at using the same technologies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 08, 2022, 11:45:49 PM
 --- How do Ground Support Fighters calculate fuel? Do they use fuel when performing Ground Support missions? How much do I need? ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on December 09, 2022, 01:08:30 AM
--- How do Ground Support Fighters calculate fuel? Do they use fuel when performing Ground Support missions? How much do I need? ???

I actually tested this recently. They don't need fuel. They don't even need engines.

Code: [Select]
Avenger class Strikefighter      61 tons       1 Crew       23.5 BP       TCS 1    TH 0    EM 0
1 km/s      Armour 1-1       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0      PPV 1
Maint Life 6.45 Years     MSP 10    AFR 12%    IFR 0.2%    1YR 0    5YR 6    Max Repair 10 MSP
Magazine 20   
Commander    Control Rating 1   
Intended Deployment Time: 8 months    Morale Check Required   


Avenger Nose Mount (1)     Pod Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
Avenger Wing Mount (2)     Pod Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Helios Pattern M39.A Torpedo Guidance Matrix (1)     Range 8.7m km    Resolution 10
Avenger Bolt Cannon (1)    Armour Penetration: 24     Damage: 30     Shots: 3
Avenger Lascannon (2)    Armour Penetration: 16     Damage: 10     Shots: 3

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 Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes


This design works both for the Search & Destroy mission as well as the ground support mission.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on December 09, 2022, 02:14:12 AM
Quote
I actually tested this recently. They don't need fuel. They don't even need engines.
Maybe they are glider bombers?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on December 09, 2022, 03:22:01 AM
You could view an engineless ground support fighter as an orbital weapons platform or as they move at Mach 3 , consider the basic properties of their Trans-newtonian design let them manuevr at hypersonic speeds
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 09, 2022, 11:39:52 AM
Good afternoon! I was wondering, how do you transfer maintenance supplies from a ship to a colony?

I have a situation where I deployed a bright a shiny new system patrol fleet to a new colony, once the number of maintenance facilities I had there were fully staffed and were capable of supporting a bit beyond the total tonnage of the patrol fleet.

However, I just managed to catch the fact that while, thanks to my research, my MF capacity is fine tonnage-wise, the MF's on the colony are actually using up MSP to maintain the patrol fleet faster than they can produce them. The colony had already dwindled to 600 MSP. I set up some civilian work orders to transfer additional MFs to the colony to increase MSP production (mineral reserves are sufficient) since my cargo fleets were all tied up elsewhere, but in the meantime I detailed one of my deep-space maintenance vessels I had in reserve to the colony in order to deliver some emergency MSP until the new MFs are online. The maintenance vessel itself lacks sufficient capacity to maintain the entire patrol fleet, but it carries a reserve of 100k+ maintenance supplies so I wanted to transfer the bulk of that to the colony for the colony's MFs to use in the interim, and then my MV can resupply back at my capital.

However, the MV fleet doesn't seem to have any orders that would allow transferring MSP to the colony, only to resupply from the colony. I went through all the tabs for both the overall fleet, as well as the MV ship inside the MV fleet, and didn't see any buttons or options to transfer MSP to the colony, similar to what the VB version of Aurora had.

How do you transfer MSP to a colony in C# Aurora? Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: papent on December 09, 2022, 12:49:19 PM
Is the ship marked as a supply ship in the ship design window?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on December 09, 2022, 01:37:19 PM
Is the ship marked as a supply ship in the ship design window?

Welp! I did not. Thanks so much! The order to transfer maint to colony shows up now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on December 12, 2022, 03:27:06 PM
 --- How hard would it be to add in custom ground unit types, custom ground unit armor types, and custom ground unit weapons?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 12, 2022, 07:06:43 PM
--- How hard would it be to add in custom ground unit types,

I don't think this is possible because there each existing base unit class requires a column in the DIM_GroundComponentType table. You may be able to repurpose one of the existing unit types if you think one or two are extraneous.

Quote
custom ground unit armor types,

It looks like there would not be any problem doing this as far as I can see from the DB table. You'll have to add a tech to research the armor type or piggyback on an existing TechSystemID.

Quote
and custom ground unit weapons?

As long as you don't want a new functionality (i.e., you just want to vary the stats from one or more existing weapon types), this is also easy to do. Again you will need a TechSystemID to go with it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on December 26, 2022, 10:11:07 AM
It appears species transition is still not in the current version. But is that correct or am I overlooking something?(happens often enough)
I had some modification techs and then created and researched a new species for cold low gravity bodies, but neither can I see the species' existence in any tech listing or race information window, nor can I spot an option to specify what my existing genetic modification centers should transfer people to in the colony window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 27, 2022, 12:17:41 AM
Still not implemented and we all patiently await the day...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Benben1901 on December 30, 2022, 09:24:15 AM
Hello all,
How do you get the medal condition "Having participated in one Combat Drop Transport" to trigger, since just using the orbital drop onto a hostile planet does not seem to work, or I am missing something,
Thanks,
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 30, 2022, 12:05:00 PM
Hello all,
How do you get the medal condition "Having participated in one Combat Drop Transport" to trigger, since just using the orbital drop onto a hostile planet does not seem to work, or I am missing something,
Thanks,

If I remember properly, the drop must happen while a combat on the planet is in place.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on January 05, 2023, 04:08:33 PM
Question regarding parasites and command modules: would a science module apply a bonus to a ship carrying parasites with survey sensors? I have a habit of making "lab" ships with nothing but survey sensors and using carriers as my surveyors, which grants a great deal of flexibility for a relatively minor penalty to weight per sensor (see below for an example design). My question now is, what would be the most efficient way to apply a commander bonus to my surveyors? I don't think I want to add a science module to every single lab ship, but I'm wondering whether or not there's an alternative (besides just forgoing the bonus altogether).

Code: [Select]
Planetary class Survey Module      800 tons       6 Crew       309.8 BP       TCS 16    TH 0    EM 0
1 km/s      Armour 1-7       Shields 0-0       HTK 3      Sensors 0/0/0/3      DCR 0      PPV 0
Maint Life 0.11 Years     MSP 15    AFR 160%    IFR 2.2%    1YR 141    5YR 2,119    Max Repair 100 MSP
Kaigun-Chōsa    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   


Geological Survey Sensors (3)   3 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes

Here, the module ship weighs 800 tons, only 50 more than the three survey sensors it carries.

Furthermore, do parasite passive sensors function as normal while within a mothership?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 05, 2023, 08:39:50 PM
Quote
Question regarding parasites and command modules: would a science module apply a bonus to a ship carrying parasites with survey sensors?

No. With the exception of Flag Bridges, modules only affect the ship they are on.

Quote
My question now is, what would be the most efficient way to apply a commander bonus to my surveyors? I don't think I want to add a science module to every single lab ship, but I'm wondering whether or not there's an alternative (besides just forgoing the bonus altogether).

If you are using a larger number of small surveyors, the best use of a science lab is probably "none". Command modules are really in the game, from a mechanical perspective, to enable the player to get use out of commanders if he does not have enough ships to give everyone a useful command. The only reason you need to use them is if your commander utilization rate is well below 100%. This usually applies to a navy which uses fewer, larger ships, as if you use a lot of small ships and parasites you will usually have plenty of commands available without resorting to the secondary modules.

Quote
Furthermore, do parasite passive sensors function as normal while within a mothership?

No.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sneer on January 06, 2023, 04:50:27 AM
I think it happened to be mentioned before but I would add possibility to see all known rifts
I have color coded events that makes me less focused on reading events and I certainly missed this in my game
and this is actualy quite important info
I would add this to contact section of the interface
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 06, 2023, 06:10:51 AM
I think it happened to be mentioned before but I would add possibility to see all known rifts
I have color coded events that makes me less focused on reading events and I certainly missed this in my game
and this is actualy quite important info
I would add this to contact section of the interface

That is already in the v2.2 changes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sneer on January 06, 2023, 07:13:03 AM
great
thank You
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 11, 2023, 05:45:25 AM
DDG Mallard 020 failed in its attempt to ram DDG-19 MUS Ostrich.

Do we as players have an ability to ram enemy ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 11, 2023, 06:27:35 AM
No.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on January 13, 2023, 08:21:46 AM
I generated a new NPR with default settings, and they started with a healthy navy but absolutely no ground forces - is that normal? Is there some setting I need to adjust to make sure they have ground forces?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2023, 09:30:49 AM
I generated a new NPR with default settings, and they started with a healthy navy but absolutely no ground forces - is that normal? Is there some setting I need to adjust to make sure they have ground forces?

Sounds like a bug, but how do you know they have no ground forces?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on January 13, 2023, 09:55:12 AM
I generated a new NPR with default settings, and they started with a healthy navy but absolutely no ground forces - is that normal? Is there some setting I need to adjust to make sure they have ground forces?

Sounds like a bug, but how do you know they have no ground forces?

I invaded and they surrendered instantly with no fighting.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2023, 12:48:16 PM
Almost certainly a bug then.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on January 17, 2023, 12:03:33 AM

That is already in the v2.2 changes.

I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?

I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 17, 2023, 08:46:29 AM

That is already in the v2.2 changes.

I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?

I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!

I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on January 17, 2023, 04:57:07 PM
I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.

Good to hear that you're enjoying the game yourself. Thanks for the insight into where things are at.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sneer on January 18, 2023, 01:44:18 AM

That is already in the v2.2 changes.

I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?

I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!

I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.

out of curiosity
I assume you are in late game Steve ( 2100 and past equivalent)
can you share what is your pace at this moment ?
Mine has slowed down considerably and I try to find how best model pace can look like
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 18, 2023, 11:14:59 AM

That is already in the v2.2 changes.

I'm expecting to get shot down here, but I'll ask the question: Are you working much towards a v2.2 release at the moment, @Steve?

I'm personally really looking forward to the fix to the spoiler spawns, so I can play an early start game with spoiler races and not get curb-stomped. Ground unit template and update mechanics and organisations, Ground unit construction and other GU QoL stuff looks exciting as well!

I've no date in mind. I'm playing a long campaign at the moment, although not posting much in terms of updates. I plan to continue it until I defeat the invaders (by having more than 100% racial boost from constructs) - that may take a while. I do have a new campaign in mind, so I will probably release v2.2 before that.

out of curiosity
I assume you are in late game Steve ( 2100 and past equivalent)
can you share what is your pace at this moment ?
Mine has slowed down considerably and I try to find how best model pace can look like

It is a WH40k campaign using role-play rather than optimal ship designs that required a large variety of starting systems. The starting fleet has missile launchers, railguns, particle beams, lasers and gauss turrets and includes beam warships, hybrid beam/missile warships and carriers. Due to the high RP requirements, I used the following starting setup.

•   Starting population is two billion with standard installations for that population size, except for 800 Maintenance Facilities instead of 600.
•   Research Points are double normal to allow for the variety of starting weapons.
•   Starting Build Points are double normal, on the assumption the Imperium has been building up the largest army and fleet it can support before venturing into the galaxy.
•   Shipyards are customised for the ship classes. This results in a large number of shipyards, although the vast majority have only a single slipway. Also, the Imperium doesn’t have the resources to use them all.
•   Ruin chance is increased from 20% to 25%.
•   All spoilers active. NPRs can activate Precursors and Raiders
•   5 NPRs. 50-100 LY
•   NPRs can generate other NPRs with a 10% chance.
•   Limited Research Admin (my new favourite option)
•   Hostility Modifier +20

Despite the extra research I started with Gas-Core Drives due to all the various RP requirements.

Its now 4027 so I am currently in the 28th year of the campaign. I've met five NPRs, seven different Swarm races, a lot of precursors and had numerous encounters with the raiders. There are three Aether Rifts but only survey ships so far. So far, I am up to 449 systems. I've found a deserted intact colony, four ruined cities and various smaller ruins and discovered sixteen dormant constructs, of which 13 are active and 12 have 1m+ populations. I have 74 labs at the various construct locations and 54 on Earth.

Naval tonnage is closing on 3m tons and due to a series of upgrades, most of that is now using Inertial Confinement Fusion Drives. Commercial tonnage is 56m tons. There has been a lot of combat, mainly with precursors and swarm. Three of the NPRs are in a war that has lasted many years, so I have been sneaking into their systems to salvage wrecks and have established small outposts within their territory to act as logistic support. I am also surveying their systems. This has led to many diplomatic incidents and some dire warnings, after which I have stayed out of the way for a while, then sneaked back in. I am currently planning a major attack on the closest of the NPRs and I hope I can finish that campaign before any serious Invader force arrives.

This is probably a faster pace than you were expecting, but I always explore very aggressively and then try to handle whatever I find. I've benefitted a lot from ruins and salvage in terms of minerals, wealth, supplies, fuel, etc., as well as all the installations I have recovered.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sneer on January 18, 2023, 01:07:07 PM
with so many additional players ( npr , swarm etc ) how much year can You push game in few hours play ?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 18, 2023, 02:15:57 PM
with so many additional players ( npr , swarm etc ) how much year can You push game in few hours play ?

I've been playing this game for over three months, so its involved a lot of hours. 1-day turns take a few seconds to process.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sneer on January 19, 2023, 01:36:20 PM
I had very fast progress till the moment my NPR started activating everything around
I have a lot of action somewhere in the back ground (between unspotted nprs , swarms and other spoilers )
it is suprisingly quiet in 200 systems I have surveyed atm 
I slowed to like 1 full game time year per few hours session
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gamemonger56 on January 19, 2023, 07:11:56 PM


recovering alien ruins. how does that work. i thought if i made some unit with xeno archeology and dropped them on said planet they would do the work. been 2 years, nothing so far.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 19, 2023, 09:04:27 PM
recovering alien ruins. how does that work. i thought if i made some unit with xeno archeology and dropped them on said planet they would do the work. been 2 years, nothing so far.

How big is your Xeno formation? If you only have a handful of units it may take a very long time, the mechanic really works with formations of appreciable size, say 10,000 to 25,000 tons would do it. More is faster, less is cheaper.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: gamemonger56 on January 19, 2023, 10:54:11 PM


30 ground units, 3900 force size. so i need more. okey dokey.

thanks
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Voltbot on January 21, 2023, 05:36:10 PM
When ship that is fired upon is not moving on the map (has no selected destination) does the game decide for the enemy accuracy calculations that ship speed is 0, or it uses it's selected or max speed?

Also: do any of you know, why space stations have no armour and can only mount civilian components?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 21, 2023, 06:44:28 PM
Also: do any of you know, why space stations have no armour and can only mount civilian components?

I'm actually unclear on the first question, but for the second the idea here is that the "No Armour" checkbox means the space station can be built from planetary industry. Mainly, this is a concession to allow building massive industrial platforms, maintenance stations, or Ark Modules without having to expand a shipyard to 100ks or millions of tons.

It is still possible to build a military space station, it is just a ship class without engines - but you have to build it from a shipyard. Sadly this is less flexible than PDCs from VB6 but it is what it is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on January 22, 2023, 05:53:26 AM
recovering alien ruins. how does that work. i thought if i made some unit with xeno archeology and dropped them on said planet they would do the work. been 2 years, nothing so far.

How big is your Xeno formation? If you only have a handful of units it may take a very long time, the mechanic really works with formations of appreciable size, say 10,000 to 25,000 tons would do it. More is faster, less is cheaper.

Yes... all of my special brigades such as Engineer, Xeno or Geo survey formations are 25k in size. This also usually happen to be the smallest normal Troop transport ship outside special operation ones that I deploy. Mostly because that is also my common small cargo ships that I can build in the same shipyards.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 22, 2023, 06:43:44 AM
When ship that is fired upon is not moving on the map (has no selected destination) does the game decide for the enemy accuracy calculations that ship speed is 0, or it uses it's selected or max speed?
It used to be always max speed in VB6 but now I can't recall whether it was changed in C# or not.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 22, 2023, 07:21:56 AM
When ship that is fired upon is not moving on the map (has no selected destination) does the game decide for the enemy accuracy calculations that ship speed is 0, or it uses it's selected or max speed?
It used to be always max speed in VB6 but now I can't recall whether it was changed in C# or not.

It is treated as max speed. Even if the ship doesn't have any specific orders, it can still evade hostile fire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on January 25, 2023, 05:18:52 AM
What am I doing wrong?

I tried to send Marine Buoy geosurvey plus thermal probes to normal waypoints on planets via a two stage delivery system but they did not stick to the planets, which moved on and left them behind.

I thought that was how you were supposed to do it? What did I miss?

EDIT nm I figured it out, forgot to set 2nd stage separation range to zero!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 27, 2023, 04:25:29 PM
EDIT nm I figured it out, forgot to set 2nd stage separation range to zero!

This is a very common problem; I would say that one in five of my own such designs have had the same flaw.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 06, 2023, 01:53:03 PM
In Aurora C# 2.1.1 can missiles use on board sensors to retarget? (I read there was a bug with this in 1.13.)

If so can they use a thermal sensor to do that? Just checking.

EDIT OK I found a post from Steve 2012 saying passive sensors are enough. I am going to assume this hasnt changed. So the only question is whether the retargeting bug was fixed.
http://aurora2.pentarch.org/index.php?topic=5025.msg51406#msg51406

FYI This is the reddit thread which states missile retargeting with on board sensors was not working.
https://www.reddit.com/r/aurora/comments/ofwxr9/missile_thermal_sensors_not_working/

EDIT II since noone has answered I will test this myself and report back.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on February 08, 2023, 05:02:59 AM
In Aurora C# 2.1.1 can missiles use on board sensors to retarget? (I read there was a bug with this in 1.13.)

If so can they use a thermal sensor to do that? Just checking.

EDIT OK I found a post from Steve 2012 saying passive sensors are enough. I am going to assume this hasnt changed. So the only question is whether the retargeting bug was fixed.
http://aurora2.pentarch.org/index.php?topic=5025.msg51406#msg51406

FYI This is the reddit thread which states missile retargeting with on board sensors was not working.
https://www.reddit.com/r/aurora/comments/ofwxr9/missile_thermal_sensors_not_working/

EDIT II since noone has answered I will test this myself and report back.

As far as I know, you can do this, but you'd have to use multi-stage missiles. I'll be interested to hear how your testing goes, as I've never tried this myself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 08, 2023, 02:23:02 PM
As far as I know, you can do this, but you'd have to use multi-stage missiles. I'll be interested to hear how your testing goes, as I've never tried this myself.

Do you have to use multistage? I know that is one way to use it, (i.e. a buoy with sensors and separation range calibrated for the carried missile to intercept without running out of fuel) but I thought that if you put a sensor in a strike missile launched by buoy or by ship, it will retarget a new hostile if the salvo was overkill. This is quite important for massed mines and offers a fire and forget approach to targeting fleets.

I am hoping to test this but in my current game the stack'o'swarm I was expecting after the loss of my scout arrived a little early so I am having to use the missiles I already have in the field which dont have sensors. Still I am sure the swarm will provide more targets once I get my act together. I will report what happens, assuming the empire survives that long!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on February 08, 2023, 05:35:23 PM
Do you have to use multistage? I know that is one way to use it, (i.e. a buoy with sensors and separation range calibrated for the carried missile to intercept without running out of fuel) but I thought that if you put a sensor in a strike missile launched by buoy or by ship, it will retarget a new hostile if the salvo was overkill. This is quite important for massed mines and offers a fire and forget approach to targeting fleets.

I am hoping to test this but in my current game the stack'o'swarm I was expecting after the loss of my scout arrived a little early so I am having to use the missiles I already have in the field which dont have sensors. Still I am sure the swarm will provide more targets once I get my act together. I will report what happens, assuming the empire survives that long!

Hmm, possibly I mis-read your earlier post. If you're talking about firing missiles at a waypoint near an intermittent contact, then I think it needs to be multi-stage. If you're talking about firing a big volley of missiles at one ship in a fleet and having them spread to other targets once the targeted ship is dead, that won't work, as they all hit simultaneously. Following saloves should re-target in that situation though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 09, 2023, 04:57:43 AM
Hmm, possibly I mis-read your earlier post. If you're talking about firing missiles at a waypoint near an intermittent contact, then I think it needs to be multi-stage. If you're talking about firing a big volley of missiles at one ship in a fleet and having them spread to other targets once the targeted ship is dead, that won't work, as they all hit simultaneously. Following saloves should re-target in that situation though.

Ah! I see. Thanks for explaining. That's tricky then as I am using short range missiles in box launchers, around the 1m km mark. So the reload mechanics dont come into play for salvos. I can see how that would be useful with a stream of long range missiles approach but it looks like it wont help me with the swarm.

I think its fair gameplay that salvos hit simultaneously. Makes sense from a mechanical perspective.

Thinking out loud, the problem with all missile salvos is PD attrition militates maximising simultaneous missile strike counts. 

There is one situation where this might be discounted and that would be guarding a jump gate, where the enemy fleet has jump shock so you have a finite time to hit them without PD defences from hull or turret mounted beam weapons (not CIWS though which I understand will operate). You could launch kill salvos followed by mop up salvos for any lucky survivors consecutively from a range of about 3 missile flight intervals without having to worry about the targeting of the second salvo. This is less risky than from a closer range of one missile flight interval which you would need to use if you wanted to see the result of the first salvo before targeting the second without wasting time while the jump shock wears off.

One thing I have learned is its more useful for larger missiles as it takes too much warhead space away from smaller ones.

Feels like I have manufactured a not very useful missile design tbh but I will try them out to learn better strats.

Quote from: Piccolo
Missile Size: 1.6993 MSP  (4.24825 Tons)     Warhead: 4    Radiation Damage: 4    Manoeuvre Rating: 25
Speed: 51,551 km/s     Fuel: 142     Flight Time: 32 seconds     Range: 1,649,619 km
Thermal Sensor Strength: 0.14    Detect Sig Strength 1000:  2,958,040 km
Cost Per Missile: 3.9068     Development Cost: 312
Chance to Hit: 1k km/s 1288.8%   3k km/s 429.6%   5k km/s 257.8%   10k km/s 128.9%

PS another 2021 reference saying mines are bugged, still not clear when/if this was fixed, have not been able to find it in the update fixes
https://aurora2.pentarch.org/index.php?topic=12300.msg146400#msg146400
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on February 09, 2023, 12:02:29 PM
Ah! I see. Thanks for explaining. That's tricky then as I am using short range missiles in box launchers, around the 1m km mark. So the reload mechanics dont come into play for salvos. I can see how that would be useful with a stream of long range missiles approach but it looks like it wont help me with the swarm.

I think its fair gameplay that salvos hit simultaneously. Makes sense from a mechanical perspective.

Thinking out loud, the problem with all missile salvos is PD attrition militates maximising simultaneous missile strike counts. 

You can have multiple salvoes travelling as one group, and each different salvo can be targeted separately. For example when I have a group of fighters launch missiles, I get say, a group of 40 missiles, made up of 10 salvoes of 4 missiles. Each fighter can have targeted a different ship, but for PD purposes it's a blob of 40 missiles. I think you can do the same thing on a single launching platform by using multiple MFCs.

PS another 2021 reference saying mines are bugged, still not clear when/if this was fixed, have not been able to find it in the update fixes
https://aurora2.pentarch.org/index.php?topic=12300.msg146400#msg146400

http://aurora2.pentarch.org/index.php?topic=12523.0 (http://aurora2.pentarch.org/index.php?topic=12523.0)

Quote
"Fixed bug that caused 2-stage buoys without targets to self-destruct."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 09, 2023, 02:22:07 PM
You can have multiple salvoes travelling as one group, and each different salvo can be targeted separately. For example when I have a group of fighters launch missiles, I get say, a group of 40 missiles, made up of 10 salvoes of 4 missiles. Each fighter can have targeted a different ship, but for PD purposes it's a blob of 40 missiles.

Actually, for PD purposes the salvo size and number has an important impact. While each fire control can target any number of salvos, each weapon can only fire at a single salvo which is important for multi-shot weapons - railguns, Gauss cannons, and twin+ turrets. This can lead to wasted shots due to overkill effects, as if a salvo is killed by the first few shots from a weapon, any remaining shots will have no impact. Not usually a big deal, but it does mean that full-size Gauss quad turrets are prone to wasting a lot of shots against numerous small salvos.

For missile warfare that means that you like to have your missiles spread into a large number of small salvos rather than a single large salvo (or a single large salvo per ship), to take advantage of any potential overkill effects and get more leakers through the enemy PD.

As far as terminology, I am usually careful to say "volley" or "wave" to describe a bunch of missiles arriving in a single group, which may be composed of multiple salvos. It can get a bit confusing otherwise.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on February 09, 2023, 05:12:41 PM
Actually, for PD purposes the salvo size and number has an important impact. While each fire control can target any number of salvos, each weapon can only fire at a single salvo which is important for multi-shot weapons - railguns, Gauss cannons, and twin+ turrets. This can lead to wasted shots ...

You can have multiple salvoes travelling as one group, and each different salvo can be targeted separately. For example when I have a group of fighters launch missiles, I get say, a group of 40 missiles, made up of 10 salvoes of 4 missiles. Each fighter can have targeted a different ship, but for PD purposes it's a blob of 40 missiles. I think you can do the same thing on a single launching platform by using multiple MFCs.

http://aurora2.pentarch.org/index.php?topic=12523.0 (http://aurora2.pentarch.org/index.php?topic=12523.0)

Quote
"Fixed bug that caused 2-stage buoys without targets to self-destruct."

Thanks, interesting point about small salvos. Are you saying that salvos targeting the same ship arriving in the same interval are not treated as simultaneous, allowing spare salvos to retarget?

I do have multi-MFC box designs, even a couple offers flexibility and can double the rate of work in game time. These designs were originally intended to break small early game spoiler incursion fleets.

I am still learning the combat controls and find setting these up to fire in early-mid game against larger fleets (eg 55 spoilers of a different variety today) requires patience. The assign all / fleet / sub-fleet buttons are very handy but I am having trouble getting "auto assign FC" to do anything apart from clear all assignments. Maybe I am missing a necessary step in the sequence?

I have not dared try the fire at will button!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on February 09, 2023, 05:23:11 PM
As far as terminology, I am usually careful to say "volley" or "wave" to describe a bunch of missiles arriving in a single group, which may be composed of multiple salvos. It can get a bit confusing otherwise.

That terminology makes sense to me.

Thanks, interesting point about small salvos. Are you saying that salvos targeting the same ship arriving in the same interval are not treated as simultaneous, allowing spare salvos to retarget?

I think all the missiles in one volley all hit simultaneously. I don't have an enemy fleet handy to shoot at, but from memory they don't all have to be targeted on the same ship in the target fleet. That will let you spread the love and solve your overkill problem.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on February 09, 2023, 06:23:23 PM
Provided all your ships are in one fleet and fire missiles with the same speed in the same 5 second tick (Synch fire can be useful for this) and none of those ships are set up as escorts away from the main body and the targets are ships in one fleet (not escorts detached from that fleet if it is another player fleet) then they will all hit in the same 5 second tick and only be engaged once by point defense fire.
If you some how coordinate different speed missiles fired from ships at different ranges to hit in the same 5 sec window they will only be engaged once by point defense , if ship movement casues missiles which are not arriving at the same time to arrive within the same 5 sec window they will be engaged once (rare but if for instance you are flying towards AMM spam it can happen)

Otherwise the point defense gets to engage a full set of targets each 5 sec window if the guns recharge every 5 sec
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 10, 2023, 09:37:58 PM
If you want to slow research down so tech eras last about a decade or more, should you slow down research speed or pick the option that nerfs scientists' admin?

I did both, reducing tech to 10% and nerfing admin while starting conventional, but I think that's too much. It will take me over 50 years to research Trans-Newtonian tech, and you can't build mines as a conventional, so you can't really expand other than build useless colonies.

Do you think it would be best to increase tech rate, un-nerf scientist admin, or start with Trans-Newtonian tech already unlocked? I feel the key to a good, slow tech progression lies with one or a combination of those options.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on February 11, 2023, 12:23:57 AM
If you want to slow research down so tech eras last about a decade or more, should you slow down research speed or pick the option that nerfs scientists' admin?

I did both, reducing tech to 10% and nerfing admin while starting conventional, but I think that's too much. It will take me over 50 years to research Trans-Newtonian tech, and you can't build mines as a conventional, so you can't really expand other than build useless colonies.

Do you think it would be best to increase tech rate, un-nerf scientist admin, or start with Trans-Newtonian tech already unlocked? I feel the key to a good, slow tech progression lies with one or a combination of those options.

With the admin limit, you can keep the science at 100%. If you were to keep it standard you have 2 option, both very valid:

reduce to 25% to 10%
Make your own admin limit rules. I use the 1 to 5 rule, meaning you can allocate 1 lab every 5 admin. So a scientist with 15 labs capacity will be possible to be assigned only 3
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 11, 2023, 12:31:07 AM
If you want to slow research down so tech eras last about a decade or more, should you slow down research speed or pick the option that nerfs scientists' admin?

I did both, reducing tech to 10% and nerfing admin while starting conventional, but I think that's too much. It will take me over 50 years to research Trans-Newtonian tech, and you can't build mines as a conventional, so you can't really expand other than build useless colonies.

Do you think it would be best to increase tech rate, un-nerf scientist admin, or start with Trans-Newtonian tech already unlocked? I feel the key to a good, slow tech progression lies with one or a combination of those options.

With the admin limit, you can keep the science at 100%. If you were to keep it standard you have 2 option, both very valid:

reduce to 25% to 10%
Make your own admin limit rules. I use the 1 to 5 rule, meaning you can allocate 1 lab every 5 admin. So a scientist with 15 labs capacity will be possible to be assigned only 3

Think I'll keep admin nerfed and bring research up to 50%. Maybe SM Trans-Newtonics as well so I can actually do something while still starting with pre-TN stuff.

Really the biggest thing are mines being locked by TN tech. I know its hard to mine something you don't know exist, but that doesn't stop Conventional Industry. Personally I think mines should be around for Conventional Empires while removing the ability to mine with Industries.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 11, 2023, 02:25:04 AM
The reduced admin option is great because it doesn't slow down your overall science, but it slows down tech rushes greatly and pushes you to diversify your research considerably and build up a lot more quality scientists.

With reduced admin I usually think 100% research is fine for TN starts, because you can't rush propulsion techs so even your starting techs are probably good for 10-20 years before you need fleet-wide refits (especially if you start out trying to research more economic techs). For conventional starts I think 50% or 25% research is good depending on how long you want to spend in the super-janky early game era. I always SM Trans-Newtonian Technology in a conventional start game because there is no point in waiting around for 5,000 RP to complete unless you do a very low-population start with only 5-10 labs anyways.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on February 11, 2023, 08:30:43 AM
In one of the Naval Bombardment post Steve explained how STO targeted after being detected Are easier to hit:
"...When firing at Detected STO units, the two-third reduction in to-hit chance is not applied, as the STO units have given away their general location."

Does any one know, if this "detected" state expires? And if it is universal to all factions. (If Raiders detect your STO after being fired at, NPR also has it visible once it gets close enough to see them on their Active sensors)
From what I saw, It seems that it does not expire and is universal among factions, but I just want to make sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 11, 2023, 04:34:35 PM
The reduced admin option is great because it doesn't slow down your overall science, but it slows down tech rushes greatly and pushes you to diversify your research considerably and build up a lot more quality scientists.

With reduced admin I usually think 100% research is fine for TN starts, because you can't rush propulsion techs so even your starting techs are probably good for 10-20 years before you need fleet-wide refits (especially if you start out trying to research more economic techs). For conventional starts I think 50% or 25% research is good depending on how long you want to spend in the super-janky early game era. I always SM Trans-Newtonian Technology in a conventional start game because there is no point in waiting around for 5,000 RP to complete unless you do a very low-population start with only 5-10 labs anyways.

Admin cap plus 50% tech is the sweet spot. Also did what you said and started conventionally but SM'd TN tech right away. Makes the game move a lot more naturally without being stuck with nothing to do.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 11, 2023, 06:05:27 PM
Admin cap plus 50% tech is the sweet spot. Also did what you said and started conventionally but SM'd TN tech right away. Makes the game move a lot more naturally without being stuck with nothing to do.

Yup. With normal admin I can see the case for researching TN tech, since you can probably put 25 or 30 labs into it and be done in a year even without any bonus from the scientist, but with reduced admin you can spend a suitable time building ships with conventional tech while you develop NRE engines, TN cryogenics, etc. so you do get a fair few early-tech ships for flavor but the game moves along at a reasonable pace.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 12, 2023, 09:15:11 PM
A few questions:

1. Will tracking speed and fire control range for ground units automatically update or do you have to make new units to get the bonuses?

2. what is the 'optimal' size for a Deep Space Scanner? I understand that they get less efficient the bigger they are.

3. What governs automatic promotions? It seems my officer corp eventually balances out to the point anyone above the lowest level of officer is only promoted to fill a specific role that needs a high ranked officer, meaning I have hundreds of lowest level officers and maybe 20 guys above that before I seriously start fleshing out my navy with flag bridges. Is it supposed to work like this?

3.5 Also, what governs retirements? I recently when through a 'death wave' of my scientists which left my research crippled and I think my guys are retiring too fast in general to have interesting careers. If possible, I'd like to raise the minimum retirement age far above where it is gradually over the course of the game to account for new medical technology keeping people in top shape longer.

4. Can I automate Sector Governors and Academy Commandants?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 13, 2023, 12:20:05 AM
1. Will tracking speed and fire control range for ground units automatically update or do you have to make new units to get the bonuses?

Pretty sure it does not upgrade, since the STOs are modeled as a weapon + BFC + sensor + reactor so it doesn't make sense for any of those components to upgrade magically.

Quote
2. what is the 'optimal' size for a Deep Space Scanner? I understand that they get less efficient the bigger they are.

It is a trick question. The area of space scanned by a DSTS group is proportional to the number, which means the range varies as the square root. If you need maximum range then building more DSTS is probably not the best approach, and you want to place passive buoys/traffic monitors/patrol routes along that line. If you want to know about threats from any direction then just build as many DSTS as you can justify in the annual budget meeting.

Quote
3. What governs automatic promotions? It seems my officer corp eventually balances out to the point anyone above the lowest level of officer is only promoted to fill a specific role that needs a high ranked officer, meaning I have hundreds of lowest level officers and maybe 20 guys above that before I seriously start fleshing out my navy with flag bridges. Is it supposed to work like this?

Automatic promotions are on-demand as of v2.0, which means that low-level officers will only promote if there is an opening at the next-highest rank.

Part of the way to handle this is to be more liberal with your use of naval admin commands (maybe roleplaying 2-3 commands where you might otherwise just have 1 in some cases) and using the auxiliary command stations in your larger ships (AUX, CIC, ENG, SCI, etc.) to give more jobs for low-ranking officers. I also tend to make liberal use of the "Require Senior C.O." checkbox in class designs so that larger/more-prestigious ship types have higher-ranking officers, which also helps to stagger out the promotions a little bit.

Note also that the rate of generating naval and ground commanders has approximately doubled, in large part to help motivate the use of the auxiliary command modules.

In short this means in v2.0+ we have to actually craft a promotions structure that facilitates development of a robust officer corps instead of the game just auto-promoting people out of a job. The nice thing is we are no longer tied to rigid rank ratios so force structure is much more flexible and natural.

Quote
3.5 Also, what governs retirements? I recently when through a 'death wave' of my scientists which left my research crippled and I think my guys are retiring too fast in general to have interesting careers. If possible, I'd like to raise the minimum retirement age far above where it is gradually over the course of the game to account for new medical technology keeping people in top shape longer.

Since scientists don't have ranks I think there is a minimum of 30 or 40 years and then a 20% chance each year thereafter, which is halved(?) if they have an active project. This assumes that they follow the same mechanics as military commanders, which is presumed from Steve's post on the topic but it's a bit ambiguous.

Quote
4. Can I automate Sector Governors and Academy Commandants?

No.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 13, 2023, 12:24:00 AM
3. What governs automatic promotions? It seems my officer corp eventually balances out to the point anyone above the lowest level of officer is only promoted to fill a specific role that needs a high ranked officer, meaning I have hundreds of lowest level officers and maybe 20 guys above that before I seriously start fleshing out my navy with flag bridges. Is it supposed to work like this?

Automatic promotions are on-demand as of v2.0, which means that low-level officers will only promote if there is an opening at the next-highest rank.

Part of the way to handle this is to be more liberal with your use of naval admin commands (maybe roleplaying 2-3 commands where you might otherwise just have 1 in some cases) and using the auxiliary command stations in your larger ships (AUX, CIC, ENG, SCI, etc.) to give more jobs for low-ranking officers. I also tend to make liberal use of the "Require Senior C.O." checkbox in class designs so that larger/more-prestigious ship types have higher-ranking officers, which also helps to stagger out the promotions a little bit.

Note also that the rate of generating naval and ground commanders has approximately doubled, in large part to help motivate the use of the auxiliary command modules.

In short this means in v2.0+ we have to actually craft a promotions structure that facilitates development of a robust officer corps instead of the game just auto-promoting people out of a job. The nice thing is we are no longer tied to rigid rank ratios so force structure is much more flexible and natural.

So I guess I'll go back to my system of adding auxiliary commands on commercial ships for no reason.

All the more reason they should do something for commericals in the next updates imo. Like having a Science Module in a terraforming ship contribute the officers terraforming skill.

Any ideas on how to get 'liberal' with Admins? I'm planning to put Naval Headquarters on Europa and Titan to make distinct military 'sectors' in the Sol system which will be modeled using admin commands.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 13, 2023, 12:34:17 AM
So I guess I'll go back to my system of adding auxiliary commands on commercial ships for no reason.

It depends on your navy, but I usually don't have a lot of problems if I use the full set of modules, senior C.O.s, etc.  If you have too many low-rank officers, probably a part of the problem is that you either have too many academies or the ones you do have should be specialized towards other commander types (ground commanders in particular are pretty effective for this, and if you have too many ground commanders you've done something weird).

Quote
All the more reason they should do something for commericals in the next updates imo. Like having a Science Module in a terraforming ship contribute the officers terraforming skill.

I think the problem with that (i.e., why Steve doesn't just add it) is that there's no decision to be made - of course you put a SCI station on every terraforming ship you ever build, no-brainer once you have the tech because it would be cheap for an obvious bonus.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 13, 2023, 12:37:19 AM

I think the problem with that (i.e., why Steve doesn't just add it) is that there's no decision to be made - of course you put a SCI station on every terraforming ship you ever build, no-brainer once you have the tech because it would be cheap for an obvious bonus.

Is that not the case now for military ships? Assuming of course you aren't making something really small like a fighter.

I'd love to have an actual functional reason to build out our command staff for every ship. The more we can get actual, named characters involved, the better the game is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Brett on February 13, 2023, 12:18:37 PM
Hi there, I have just started a game, and everything seems to be going fine, but I have made multiple classes of ships, but cannot select them for the shipyards when trying to construct them.  I seem to have all of the technologies needed, so I am unsure of what is going wrong (I am rather new to this)

Thank you
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 13, 2023, 06:50:20 PM
Is that not the case now for military ships? Assuming of course you aren't making something really small like a fighter.

Not in general, because there's a legitimate tradeoff between adding a module versus another component of relevant type.

Survey ships are one easy example, you can add a Science Officer for 3 HS or another sensor for 5 HS. Whether the officer station is worth it or "better" depends on how many sensors you already have (therefore ship size), how much bonus you expect to get based on your commander roster, and whether the tonnage might be better used for, say, a Main Engineering (maybe you value reduced breakdown/MSP consumption more than survey speed?). Of course, if you build your survey ship big enough then you can just put everything on it and call it a day, but I don't think most people do this.

Tactical Officer is another one where you have to consider if the tonnage allocated for the module is giving you a better net DPS output (or PD hit%, whatever the case is) than another weapon - even more so if you run mixed-used ships in which case the total tonnage of weapons mounted is not the same as effective firepower in any given scenario. Again, you can run your ships so large that it's a no-brainer every time, but that's a separate decision and doesn't take away from the fact that ships in the medium size range have some interesting decisions to be made.

Compare to a typical proposed commercial station: a Mining or Terraforming Officer is going to be a negligible amount of tonnage and cost compared to the massive size of a typical mining or terraforming station, so it's a no-brainer every time unless you make the station something completely ridiculous like 25,000 tons in size. That aside, I wouldn't mind having that in the game to promote officer usage and a deeper logistics side of the hierarchy, but there's no interesting decision being made there so I can see why Steve has not been interested so far.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 16, 2023, 06:50:19 AM
Hi there, I have just started a game, and everything seems to be going fine, but I have made multiple classes of ships, but cannot select them for the shipyards when trying to construct them.  I seem to have all of the technologies needed, so I am unsure of what is going wrong (I am rather new to this)

Thank you
Hi Brett, please register your account so that you can post normally - otherwise we have to manually approve each one.

Make sure that your shipyards are large enough and of the right type - commercial designs require commercial shipyards, military designs require military shipyards.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 16, 2023, 09:31:39 AM
Also remmember that you have to retool shipyard to a specific ship class
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 16, 2023, 01:06:00 PM
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on February 16, 2023, 02:45:05 PM
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?

Usually you'll want them in a dedicated HQ formation above your fighting units, so that they can supply all formations under them at once. Then, you can set that HQ formation to Rear Echelon to massively reduce their chance to be targeted. Furthermore, make sure you're checking "non-combat" on HQ and supply units, further reducing their chance to be targeted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Akhillis on February 16, 2023, 09:10:56 PM
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?

Logistics modules are consumed during combat, so even if they're not being destroyed by the enemy they'll steadily dwindle.

The usual solution is to have some logistics modules in your combat units, but also bring dedicated supply formations. Set them to 'Rear Echelon' and 'Use as Reinforcements', and your front line troops will draw supplies from these 'depots' to replace their own consumed supplies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on February 17, 2023, 02:38:55 AM
I have a question regarding formation templates. How do I have to set them up, so the logistics modules don't get destroyed?

This has nothing to do with your question, but I noticed you have 9 HQ units, you only need 1 HQ unit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on February 17, 2023, 09:00:38 AM
So something like this then? The! 1st Super Heavy Army is set on Rear Echelon while the Super Heavy Squad is set on front attack.

I have 9 HQs because one has a limit of I think 10k, and I wanted some backup.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 17, 2023, 10:04:27 PM
So far, I am up to 449 systems.

Steve, what does your naval command hierarchy look like, what what percentage of unsurveyed systems are close enough to an HQ to give your survey ships a survey bonus?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on February 18, 2023, 02:59:32 AM
I have 9 HQs because one has a limit of I think 10k, and I wanted some backup.
HQs do not stack. Your HQ size should be equal or greater than the size of the formation it is commanding. So your tank Regiment of 50K tons would want an HQ rated for 50K tons. You can bring a backup HQ or three of course, but from what I read, I'm not too sure if they do much good. But for RP reasons it makes sense to have redundancy. If you have a backup HQ, I believe there is a random chance for the officer to get killed in the event of one or more HQs being targeted and destroyed. You can change the size of an HQ when you are creating the unit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 18, 2023, 05:19:40 AM
Mechanically having more than 1 HQ module in a unit is strictly harmful. It makes the HQ more likely to get hit and it makes it more likely that the commander gets killed. Only have more than 1 if your RP demands it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 18, 2023, 11:21:39 PM
Could someone give me a good example of a beam monitor that would sit right next to a jump point for extended periods of time to blast the enemy to bits as soon as they jump in?

Cuz I'm unconvinced by the concept. Seems too unnecessarily resource heavy to deploy such a heavily armed ship for long periods of times outside of a maintence dock. Also seems micro-intensive with having to rotate them in and out.

 I'd rather build super-fast beam ships that could sit on a maintence point and rush in a matter of hours to the jump point when necessary.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 19, 2023, 03:59:28 AM
Probably better to make a dedicated thread in the Ship Design sub-forum for that sort of stuff.

The concept is only valid when you know you have hostile neighbours right next door and suspect that they will come knocking sooner or later. Otherwise it's a waste of deployment time, for sure.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Blorkman on February 21, 2023, 02:13:42 PM
Does anybody know how to select multiple ground formations at the same time ?
Dragging individually each formation under their respective command is painstakingly long when you have hundreds of them
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 21, 2023, 02:52:31 PM
Does anybody know how to select multiple ground formations at the same time ?
Dragging individually each formation under their respective command is painstakingly long when you have hundreds of them

It is not possible AFAIK, but in the next release (Steve plz) we will be able to build formations into an organization template which should help considerably with this, especially combined with the rework of GU construction to work like any other kind of construction instead of one formation per facility.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 22, 2023, 07:45:38 PM
Is there any way to add custom rules for automatically awarding medals in addition to the conditions that are already there?
 
If I wanted to add a rule that awarded a medal after being assigned to an Admin or an Academy how would I do it?

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 22, 2023, 09:49:58 PM
Is there any way to add custom rules for automatically awarding medals in addition to the conditions that are already there?

You can use any of the existing condition types and change the numerical value as desired (e.g., make a medal condition for destroying 69,420 tons of military shipping).

However:
Quote

If I wanted to add a rule that awarded a medal after being assigned to an Admin or an Academy how would I do it?

Nope, sorry. Gotta do it manually.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on February 23, 2023, 09:23:11 AM
DB editing question does anyone know how DIM_SystemAbundance works in detail?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 23, 2023, 11:38:45 AM
What does Missile Agility do for accuracy that bigger engines doesn't?

I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on February 23, 2023, 12:18:22 PM
What does Missile Agility do for accuracy that bigger engines doesn't?

I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
Basically this especially at later tech levels, missiles have a maneuver rating (MR) that boots to hit chance and agility is how you change it. Don't have the numbers on me but with MaxTech agility I think you can make missiles with single digit speeds that can swat all but the fastest missiles with +100% accuracy.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 23, 2023, 02:38:42 PM
What does Missile Agility do for accuracy that bigger engines doesn't?

I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.

Missile accuracy (% chance to hit) is based on the product of speed and "maneuver rating". Speed is obvious; Maneuver rating is (10 + Agility / MSP) and is subject to integer rounding. This means that a mathematical optimum split between engine and agility MSP exists for a given missile design, although it is not easy to determine.

In practice, this calculation has to be balanced against the ability of your missile to beat enemy PD, which is related to speed only, so the "correct" optimization is rarely clear.

What does Missile Agility do for accuracy that bigger engines doesn't?

I feel like there is an optimal 'ratio of agility to missile size that gives much better accuracy returns than just increasing the speed of a missile, but if you go over it you are wasting space.
Basically this especially at later tech levels, missiles have a maneuver rating (MR) that boots to hit chance and agility is how you change it. Don't have the numbers on me but with MaxTech agility I think you can make missiles with single digit speeds that can swat all but the fastest missiles with +100% accuracy.

Thankfully this is not correct... however, at current MaxTech you can design an AMM which has 100% chance to hit any target and can mount ECCM, and is thus a "perfect" missile. But that "perfect" missile will still be moving pretty fast, definitely not single-digit speed.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 24, 2023, 12:01:45 AM
What are the pro's and con's of relying on civilians to haul all your stuff?

I find I'm only using state-owned freighters in initial colonization fleets to bring along the infrastructure. All other facility transport needs are outsourced to the private sector.

Also, what is a good size for STOs? Do you want to emphasize damage per shot or quantity of shots generally?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on February 24, 2023, 02:10:37 AM
What are the pro's and con's of relying on civilians to haul all your stuff?

I find I'm only using state-owned freighters in initial colonization fleets to bring along the infrastructure. All other facility transport needs are outsourced to the private sector.

Also, what is a good size for STOs? Do you want to emphasize damage per shot or quantity of shots generally?
You can only ship through a JP network and sometimes they don't have the right priorities. Mixed probably works best.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on February 26, 2023, 12:07:48 AM
Is there a reason for planetary PD STO's against the AI? Do they really launch missiles at your colonies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on February 26, 2023, 01:09:40 AM
Is there a reason for planetary PD STO's against the AI? Do they really launch missiles at your colonies?

They are not only useful for defending the colony but ships around it as well. On top of that they do not have MSP maintenance cost, only wealth. I do not recall an instance in C# in which my planet was bombed with missiles though. In VB6 there were unfavorable encounters with invaders during which a few civilians died. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on February 26, 2023, 07:29:49 AM
Does increased slipway size have any effect on shipbuild speed?

If I build a 1000ton ship in a 2000ton Shipyard will it build faster than in a 1000ton shipyard?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 26, 2023, 07:32:23 AM
Does increased slipway size have any effect on shipbuild speed?

If I build a 1000ton ship in a 2000ton Shipyard will it build faster than in a 1000ton shipyard?

Build rate is based on the size of the ship being built.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 26, 2023, 04:45:46 PM
What should my troops train for if they have to fight on a swamp planet. Jungle?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Warer on February 27, 2023, 03:26:29 PM
Hostility Modifier, what happens if I set it to a negative? More trade and peace?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 27, 2023, 06:52:54 PM
How can I arrange a starting set-up that simulates a post fall of a galactic empire?
I would like to have (1) few civilized starts (let's say 3%-6%) still connected to my homeplanet (the other stars can be under my control or friends/allies), then (2) about 10%-20% systems that I already partially knows, but no paths are known to reach them, i.e. I know from 15% up to 80% of each system objects, and eventually if there is some active population (e.g., I can monitor signals using a sort of SETI), but I can't get there, (3) other 20-30% of known stars but no information about them and I can't travel to them, and (4) the rest of the stars are unknown.
Types 3 and 4 could host some remains of civilization, but I don't know anything of them. If/When I meet them during exploration, possible reactions could vary from absolutely friend to super-violent xenophobic.
At the game start, tech levels, mine and of the unknown civs, in different sectors, can be variously advanced.
And obviously, aliens and the rest of goodfellas are still around.
Is it possibile this sort of beginning?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 27, 2023, 08:49:02 PM
Hostility Modifier, what happens if I set it to a negative? More trade and peace?
Yes.


How can I arrange a starting set-up that simulates a post fall of a galactic empire?

You could set up in the following process if you had the patience:
(1) Start a normal game with any desired NPRs, etc. You could start with more NPRs than desired if you plan to delete some of them (see below).
(2) Use SM Mode to survey Sol and explore some jump points until you have the desired amount of connected systems.
(3) Use SM mode to generate new systems. These will not generally be connected to you (could happen a few times by accident). There is not really a way to monitor signals from other systems in Aurora, but if your roleplay is that the empire used to be there and lost the maps you could place a buoy or DSTS somewhere in the system which might pick up signs of intelligent life after a while.
(4) Stars you know nothing about can just be left alone. There's not really any practical difference between (3) and (4) mechanically, so use roleplay here.
(5) In addition to the desired starting NPRs, you can use extra starting NPRs and change them to player races in the DB (simple change in FCT_Race table). You can then use these as player races, or use the generated systems to create races with your preferred characteristics (e.g., other human factions as NPRs) and then delete the "original" NPR race in that system. This way, the main player race remains unaware of these things.
(*) As a bonus you can use the option in the game settings that allows generating other human NPRs. I don't think this works at game start but it can mean you randomly generate remnant factions as you explore the galaxy, in addition to regular generated NPRs and whatever starting races you have.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 28, 2023, 01:24:48 PM
Thank you nuclearslurpee!!
I should start to practice with the SM mode and have some patience, but it seems feasible. :-)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on March 02, 2023, 10:19:39 PM
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on March 06, 2023, 12:50:27 PM
What is the tracking speed of unturreted weapons on a station?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 06, 2023, 01:48:09 PM
What is the tracking speed of unturreted weapons on a station?

The racial tracking speed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 06, 2023, 01:49:02 PM
Is there a way to connect a JP:UNEX to a specific system using Space Master?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 06, 2023, 08:22:02 PM
Is there a way to connect a JP:UNEX to a specific system using Space Master?

No, you would have to edit the DB.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 07, 2023, 06:56:54 AM
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?
Yes it would.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 07, 2023, 08:32:15 AM
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?
Yes it would.

Would the opposite also hold true? Would a boarded parasite within a hangar receive help from the mother ship and other parasites?
What if the boarding combat started before the parasite docked?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 07, 2023, 08:45:04 AM
Yes, or at least that's the way it was supposed to work but I have not tested that particular scenario so I can't say for certainty whether it works or not. I faintly recall someone testing such rare situations but for the life of me I can't remember what was the outcome.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 07, 2023, 03:37:10 PM
Is there a way to connect a JP:UNEX to a specific system using Space Master?

No, you would have to edit the DB.

OK thanks, this I did after using SM to create two new JPs with distinctive bearings to help spot them, which was unnecessary as they were at the bottom of the list in the editor so it was just a matter of cross copy-pasting their ID#s into the appropriate field and jobsagoodun.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cones2002 on March 07, 2023, 08:30:44 PM
I'm just after the Railgun damage template. 

Is there one that's current?

Just needing it for an AAR but I haven't reached combat yet.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 07, 2023, 09:57:38 PM
I'm just after the Railgun damage template. 

Is there one that's current?

Just needing it for an AAR but I haven't reached combat yet.

Railgun has gradient-2 damage template. See below image from the wiki page (http://aurorawiki.pentarch.org/index.php?title=Lasers#Damage_Profile) which is still correct for C#.

(http://aurorawiki.pentarch.org/images/b/b6/Damage_gradients.JPG)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cones2002 on March 07, 2023, 10:31:43 PM
Thank you :)

Seems like the Wiki can't load images on Google Chrome, so I'm having to open it on Microsoft Edge and change the address from https:// to hxxp:
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on March 08, 2023, 01:57:45 AM
So I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:

'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'

Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain). 

Thanks in advance for any help!

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 09, 2023, 03:09:21 PM
So I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:

'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'

Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain). 

Thanks in advance for any help!

Welchbloke

This is extraordinarily unusual; you shouldn’t have to register any OCX components, and the SQLite library is included along with the executable.

You must have done something horribly wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on March 09, 2023, 05:35:17 PM
If you have a parasite that has a ground unit inside it, and that parasite is inside a mothership, would the ground unit contribute to defending the mothership should it be boarded?
Yes it would.

Would the opposite also hold true? Would a boarded parasite within a hangar receive help from the mother ship and other parasites?
What if the boarding combat started before the parasite docked?

I'd be impressed to see how you'd manage that...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 09, 2023, 07:39:25 PM
So I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:

'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'

Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain). 

Thanks in advance for any help!

Welchbloke

This is extraordinarily unusual; you shouldn’t have to register any OCX components, and the SQLite library is included along with the executable.

You must have done something horribly wrong.
First thing to do is to unistall Aurora and any SQLite stuff you have installed. Then try installing Aurora again which will eliminate the possibility of something weird having happened during installation. Hopefully that works (Reboot the computer the equivalant of this solves 2/3 of help desk calls) if that does not work I am stuck and hopefully someone else has a better idea
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on March 10, 2023, 02:09:14 AM
So I've got shiny new laptop and am encountering the usual missing dll issues for Aurora. I've downloaded and registered all the .ocx files that have been flagged but now I'm getting an error I didn't get last time I moved to a new laptop:

'2.1.1 function #139: Could not load file or assembly ‘System.Data.SQLite, Version = 1.0.103.0 …..'

Any ideas what is required for this? I've gone to the SQLite webpage but it doesn't really help that much in terms of identifying what components I need to install (at least for my simple brain). 

Thanks in advance for any help!

Welchbloke

This is extraordinarily unusual; you shouldn’t have to register any OCX components, and the SQLite library is included along with the executable.

You must have done something horribly wrong.
First thing to do is to unistall Aurora and any SQLite stuff you have installed. Then try installing Aurora again which will eliminate the possibility of something weird having happened during installation. Hopefully that works (Reboot the computer the equivalant of this solves 2/3 of help desk calls) if that does not work I am stuck and hopefully someone else has a better idea
So something odd did happen, a complete reinstall fixed the issue - thanks. It looks like my AV software was doing something odd in the background, linked to the issue around aurora being reported as a trojan that other people have mentioned.

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 10, 2023, 11:02:25 AM
Get rid of your AV software, as Windows Defender is nowadays well and good enough to deal with any threats. A normal user does not need anything else and they can cause a cascade of issues, as you've just experienced.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 10, 2023, 12:25:02 PM
Get rid of your AV software, as Windows Defender is nowadays well and good enough to deal with any threats. A normal user does not need anything else and they can cause a cascade of issues, as you've just experienced.

Seconded. Anti-virus software isn't -- and is frankly a virus itself more often than not, for any practical purposes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on March 11, 2023, 01:30:27 AM
Seconded. Anti-virus software isn't -- and is frankly a virus itself more often than not, for any practical purposes.
This was the case on my work laptop, after yet another software update one of the installed anti-virus products identified the other anti-virus software as a virus.

Why did the laptop have two bits of anti-virus software installed? I'm afraid that is a mystery known only to corporate IT departments.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 11, 2023, 11:44:42 AM
Why did the laptop have two bits of anti-virus software installed? I'm afraid that is a mystery known only to corporate IT departments.

The answer is "because some executive looking to leave a mark thought it sounded good because two AV softwares obviously makes the machine twice as secure". Anyone who actually works in IT knows this is stupid, but anyone who works in IT also knows it is useless to try and stand against the deluge of stupid raining down from on high courtesy of bloated idiots who think they know about computers because they sent an email this one time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 12, 2023, 10:04:40 AM
You are too cynical the real reason is that the guy who left 3 years ago included an antivirus software in the starter package, no one still employed knows how to update it and when it is removed from the installation everything crashes so they leave it in and add another one they can update. Until Dave leaves then who knows
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on March 13, 2023, 10:16:18 AM
How do you guys handle drop ships?
Like, with drop capabilities, why use a small drop ship rather than a lets say use a whole frigate to deploy a battalion?
And even then, would the troops stay "frozen" inside those drop ships? Meaning that it would replace the need for extra troop compartments?
Also, in that case, could a battalion be dropped in piece meal without having to make a company at a time?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 13, 2023, 10:38:09 AM
How do you guys handle drop ships?
Like, with drop capabilities, why use a small drop ship rather than a lets say use a whole frigate to deploy a battalion?
And even then, would the troops stay "frozen" inside those drop ships? Meaning that it would replace the need for extra troop compartments?
Also, in that case, could a battalion be dropped in piece meal without having to make a company at a time?

Small drop ships died with C#. In VB6 we could use small drop ships because they could fit an entire battalion into, like, 250 tons of module space, and we cannot do that anymore in C#. Couple with the fact that the optimal formation size is roughly a regiment/brigade (10k to 20k tons) and small drop ships don't make any sense unless you really like micromanagement.

I usually go for the hulking, 200kton monstrosities with a lot of armor layers to be prepared for the event of a contested landing, which gives you in principle another approach to deal with STO clusters if you don't want to risk valuable warships against them. In this case you can probably fit something like 75k or 100k tons of troops inside which depending on your doctrine could be a division or corps of troops per transport.

Note that the VB6-era concept of cryogenic drop modules really does not make a lot of sense in C#, as the majority of tonnage for ground troops is not the soldiers but rather the equipment and there is not a sensible way to cut 5,000 tons of equipment down to 250 tons by freezing it really well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on March 13, 2023, 10:59:05 AM
Maybe it can me done in the next version? Since we make whole templates and it is built in bulk, then i think it would be possible to move a entire battalion of light marines?
Another thought is, can a transport ship just transfers troops in a contested planet or does it need to have drop abilities?
And if so, does it need to actually land on the planet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on March 13, 2023, 12:04:13 PM
Only fighter sized ships can land. And you can land troops on a contested planet without drop bays.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 13, 2023, 02:17:54 PM
Maybe it can me done in the next version? Since we make whole templates and it is built in bulk, then i think it would be possible to move a entire battalion of light marines?

This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Quote
Another thought is, can a transport ship just transfers troops in a contested planet or does it need to have drop abilities?
And if so, does it need to actually land on the planet?

Drop capability is optional, normal troop transport modules work fine if you have cargo shuttle bays to unload with, but drop capability is preferred for a contested landing as otherwise you might land a part of your army and they get annihilated before the rest unload. Also, drop capability is crucial if you are conducting an opposed landing (i.e. enemy STOs remain) as remaining under the guns for several hours will mean death.

Remember in C# every ship larger than 500 tons (in the lore; in practice fighter-size ships often still have these limitations) cannot land on a planet and requires cargo shuttles or a cargo transfer station/spaceport to load and unload.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on March 13, 2023, 04:38:56 PM
Quote
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 13, 2023, 07:36:02 PM
Quote
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.

In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.

*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Borealis4x on March 13, 2023, 11:41:27 PM
Quote
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.

In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.

*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.

Glad to hear we'll be able to split formations into multiple ships in the next release. Obviously you want invasion ships for the big battles, but I was always frustrated how you needed a whole ship just to deploy a small marine strike force to enemy installations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 14, 2023, 12:37:57 AM
Glad to hear we'll be able to split formations into multiple ships in the next release. Obviously you want invasion ships for the big battles, but I was always frustrated how you needed a whole ship just to deploy a small marine strike force to enemy installations.

I think the boarding bays work for this, since troop transports IIRC can load/unload without cargo shuttles very slowly (unlike freighters, etc.) - but I'd have to test this to be sure. Assuming it works, that would make it easy if you already use boarding craft.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on March 14, 2023, 11:45:07 AM
 --- Last I checked, you only need cargo shuttles to deploy without a drop or boarding capable bay, but you also need cargo bays to reload any bay regardless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on March 14, 2023, 10:01:55 PM
Quote
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.

In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.

*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.

I am thinking more of having those formations specific for strike groups, so i can deploy them, secure small instalations, colonies, etc. The bulk of invasion troops, etc i would make them be deployed by big ships, cause im ok with a little extra pain, but im not insane lol
The doctrinal idea is to have a rapid light strike force capable of multi-tasking, so it would be small light battalions to be mixed with boarding marine groups if need be. Then for larger formations, i would just use big Drop Capable Frigates to unload the bulk of the troops. These small troops would be trained for every terrain, etc, making them expensive, but since it would be mostly 20 of those, it doesn't matter that much, plus, if i actually need more numbers than that, then the Drop Troopers come into play.
And thanks for the answers. Next version will be interesting...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on March 14, 2023, 11:31:31 PM
Quote
This doesn't make any sense at all... if a battalion of marines is 5,000 tons, and most of that is equipment (say 1 btn = 500 soldiers, average solider is perhaps 100 kg, so 500 soldiers = 50 tons or 1% of total size), what magical technology are we proposing to cram 5,000 tons into 250 tons of carry capacity? It makes no sense.

Well, im not proposing any changes to the game. Im just wondering if i can make a drop ship with lets say, 250 tons capability, then use the formation to make company size elements (all the way to the HQ) and cram them up into various ships so i can load and unload them. (Which is probably how things would happen in RL) And since next version it will be way easier to create such templates and replace their losses too, i was thinking that maybe i could use that for it.
And yes, it would be a extra pain to me. Im just trying to figure out what i can and can't do with the tools provided.

In that case, you will be able to in v2.2* with the smallest size(s) of drop module, but as you note it would be extremely tedious micromanagement. Remember that a proper planetary invasion requires millions of tons of troops, so if you break them down into 250-ton platoons (companies are more like 1,000 tons usually) you're talking about manually breaking apart and recreating tens of thousands of formations...it's not worth it.

*Right now we are missing the ability to split a formation, which will be added in the next release version IIRC. Otherwise you would have to be building formations that small, which is a really terrible idea mechanically speaking.

I am thinking more of having those formations specific for strike groups, so i can deploy them, secure small instalations, colonies, etc. The bulk of invasion troops, etc i would make them be deployed by big ships, cause im ok with a little extra pain, but im not insane lol
The doctrinal idea is to have a rapid light strike force capable of multi-tasking, so it would be small light battalions to be mixed with boarding marine groups if need be. Then for larger formations, i would just use big Drop Capable Frigates to unload the bulk of the troops. These small troops would be trained for every terrain, etc, making them expensive, but since it would be mostly 20 of those, it doesn't matter that much, plus, if i actually need more numbers than that, then the Drop Troopers come into play.
And thanks for the answers. Next version will be interesting...

I actually did this in a playthrough of mine - I built a codex-compliant space marine chapter down to the squad level, where each squad ranged from 60 ton assault sqauds to the dreadnoughts at 384 tons. The entire chapter, with added support and artillery vehicles, came out to around 25kt. They were near MaxTech in armour and weapons, all heavy armour, boarding capable, had advanced genetics, etc.

I tested them in various scenarios - summoned onto an NPR homeworld, against a generated swarm, alongside an allied army, against rakhas, against precursors, and concluded that they simply lacked the volume of fire necessary to be a formidable force on their own. The entire chapter was required to make any substantial difference in the outcome of a given combat, and unless other allied forces were presesnt in large numbers, they suffered substantial casualties even with 60+ points of armour and HP.

I didn't mind this, since it was more for flavour than anything else (long live the Guard), and since I used them mostly as boarding forces anyway, but it would be nice to have some way to make a smaller contigent of forces on par with a larger one somehow, if one had a huge technological advantage and invested as such. An infantry module with an increase to ground unit accuracy would be great, I think, if appropriately expensive - it was cool to see My Space Marines in frontal assault mode chewing through tanks and the like, but the only thing that bothered me was how much of their firepower was wasted every turn on misses. That was the only thing that felt wrong.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 15, 2023, 01:55:08 PM
Is it correct that commander production bonus does not effect fuel harvesters?

I have just run a little test and the harvesting of two identical orbital platforms at the same location is identical, even though one has a commander with 20% production bonus and the other has no commander and they were in separate fleets.

Am I doing something wrong or is that intended?

EDIT nm I get it, its mining bonus not production.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 15, 2023, 08:08:01 PM
but it would be nice to have some way to make a smaller contigent of forces on par with a larger one somehow, if one had a huge technological advantage and invested as such.

If you have the maximum Power Armour + Genetic tech your infantry units will be about 16x harder to kill than standard infantry (a bit less in practice due to heavy weapon overkill on standard infantry), however due to the way Aurora's mechanics work this only allows you to meet an equal-tech enemy with a force about 25% the size and still come out evenly. For those who like math the principle in play is Lanchester's Square Law (https://en.wikipedia.org/wiki/Lanchester%27s_laws#Lanchester's_square_law) which is an accurate model of Aurora ground combat up to the limit of uncertainty in formation-averaged kill rates.

If you further complicate things by stacking terrain-specific capabilities, which each grant 2x hit rate in the relevant terrain types (and I think occasionally this stacks to either 3x or 4x in certain compound terrain types, but I've never tested this) then you can drop your force requirement to a factor of 1:8, but that's about the limit unless you start also messing with tech levels - as a rule of thumb, for every three tech levels you advance you can expect another 0.5x multiplier to your force requirement courtesy of the armor tech - the attack tech matters very little in comparison against infantry-heavy enemy armies). If we assume a +3 tech level advantage for the Space Marines, then we can expect a chapter of 25,000 tons with all of the above benefits to match up evenly with about 400,000 tons of enemy troops. "Match up evenly" here means that you can expect both sides to lose nearly all of their troops, although in practice the weapon distribution will give one side or the other an advantage here.

If you really want to push the envelope, you can pretty easily add additional armor and genetics techs to the DB. It might also be possible to add a special capability that gives some bonus on every terrain type (or at least most of them, I think a few might not grant benefits for any capability) with some absurd cost multiplier.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: SpaceMarine on March 16, 2023, 07:00:44 AM
an easier way to get the desired result is

1. use legions not chapters
2. sm in space marine elements with much much better tech then the current to replicate lost technology and how superior spacemarines are to every thing else in the imperium
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on March 16, 2023, 08:55:37 AM
...25k vs 400k...

Hmm - I suppose that's a pretty appropriate gap in power then, though, I checked the DB and I think adding a Terrain capability (or simply a generic To Hit+ capability) is beyond my current paygrade.

...legions vs chapters...

They were definitely several techs ahead, SM'd in. And true about the legion - though this was mostly an experiment to see what a codex-compliant chapter would look like in Aurora. In fact, the more I mull it over, the happier I am with the result honestly. Much better to have to consider where and how many Astartes to deploy alongside Guard forces, rather than just a "deploy the entire chapter to a homeworld and forget about it". I may suggest a tech with a +To Hit under the infantry genetics line, though I'm sure something like that must've been proposed by now.

I houseruled that the only replacement for marines came from one moon with a population (and pop cap) far under the worker requirement for the single research installation and ground force construction complex needed to research and develop new Astartes squads, which was good for making deployments more tense, but felt a little janky. I have a feeling all of this will become much easier and less tedious to experiment with in the upcoming v2.2, where the houserule can simply be "no more than 1-5% of GFCs on Astartes or something like that. I think the next game I try WH40k in, I'll have one player race be a roaming Traitor Chapter, and my main race be my own chapter and guard forces, so that there's

1. Actual challenges/stakes in boarding combat, and

2. Places where Astartes deployments are essentially necessary to counter traitorous forces. Right now, the Astartes just massively overkill everything encountered even starting on 200% difficulty (though, I still haven't seen invaders - maybe things would be different there).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on March 21, 2023, 09:26:42 AM
Does anyone know what the rules are for auto assignment of missile fire controls?

I am having trouble because if I pair a MFC with Res 18 (900t) with box launchers s1.7, auto assign FC does not work.

If I swap out the launchers for s3 then AAFC works fine.

Converseley, if I swap out the Res 18 MFC for a Res 1 (50t AMM) MFC, AAFC works fine with the s1.7 launchers.

There seems to be a situation where AMM res FCs are required for small launchers and higher res MFCs are only being paired with larger missile launchers.

Is that correct, is it intended and does anyone know the precise rules pls?

My problem is I am trying to use s1.7 ASMs and they work pretty well tbh in 2.1.1. I expect that will all change in 2.2 but for now I am wondering how to minmax my micro ASMs!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on April 05, 2023, 11:17:55 PM
Been planning a corporate multi-player race campaign for a little while with a focus on trch specialization and trade between the races, but I've been looking up different mechanics and I'm not sure what's feasible and what isn't. List of questions incoming!

1. What exactly can you transfer peacefully? Ships, components, ordnance, and ground forces are all on the table, but what about minerals, colonies, and techs (racial or otherwise)?

2. Last time I attempted to load alien ordnance in a game, it didn't show up in the loadouts screen. Is this still true if a race transfers ordnance to another race, or is it only true for captured ordnance? Furthermore, if a ship using alien ordnance was transferred to a race, would that transferred ship still use the alien ordnance (and therefore could that ship load said ordnance, given it would still theoretically have it in the ship loadout)?

3. Are there any known bugs with transferring a ship back and forth between races, if for instance, I wanted to use an engineless barge as a "trading platform" to pass back and forth, being filled with different things each time? Would it create a new class every time it was transferred?

4. Is initial NPR strength based on the FIRST player race generated, or some other metric? Furthermore, is it based only on population? If the first race created was a large neutral race, would NPR strength be based on the large pop (and not the 0 tech and 0 initial BP of a neutral race)?

5. Tangential, but - if a cluster missile was launched at a hostile salvo, with a second stage of AMMs, would the released AMMs all target different missiles in the salvo? Also, if the cluster missile had an on-board thermal sensor and the targeted salvo was destroyed, would it target a different salvo, or does that only work for hostile ships? I've never used AMMs and am curious as to how they work. It seems like they might launch automatically like other PD, but in that case, how do you designate certain missiles as AMMs and certain missiles as not? Could cluster missiles be designated as AMMs? How are targets selected?

I would test some of these if I could, however I'm away from my computer at the moment and will be for some time. Unfortunately, that hasn't stopped me from thinking about Aurora. Any chance at a mobile version? ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on April 06, 2023, 08:00:59 AM
You can't trade anything currently. You CAN use SM mode to "trade" installations & minerals between factions by increasing the amounts in one colony and decreasing in another but that's all. Of course, you can also use SM mode to instant research technology to simulate tech trades.

In the combat tab of a ship, you can set the AMM mode for each MFC yourself. In fact, you must do this. The game does not do it automatically nor does it care about the launcher details or the missile loaded into it. It's purely based on whether the MFC is set to fire AMMs or not and whether it's allowed to fire or not. You can launch them manually as well if you want.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 06, 2023, 08:28:37 AM
1. What exactly can you transfer peacefully? Ships, components, ordnance, and ground forces are all on the table, but what about minerals, colonies, and techs (racial or otherwise)?

Garfunkel answered this; I just want to emphasize that doing this with SM mode is the as-intended approach. SM mode is not "cheating" when you use it to model your roleplay beyond the existing game mechanics.

Quote
2. Last time I attempted to load alien ordnance in a game, it didn't show up in the loadouts screen. Is this still true if a race transfers ordnance to another race, or is it only true for captured ordnance? Furthermore, if a ship using alien ordnance was transferred to a race, would that transferred ship still use the alien ordnance (and therefore could that ship load said ordnance, given it would still theoretically have it in the ship loadout)?

Using alien ordnance requires DB manipulation, otherwise it is not possible in-game. I think if a ship already has the alien missiles on board it can use them but I'm unsure.

Quote
3. Are there any known bugs with transferring a ship back and forth between races, if for instance, I wanted to use an engineless barge as a "trading platform" to pass back and forth, being filled with different things each time? Would it create a new class every time it was transferred?

No bugs that I know about, but it's also not a commonly used mechanic so maybe they just haven't been reported. The case you ask about is something you can test in two minutes with SM mode.

Quote
4. Is initial NPR strength based on the FIRST player race generated, or some other metric? Furthermore, is it based only on population? If the first race created was a large neutral race, would NPR strength be based on the large pop (and not the 0 tech and 0 initial BP of a neutral race)?

It is based only on population, and I believe the first population but it may be averaged over all player races - not sure. But yes, NPRs scale only by population and a few of the game settings, e.g., research rate modifier.

Quote
5. Tangential, but - if a cluster missile was launched at a hostile salvo, with a second stage of AMMs, would the released AMMs all target different missiles in the salvo? Also, if the cluster missile had an on-board thermal sensor and the targeted salvo was destroyed, would it target a different salvo, or does that only work for hostile ships? I've never used AMMs and am curious as to how they work. It seems like they might launch automatically like other PD, but in that case, how do you designate certain missiles as AMMs and certain missiles as not? Could cluster missiles be designated as AMMs? How are targets selected?

A salvo is a single target, so if you fire a cluster with, say, 10 second-stage missiles at an incoming salvo, they will all target the salvo - not individual missiles. Single missiles in a salvo basically function as hit points for that salvo, not separate targets. If that salvo is destroyed, any remaining missiles should either self-destruct or attempt to retarget if they have the capability to do so.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on April 16, 2023, 05:31:07 AM
Is there a way to change the chance to get local systems / loops in my already explored systems in real stars games? I know the option for local stars doesn't work. Would it work to decrease the maximum stars to say a 5th of what it is normally, then do some exploring until I get some loops, and then turn it back up to 1000?

Alternatively, can I add JPs to specific systems using SM somehow? If so, I could read the DB file for current connections and find some ways to add a loop, select one randomly, then add it. Just have to find the table that has the graph. (I have some experience using SQL tools so I think I can do that)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on April 16, 2023, 09:54:48 AM
Is there a way to change the chance to get local systems / loops in my already explored systems in real stars games? I know the option for local stars doesn't work. Would it work to decrease the maximum stars to say a 5th of what it is normally, then do some exploring until I get some loops, and then turn it back up to 1000?

The only way I can think of is to switch to Random Stars, set the maximum number of systems to a low value, and then every JP exploration should connect to an existing system. Note that JP destinations are not set until the first time you explore them, so you will have to explore until you have the desired number of loops before turning back to Real Stars.

Quote
Alternatively, can I add JPs to specific systems using SM somehow? If so, I could read the DB file for current connections and find some ways to add a loop, select one randomly, then add it. Just have to find the table that has the graph. (I have some experience using SQL tools so I think I can do that)

You can add JPs with SM, but to connect them to other JPs they must both exist and then you have to make the connection via DB editing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 17, 2023, 03:43:50 AM
To make it a little faster you can save before you enter, and if you want the jp to lead to another system you just reload.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on April 17, 2023, 06:46:42 AM
Is there a way to change the chance to get local systems / loops in my already explored systems in real stars games? I know the option for local stars doesn't work. Would it work to decrease the maximum stars to say a 5th of what it is normally, then do some exploring until I get some loops, and then turn it back up to 1000?

The only way I can think of is to switch to Random Stars, set the maximum number of systems to a low value, and then every JP exploration should connect to an existing system. Note that JP destinations are not set until the first time you explore them, so you will have to explore until you have the desired number of loops before turning back to Real Stars.


So I tried this, and it seems not to work. I did manage to discover the system of "levinor" about 10 times though. Maybe the rng is not very random? Also I turned known stars back on and tried it a few more times and then I get to different systems each time so it isn't the case that it already generated the desination
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 19, 2023, 06:50:39 AM
Is levinor always the same? Maybe it is just the next name on the list, but each time created differently.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on April 19, 2023, 10:41:51 AM
Is levinor always the same? Maybe it is just the next name on the list, but each time created differently.

Yeah the system is always different but always the same name. But the point is that it doesn't ever connect to a different system or to a system I already had so I can't seem to use it to generate loops that I want. Really annoying that I can't just SM in some connections that I might want without DB editing
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on April 20, 2023, 10:50:35 AM
Can anyone walk me through the way to replace ordnance on a vessel.

I have a 3 ship fleet each having 219 MK1 AMM as ordnance. I have just finishing reseaching the MK2 version of the AMM and have built 1000 of the MK2. Whatever I do I cannot get the 3 ships to load the MK2 missiles. I have amended the missile loadout in the class design window to show Mk2 . I have tried removing the ordnance from the ships at base , then obsoleting  and scrapping the MK1 missiles. I have then ordered the 3 ship Fleet to load ordnance at the colony but the 3 template loadout windows still show MK1 as the missile of choice and the ships will not load the new ordnance.

What am I doing wrong ,as I have tried ( i think ) everything available?

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on April 21, 2023, 05:50:12 AM
Further to my previous post , I attach a zipped Aurora DB file . Could anyone please advise why my 1st Fleet of 3 AMM Frigates will not change their ordnance from the MK1 AMM to the MK2 AMM. I am at a loss to know what to do and any help would be much appreciated.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: villaincomer on April 21, 2023, 07:07:58 AM
I clicked on one of the ships in the fleet.  Removed the old mk1 from the loadout. 
Its handy to change the radio button to 100/1000 if there are loads of missiles.  Saves clicking.
Filled up the loadout with the mk2. 
Clicked copy to class on the right.
Is that what you needed?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 21, 2023, 09:59:07 AM
Have you tried the "replace ordnance" order? if you just use load the ship will only try to fill up empty space.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on April 21, 2023, 11:32:56 AM
What does the second part of the damage value in a design text mean?

Example, an STO Laser Turret:
Code: [Select]
LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 600,000 km      Tracking 10,000 km/s      Damage 16 / 1     Shots 2     Rate of Fire 15
Maximum Fire Control Range 600,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km      Max Range vs Missile 544,996 km
when I click the "Point Defense Weapon" option it becomes
Code: [Select]
LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 150,000 km      Tracking 12,500 km/s      Damage 16 / 7     Shots 2     Rate of Fire 15
Maximum Fire Control Range 150,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km      Max Range vs Missile 544,996 km

What does the 7 in "Damage 16 / 7" mean?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: GrandNord on April 21, 2023, 11:49:06 AM
Further to my previous post , I attach a zipped Aurora DB file . Could anyone please advise why my 1st Fleet of 3 AMM Frigates will not change their ordnance from the MK1 AMM to the MK2 AMM. I am at a loss to know what to do and any help would be much appreciated.

DavidR

Try to increase the increment size when you're waiting for the ordinance to transfer. Ordinance transfer is very slow and I'm not sure if it counts missiles partially loaded, so use bigger increments, that might help.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on April 21, 2023, 01:51:59 PM
What does the second part of the damage value in a design text mean?

Example, an STO Laser Turret:
Code: [Select]
LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 600,000 km      Tracking 10,000 km/s      Damage 16 / 1     Shots 2     Rate of Fire 15
Maximum Fire Control Range 600,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km      Max Range vs Missile 544,996 km
when I click the "Point Defense Weapon" option it becomes
Code: [Select]
LR Twin 25.0cm C5.5 X-Ray Laser Turret
Range 150,000 km      Tracking 12,500 km/s      Damage 16 / 7     Shots 2     Rate of Fire 15
Maximum Fire Control Range 150,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 6,055,510km      Max Range vs Missile 544,996 km

What does the 7 in "Damage 16 / 7" mean?

I think it is the damage at the end of the range. So at 600k km you'll do 1 damage, and at 150k km it is still 7 damage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on April 21, 2023, 02:34:09 PM

I think it is the damage at the end of the range. So at 600k km you'll do 1 damage, and at 150k km it is still 7 damage.

Ahh, thank you, that makes sense.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on April 22, 2023, 03:07:00 AM
Re my Ordnance problem,

Thanks all - I have now successfully changed the ordnance to MK2 missiles and can now proceed.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xanithas on April 28, 2023, 09:04:51 PM
What is the value of using a active sensor on a missile and do you use them at all?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Cedo0099 on May 01, 2023, 07:47:54 AM
Quote from: Xanithas link=topic=11545. msg165005#msg165005 date=1682733891
What is the value of using a active sensor on a missile and do you use them at all?

Not a pro but from what i read, you don't need an active sensor on missile except if you want them to lock themselves the target or acquire a new one after the destruction of the primary target.  Need to be validated ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 01, 2023, 11:52:37 AM
What is the value of using a active sensor on a missile and do you use them at all?

The value is that if the intended target is destroyed or otherwise unavailable (e.g., firing ship loses MFC/active target lock), the missile will continue to its original destination coordinates and then attempt to acquire a new target on sensors, which can help reduce wasted ordnance due to overkill. It is a bit questionable tactically, since the 0.25 or more MSP dedicated to a sensor is MSP that could have been used to improve the missile's performance, but some people do use sensors effectively so it is certainly not a bad idea.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on May 01, 2023, 02:26:08 PM
Missiles with sensors are great! I use them all the time on larger missiles (size 6-9). As mentioned, they allow the missile to retarget if necessary which is good if you use large salvos (box launchers) or high damage missiles. By finding new targets autonomously you can use the entire salvo on all nearby ships, reducing the danger of wasting ordnance on overkill. I have not experimented with thermals, but they might be cheaper in MSP for similar performance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ZimRathbone on May 01, 2023, 09:59:20 PM
not so useful with large salvos any more...all missiles in salvos that hit at the same time (in the same 5 second increment) are lost so it doesn't matter if the target is destroyed by the first missile to hit, the rest are overkill.  The sensor comes into play with any follow up salvos targeted on the now destroyed unit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 02, 2023, 03:18:42 AM
not so useful with large salvos any more...all missiles in salvos that hit at the same time (in the same 5 second increment) are lost so it doesn't matter if the target is destroyed by the first missile to hit, the rest are overkill.  The sensor comes into play with any follow up salvos targeted on the now destroyed unit.

Yes. If you are using box launchers then alpha strike is at max but all salvos hit simultaneously so sensors on missiles do no good and you are better off adding warhead. You also have to diddle about making sure missile fire controls are distributing missiles evenly between targets as they dont distribute themselves. However anyone playing Aurora and complaining about micro is playing the wrong game!

If you are using reloadable launchers at long range creating a stream of missiles from successive firing intervals against bunched targets then sensors on missiles make sense. But this is inefficient against targets with any kind of PD. So you are really talking about commercial targets without CIWS which is a pretty restricted scenario.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 02, 2023, 08:38:17 AM
If you have a technological advantage AND/OR you have a numerical superiority of launchers vs PD, then it's very much possible to break through enemy defensive umbrella without box launcher spam. In which case sensors on missiles to retarget is a good idea.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 05, 2023, 10:53:02 AM
Question, do ground unit crew-serviced anti-personnel CAP units pick a new target if they kill their first choice and have not run out of shots, or are the remaining shots lost like missile salvos? Or is the chance to kill multiplied by the number of shots in the first place?

Trying to design effective boarding parties. I am wondering how to proportion CAP vs IPW (improved personal weapons). If CAP get all their shots with new targets then its a no brainer just go all CAP and mow them down. Since they are twice the size of IPW you get 3x the shots per ton. IPW on the other hand have better penetration. If CAP lose their spare shots then IPW at half size will improve destruction rate by about 2x over CAP if the tech level (9) makes penetration more likely.

I have looked around the web and cant find a description of how multi-shot units work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 05, 2023, 11:05:55 AM
or are the remaining shots lost like missile salvos?

Yes. The equivalent of a salvo in the ground combat mechanics would be a formation element - that is, N units of the same GU class (i.e., not a single unit, but the entire group of them).

Quote
Trying to design effective boarding parties.

In this case keep in mind that the ship crew is modeled as a single formation, with a single element (N crew members with PWL and 1/2 racial HP and armor), so there isn't any possibility of element overkill/wasted shots until the entire crew is dead. The better consideration in this case is the balance between weapon size and number of shots - CAP provides the most shots per ton, but you can have 4x PWL in the same tonnage as a single CAP which means absorbing 4x as many losses. Therefore, you want a balance between PWL and CAP to optimize both kill rate and loss rate (no other weapon type is worthwhile unless you are playing against multiple player races and expect that there may be dedicated GUs on board their ships for defensive purposes).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: KriegsMeister on May 05, 2023, 07:09:03 PM
Anyone have a break down of what equipment Infantry/Static/Vehicles can utilize? I don't have access to my computer for a few weeks but I'm bored and trying to plan out a new campaign. Tried checking the wiki and the mechanics changes posts, but nothing lists out a full breakdown of what can use what.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 05, 2023, 07:26:33 PM
Anyone have a break down of what equipment Infantry/Static/Vehicles can utilize? I don't have access to my computer for a few weeks but I'm bored and trying to plan out a new campaign. Tried checking the wiki and the mechanics changes posts, but nothing lists out a full breakdown of what can use what.

ComponentINFLVHVEHHVHSHVUHVSTA
PWLX
PWX
PWIX
CAPXXXXXXX
HCAPXXXXXXX
LAVXXXXXXX
MAVXXXXXX
HAVXXXXX
SHAVXX
LBXXXXXXX
MBXXXXXX
MBLXXXXX
HBXXXXX
SHBXXXX
LACXXXXX
MACXXXXX
HACXXXX
LAAXXXXXXX
MAAXXXXXX
HAAXXXXX
STOX
FFDXXXXXX
HQXXXXXXX
LOG*X
LOG-SX
CONXXXX
GEOXXXX
XENXXXX

*Ability to mount this component will be removed for v2.2+

Checked against the DB but it's possible I misread something so take with the usual grain of salt.  ;)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 08, 2023, 10:10:56 AM
I have a strange situation in 2.1.1 where dragging a repair shipyard (default size 10,000) through a jump point using a tractor tug chain with one module between the tug and the SY, caused the SY to be recognised as a new race of the player species and triggered a new listing in the intelligence window named "civilians" with diplomacy rating 10,000 and all available checkboxes.

I am not sure what happened here. I dont allow civ construction yet in this game. Even if I did I would not expect a civ ship or structure to be treated as a separate race.

What I noticed before this happened was the shipyard when being towed by the middle module did not show in the ship listings but was itemised in the fleet info.

Trying to establish is this a bug? Has it been reported? Do I need to report it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 08, 2023, 12:55:49 PM
I believe tractor tug chains are buggy in general and strongly not recommended, so this is probably another bug related to that. You could report it (no particular reason not to), but so far Steve has not seemed very interested in making tractor chains work IIRC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on May 09, 2023, 12:45:39 AM
I have a strange situation in 2.1.1 where dragging a repair shipyard (default size 10,000) through a jump point using a tractor tug chain with one module between the tug and the SY, caused the SY to be recognised as a new race of the player species and triggered a new listing in the intelligence window named "civilians" with diplomacy rating 10,000 and all available checkboxes.

I am not sure what happened here. I dont allow civ construction yet in this game. Even if I did I would not expect a civ ship or structure to be treated as a separate race.

What I noticed before this happened was the shipyard when being towed by the middle module did not show in the ship listings but was itemised in the fleet info.

Trying to establish is this a bug? Has it been reported? Do I need to report it?
It is a bug even without a tug chain.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on May 09, 2023, 06:07:48 AM
In my empire I have my original race and then a race I conquered - and when I set up a new colony it was automatically assigned to the conquered race, so I couldn't settle my own colonists.  Does anyone know what determines the race assigned to a new colony? Or how to change it (before actually putting colonists there)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Lord Solar on May 09, 2023, 10:53:09 PM
In my empire I have my original race and then a race I conquered - and when I set up a new colony it was automatically assigned to the conquered race, so I couldn't settle my own colonists.  Does anyone know what determines the race assigned to a new colony? Or how to change it (before actually putting colonists there)?

Thankfully you can have multiple colonies of different species on the same planet
You can switch which race you are creating colonies for in the top right of the system generation and display window.
You can create a new colony of your original race and delete the one of the other race.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hari on May 11, 2023, 10:10:41 AM
Hi,


Is there a shortkey to save the current game ? Trying to script an autosave batch after several crashes (and tons of hours wasted).

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Marv on May 11, 2023, 01:29:05 PM
Quick question, I must have missed sth here: my 22 x CI produce 49.5 minerals per year with the help of the governor bonus.
Why does it not say "49.5" but "45" in the mineral data for Acc 1 minerals?
The 22 CI are complete, no conversion from CI is going on.
Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 11, 2023, 06:10:19 PM
The 49.5 you seek is in the Modifiers pane at the bottom. However, I think this should count as a display bug as the time-to-depletion shown here cannot be accurate without accounting for bonuses - you should feel free to repost this into the bugs thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xanithas on May 13, 2023, 11:03:28 AM
Is there a way to cause / encourage a shipping line to form on a planet besides my home system? Additionally is there a max number of them you can have? Finally is there any way I can influence their growth IE, providing wealth from the government to help build ships or donating my older ships to them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 13, 2023, 11:35:02 AM
Finally is there any way I can influence their growth IE, providing wealth from the government to help build ships or donating my older ships to them?

If you set up contracts in the Civilian Economy tab of the Economics window, this will pay the civilians to do shipments for you and thus stimulate growth. Otherwise, there's not really any ways to interact with them directly or influence the other questions you asked.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xanithas on May 13, 2023, 06:47:34 PM
Finally is there any way I can influence their growth IE, providing wealth from the government to help build ships or donating my older ships to them?

If you set up contracts in the Civilian Economy tab of the Economics window, this will pay the civilians to do shipments for you and thus stimulate growth. Otherwise, there's not really any ways to interact with them directly or influence the other questions you asked.

Thank you for the feedback, I didnt know giving them orders spirred their growth so I might assign them more long term heavy lift contracts. The second part however begs a follow on question. Have you or anyone else here ever seen a Civ shipping line form anywhere but your home world and if so what all did that planet have on it (IE pop, structures ect.)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: dpickle on May 13, 2023, 10:25:49 PM
Is there a setting in game setup or a db mod that can be adjusted to increase the normal (average) number of jump points in each system? I would like to try playing with a more interconnected map.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on May 14, 2023, 12:42:26 AM
Sorry to bother you with this question, but if I'm willing to wait some weeks or even months, should I wait for 2.2 or it's best to start now?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on May 14, 2023, 02:02:15 AM
Thank you for the feedback, I didnt know giving them orders spirred their growth so I might assign them more long term heavy lift contracts. The second part however begs a follow on question. Have you or anyone else here ever seen a Civ shipping line form anywhere but your home world and if so what all did that planet have on it (IE pop, structures ect.)?


I've never seen anything to indicate shipping lines are tied to any particular planet. Ships start appearing and then go to where the contracts are.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on May 14, 2023, 03:21:08 AM
Sorry to bother you with this question, but if I'm willing to wait some weeks or even months, should I wait for 2.2 or it's best to start now?
You are likely to mess things up and restart several times as there is a learning curve so I would think starting a game now and learning how things work is a good idea. While there are signifigant changes coming a lot of the fundemenatals will not change
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on May 14, 2023, 05:43:20 AM
Is there a setting in game setup or a db mod that can be adjusted to increase the normal (average) number of jump points in each system? I would like to try playing with a more interconnected map.
Hello and welcome to the forums. Please register your account so that we do not have to manually approve each post you make.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 14, 2023, 09:57:57 AM
Sorry to bother you with this question, but if I'm willing to wait some weeks or even months, should I wait for 2.2 or it's best to start now?

Estimated 2.2 arrival time is currently sometime in autumn, so the answer depends on how patient you are. My advice is always to go ahead and start a new game, if you are enjoying it there is no obligation to update right away when 2.2 comes out and if you screw up and die horribly then you can start a new game in 2.2.


Is there a setting in game setup or a db mod that can be adjusted to increase the normal (average) number of jump points in each system? I would like to try playing with a more interconnected map.

If you play with Random Stars, the Local System Chance and Local System Spread settings control interconnectedness to a certain extent. I believe that in general, setting both of these to be higher will increase the amount of connections between existing systems - but if you set this too high, you might run out of jump points to new systems sooner than you'd like!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on May 14, 2023, 03:09:05 PM
As mentioned before the game (2.1.1) created a new race "Civilians" when I tugged a repair shipyard through a JP, it declared they had been spotted as if an alien race and the intel window showed them with 10k diplomacy points and all race images identical to my player race.

Just now I ordered a troop drop on a precursor planet cleared of ships and the game gave the victory to them but the planet and its contents were transferred to Civilians, see screeny. Is that normal? Its my first invasion.

I ended up with two colonies on the same planet both named Iota Horologii IV after the planet, one marked with 2xDST and the other containing a ruined outpost and my troops. I was able to retrieve the troops and drop them in the 2xDST pop then delete the empty pop and the 2xDST pop showed the ruined outpost buildings so I didnt lose anything but am just confused about what happened?

Is this a bug?




Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 14, 2023, 03:40:40 PM
Is this a bug?

Yes, although so far it seems that it doesn't have any game-breaking effects? Could be a weird display bug.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on May 21, 2023, 02:44:23 PM
Can anyone point me at the calculation for what the upper and lower displacement limits are for the 'refit from' selection options? First off, I know that refitting from a 20500 tonne warship class to a 25500 tonne warship class isn't even remotely sensible or efficient. I would like to do this for RP reasons only. The 20500 tonne class doesn't appear in the 'refit from' selection for the 25500 tonne class. I know I will have to refit the smaller class to a intermediate class before refitting again to the new class. What I don't know is how to work out the the intermediate class sizes to minimise the number of refits.

Thanks in advance

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 21, 2023, 03:00:51 PM
Can anyone point me at the calculation for what the upper and lower displacement limits are for the 'refit from' selection options?

The tonnage of the new class must be within ±20% of the original class tonnage. In your case, a 20,500-ton ship can refit into a class which has a tonnage difference no greater than 4,100 tons, so the allowed range is between 16,400 and 24,600 tons. This means that 25,500 tons is not allowed (although you might be able to refit to an intermediate class and get there by refitting twice).

I am not clear on if this difference is inclusive of the endpoints; in my experience, you cannot count on this, but it might be due to the fact that the actual ship size is expressed to several decimal places (so a 20,500-ton ship might actually be 20,499.68 tons or something).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on May 21, 2023, 03:08:43 PM
Can anyone point me at the calculation for what the upper and lower displacement limits are for the 'refit from' selection options?

The tonnage of the new class must be within ±20% of the original class tonnage. In your case, a 20,500-ton ship can refit into a class which has a tonnage difference no greater than 4,100 tons, so the allowed range is between 16,400 and 24,600 tons. This means that 25,500 tons is not allowed (although you might be able to refit to an intermediate class and get there by refitting twice).

I am not clear on if this difference is inclusive of the endpoints; in my experience, you cannot count on this, but it might be due to the fact that the actual ship size is expressed to several decimal places (so a 20,500-ton ship might actually be 20,499.68 tons or something).
Thanks. Republic 'stretched' class it is then :)

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on May 23, 2023, 04:29:54 AM
Is there a way to cause / encourage a shipping line to form on a planet besides my home system?

No civilian ships have jump drives, so you need to stabilize any jump points you want your civilians to use. I think shipping lines will always build their ships at your home world, but the trade routes are not limited to starting or ending any any system in particular.

Civilian mining colonies seem to need a 10 million population colony in the system before they will form. Civilian traffic to/from a system also seems to pick up around that time, but I think that is mostly because at that size the population can consistently fill freighters with its produced and required trade goods.

I hope that is helpful, I am not entirely sure I addressed the question your were intending to ask.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: trabber Shir on May 23, 2023, 04:36:30 AM
Regarding Hydrographic Extent: Does it only consider liquid water? And is there any way to get liquid water on a planet with a temperature above 100C?

At 185C, temperature factor is only 1.3, but I can't get the water availability factor below 2.0.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on May 23, 2023, 07:45:07 AM
Regarding Hydrographic Extent: Does it only consider liquid water? And is there any way to get liquid water on a planet with a temperature above 100C?

At 185C, temperature factor is only 1.3, but I can't get the water availability factor below 2.0.

Hydrographic Extent includes both liquid water and ice. You can't get liquid water on a planet with a stable orbit and a temperature above 100C. Planets with eccentric orbits can potentially have liquid water while they are above 100C, depending on the orbital characteristics.

You could use an anti-Greenhouse gas to reduce the temperature if you haven't done that already.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on May 24, 2023, 03:30:56 PM
I'm trying to set up a game with the player as a vast galactic power, and multiple NPR allies within your territory, who can expand and potentially war with one another or threats beyond the player's borders. However, it seems that I can't get an NPR to be ok with a colony in their home system, even when I set/fix the diplomatic rating at 10,000. Is the DR setting only my attitude towards them, or is it just that nobody wants aliens in their home system? Would this idea work, or would there be territory disputes between the player and NPRs despite being allies?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on May 24, 2023, 04:01:50 PM
Is the DR setting only my attitude towards them,

Yes. Their attitude towards you is hidden from you, so your only insight is the treaties they offer you. Or, you know, opening the DB.

Quote
or is it just that nobody wants aliens in their home system? Would this idea work, or would there be territory disputes between the player and NPRs despite being allies?

It could work if you don't mind popping into the DB and editing the relations every so often, although if you want the possibility for things to go sour in a "natural" way, this would make that difficult. Unfortunately, Aurora is not really set up for playing Space Crusader Kings.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on June 16, 2023, 11:56:08 AM
IIRC in VB6 you had to seperately assign a commander to the flag bridge of a ship if you wanted someone in overall control of a task force other than the ship captain of that ship. Is that still the case in C#? How do you do it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 16, 2023, 02:13:01 PM
IIRC in VB6 you had to seperately assign a commander to the flag bridge of a ship if you wanted someone in overall control of a task force other than the ship captain of that ship. Is that still the case in C#? How do you do it?

Yes. There is a category in the list of assignment options in the Commanders window, but they must be the correct rank to make the assignment show up.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on June 16, 2023, 02:44:54 PM
IIRC in VB6 you had to seperately assign a commander to the flag bridge of a ship if you wanted someone in overall control of a task force other than the ship captain of that ship. Is that still the case in C#? How do you do it?

Yes. There is a category in the list of assignment options in the Commanders window, but they must be the correct rank to make the assignment show up.

I see, thanks. It is possible to automate it? I looked and all of my flag bridges were still empty.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 16, 2023, 03:09:11 PM
I see, thanks. It is possible to automate it? I looked and all of my flag bridges were still empty.

Not that I know of, no. Maybe Steve can add this at the same time he adds my suggestion to rework flag bridges into mini-HQs.  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on June 18, 2023, 06:25:00 AM
Is there a way for me to change the display flag of NPR in the intelligence window? I want to change the flag of the raiders into a pirate flag so I can give them control on the star map where they are to easily see where I need to watch out for them extra/not send any civilian ships. Their current flag is kind of similar to that of a friendly NPR.

Also, is there a way in game to make my own intelligence notes?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 18, 2023, 08:59:57 AM
Is there a way for me to change the display flag of NPR in the intelligence window? I want to change the flag of the raiders into a pirate flag so I can give them control on the star map where they are to easily see where I need to watch out for them extra/not send any civilian ships. Their current flag is kind of similar to that of a friendly NPR.

If you are in SM mode there should be a button to do this IIRC.

Quote
Also, is there a way in game to make my own intelligence notes?

No. In general, I find that Aurora is best played if you accept that you will need an external notepad or spreadsheet to keep track of things. Maybe I'm just old-school like that...?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jay2Jay on June 21, 2023, 06:31:15 AM
Is there any way to change resource generation rates? I would like to make it so resources are more abundant but less accessible.  More abundant in the sense that resources spawn more often and also in greater quantities.  Balanced by significantly lower accessibility ratings.

I prefer long-term games with large amounts of buildup.  The default settings make me feel almost like a plague of locust lol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on June 21, 2023, 08:45:30 AM
Is there any sort of repository where it sets out in simple language what each type of warship requires to be fully functional in combat?

e.g. for a missile ship you require the following :-
       for a Beam weapon ship you require ......

I am hopeless at designing anything but missile vessels and even then they are puny and very slow ( as an aside how do people get design vessels with speeds in the many thousands - my anti-missile frigate with MP Drive is 9575 tons and runs at 2339km/s) The missile ships are the only ones I can realistically buid but is there anywhere showing what components are required for a Beam ship or laser ship. I know people put their designs on the forum but I struggle to comprehend the values shown ( the penalty I suppose of being very old ).

DavidR. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on June 21, 2023, 12:25:09 PM
How much tonnage do you use for engines? And are your engines boosted? (I don't usually boost them on standard military craft, but some do)
If you want decent speed you need to devote a sizable percentage to engines. It is usually worth it to develop multiple sizes so save fuel on the bigger vessels.

Copying your vessel here or in the design forum is probably the best way to get advice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bremen on June 21, 2023, 08:01:15 PM
Is there any way to change resource generation rates? I would like to make it so resources are more abundant but less accessible.  More abundant in the sense that resources spawn more often and also in greater quantities.  Balanced by significantly lower accessibility ratings.

I prefer long-term games with large amounts of buildup.  The default settings make me feel almost like a plague of locust lol.

I don't think you can do this, at least not without database access, but something I do to give a similar feel is have a (self enforced) limit on how many mines any colony can have; I use 100 automated or 200 manned. That makes it so I need to spread out more but the deposits usually last longer.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on June 21, 2023, 08:06:17 PM
How much tonnage do you use for engines? And are your engines boosted? (I don't usually boost them on standard military craft, but some do)
If you want decent speed you need to devote a sizable percentage to engines. It is usually worth it to develop multiple sizes so save fuel on the bigger vessels.

Copying your vessel here or in the design forum is probably the best way to get advice.

Put your design in the design place and we will dissect it. But, if you are having problems with fuel usage then you probably don't want overdriven vessels, unless they are used in intermittent fashion. Those would be escorts you would put inside the big ships or small ships that require speed, like beam focused ships, etc. 
Otherwise, you either have good AA or you are pretty much dead and that extra speed won't help you much, unless you know what kind of enemy you are fighting. Then you can do whatever, but if another race appears you are toasted.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on June 21, 2023, 08:24:48 PM
e.g. for a missile ship you require the following :-
       for a Beam weapon ship you require ......

It helps to conceptualize a ship in terms of its role. I like to think of "Three Ps (and everything else)", which breaks down as: Payload, Propulsion, and Protection.

In general, missile ships require less propulsion and protection, since they should be destroying foes at long ranges, but need to dedicate more space to payload whether for magazines or to generate a sufficiently large salvo size to overwhelm enemy point defense. Beam ships on the other hand need more armor/shields and speed because they must close with the enemy and/or dictate the range, and in a beam vs beam brawl will take a lot of hits if they cannot outrange the opponent.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 05, 2023, 10:33:29 AM
Okay, I'm writing this mostly to vent, but there is a question in here somewhere.  And, while I am venting, I'm also aware that this is almost certainly my fault. 

I've been running an Aurora campaign to re-familiarize myself with the latest version of Aurora after my long dalliance with my Starfire campaign.  I wanted to keep it simple, so I started a single-player campaign with the Earth Commonwealth, with all of the spoilers activated.  I can't remember if I set it to generate an NPR but I think not, I wanted something fairly simple to start with.  The Commonwealth started with a good amount of resources and a very large population with lots of industry.  Technology was set low to start as I wanted to get some experience with the tech progression.  The quick backstory is that the Commonwealth is a loose association of Earth nations and very anti-military after a nuclear war took out most of Russia, China, and India. Based on that I decided that the Commonwealth would maintain only a small fleet and a moderate sized ground-based military until it met a threat.   

The Commonwealth took a very careful approach to exploration and expansion.  It explored out to two jumps out from Sol and then stopped to exploit those systems before exploring further.  This gave me time to get used to the way Aurora works now.  Finally, after 45 years game-time exploiting the systems around Sol, the Commonwealth decided to begin exploring beyond the two-jump limit.  In the second system to be explored beyond the two-jump limit, a Commonwealth geo-survey ship was destroyed by alien ground fire. 

Now, as a somewhat experienced Aurora player I know that this likely happened because of the time-advance mechanics.  In other words, the explorer ship had passive sensors that probably would have alerted it to the presence of STO units on the surface of the planet it was approaching, but because I was hitting the five-day advance button, the ship jumped from its last survey target to the new survey target, effectively without crossing the intervening distance. 

Excited about finally meeting a threat, I decided to go with it, and mobilized my military.  Now the Commonwealth's military is pretty pathetic.  They have an interceptor squadron consisting of 4-6 1,000 ton interceptors stationed in every exploited system.  The interceptors are about as fast as they can be with the Commonwealth's tech, and mount box launchers with medium range missiles.  The Commonwealth also has two 20,000 ton motherships for transporting them.  Each mothership can carry six interceptors and has light defenses and light offensive weapons.  Finally, the Commonwealth, which is has always been concerned with the possibility of missile bombardment, understandable given its history, also fields six FFE's equipped for anti-missile combat. 

The Commonwealth dispatched a squadron consisting of a mothership carrying five interceptors and two FFE's, accompanied by a jump ship that would stay in the outer system.  When they jumped into the target system, I ordered them to activate their shields and sensors.  I then gave them orders to "Follow" their target, the third planet, at a distance of 1.5 million kilometers.  I figured this was enough distance to keep them out of range of the ground weapons but might be close enough to detect what was there. 

As the squadron approached the planet, I lowered the time advances so that I could monitor their advance and figure out when they detected the ground units.  Sure enough, at just over 15 million kilometers they detected a divisional sized ground force.  The display indicated that they were just over an hour from their target, if I remember correctly.  Having been patient long enough, I hit the three-hour time advance, thinking that would bring them to their intended 1.5 million kilometer target distance from the planet.  Except it didn't.  The task group moved to zero range from the target and the STO's opened fire on the mothership, instantly destroying it and its interceptors. 

This left me very frustrated, for several reasons.  First, the "Follow" command obviously didn't work as I thought it did.  Second, my impatience caused me to incautiously use the time advance buttons, yet again.  And, thirdly, I yet again failed to save the damned game before doing something stupid.  If I had just saved it at any point before entering the system, I could restore the save and everything would have been fine.  But no, I regularly forget to save until I'm done with a session.  So, now the Commonwealth has a disaster on their hands.  I closed the game and quit for the day. 

Now that I've had the rest of the evening to get over being frustrated with myself, I can see several ways to incorporate this meta event into the backstory of the campaign, so although I wish it hadn't happened, I can use it.  But this brings up the questions I'd like to ask from those more experienced in Aurora. 

First, does the "Follow" fleet command not work on planets or other bodies?  I will experiment moving forward, but I'm curious. 

Secondly, will using the sub-pulses help with the detection issues?  For example, if I had set the sub-pulse at two minutes when the survey ships first entered the system, would that have likely resulted in the survey ship detecting the STO's before being fired on?  And, does setting the sub-pulses on such a short interval place significant burdens on Aurora, slowing the game?

Thanks in advance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Panopticon on July 05, 2023, 10:43:46 AM
I do not have any answers for your second question, but I have been discovering that the follow command is pretty unreliable for reasons that are not entirely clear. I have yet to figure out a workaround. Fortunately my main game is a multiplayer one and I am the GM so i can just ignore it when the follow command isn't working right.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 05, 2023, 11:41:21 AM
Ground units can only be detected by res-1 active sensors and STO units can only be detected independently of other ground forces (and targeted separately) after they open fire.

Follow works for everything, but Min Distance only works for fleets and contacts as it is part of the interception code, rather than the normal movement code. I need to add that for other destination types.

Using shorter sub-pulses will slow the game down in a fairly linear way. Aurora will also prevent more than 500 sub-pulses. However, the next version has another performance leap so this should be much easier in future.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bremen on July 05, 2023, 03:28:12 PM
Using shorter sub-pulses will slow the game down in a fairly linear way. Aurora will also prevent more than 500 sub-pulses. However, the next version has another performance leap so this should be much easier in future.

Now I'm even more reluctant to start a new game in this version instead of waiting for the next (and yeah, I'm aware of the last timeline you gave for how far off the next version is).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 05, 2023, 10:45:47 PM
First, does the "Follow" fleet command not work on planets or other bodies?  I will experiment moving forward, but I'm curious. 

Steve answered this one. I will note that in my experience, a simple move order with minmum distance works fine. Planets only move on the construction increment (5 days by default) so follow is rarely needed in practice (in the rare cases where you need it, I think you can jury-rig some cycled move orders with time delays to emulate the effect, as a workaround).

Quote
Secondly, will using the sub-pulses help with the detection issues?  For example, if I had set the sub-pulse at two minutes when the survey ships first entered the system, would that have likely resulted in the survey ship detecting the STO's before being fired on?  And, does setting the sub-pulses on such a short interval place significant burdens on Aurora, slowing the game?

Thanks in advance.

For the survey ship: yes to both. It would help with the detection issues (although passive sensors will not detect ground forces, so you need an active sensor turned on in any case), but it will also slow down Aurora a lot. For 5-day major increments, the default sub-pulse is 2 hours or 120 minutes, so reducing to 2 minutes will mean about 60x as many sub-pulses which is quite a lot. In practice, it is probably better to revise your survey ship designs or doctrine to find safer ways to scout a system for threats before surveying (e.g., drones, rock checkers, or just manual scouting by the player). Or find a really good book to read if you are nostalgic for the VB6 days.  ;D

For approaching the planet with your attack force, it is no help. Once you've detected the contact, approaching closer will not cause an interruption since the sensor contact isn't changing. Obviously, once the enemy fires the clock will stop but that is too late for what you want here. Therefore, it is always best to select a major increment smaller than the total travel time needed to get into range and make a few extra clicks if needed, since the clock always stops after each manual increment so you are not relying on an interruption that may not exist or work as hoped.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on July 06, 2023, 03:24:20 AM
Okay, I'm writing this mostly to vent, but there is a question in here somewhere.  And, while I am venting, I'm also aware that this is almost certainly my fault. 

Yeah, I had to get into the habit of saving regularly. It's happened a few times that I accidentally misclicked 5-day by habit when I wanted 5 seconds and had to revert. Generally I will revert if the outcome makes no sense in universe. After all, the crew of the ship have to live through each second one second at a time, why would they all decide to not look at the sensors until they get to orbit? (The aliens on the ground also all decided to not look at their sensors until the increment rolled around, how convenient.) I suppose you could say the ship had a technical malfunction with the sensors but for some reason still decided to proceed towards the planet, although that won't explain all the STO's waiting for the ship to be in orbit rather than shooting as soon as the ship got came into range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 06, 2023, 04:19:52 AM
First, does the "Follow" fleet command not work on planets or other bodies?  I will experiment moving forward, but I'm curious. 

Steve answered this one. I will note that in my experience, a simple move order with minmum distance works fine. Planets only move on the construction increment (5 days by default) so follow is rarely needed in practice (in the rare cases where you need it, I think you can jury-rig some cycled move orders with time delays to emulate the effect, as a workaround).

Yes, my answer wasn't as clear as it should have been. Min Distance works fine for 'Move To' for all destinations. For 'Follow' orders, Min Distance only works for fleets and contacts. This is because they could be moving each increment so I need to calculate an intercept point that includes the min distance, while other destinations are fixed or only move during construction phases. I still should add the code but I think its absence was due to my play style where I always use Move To for planets (sometimes with Min Distance).

I usually equip my own survey ships with a few box launchers for probes, and fire them at any potentially habitable planet before approaching.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 06, 2023, 11:01:32 AM
Ground units can only be detected by res-1 active sensors and STO units can only be detected independently of other ground forces (and targeted separately) after they open fire.

Follow works for everything, but Min Distance only works for fleets and contacts as it is part of the interception code, rather than the normal movement code. I need to add that for other destination types.

Using shorter sub-pulses will slow the game down in a fairly linear way. Aurora will also prevent more than 500 sub-pulses. However, the next version has another performance leap so this should be much easier in future.

So, passives won't detect ground units, got it.  I see a design change coming. 

As I understand what you're saying above, follow will work for every destination type, but if the destination is anything but a fleet it is actually a "move to" command.  Got it.  Waypoints will work.

This brings me to a related question.  In the older version of Aurora you could measure distance on the system map by right clicking (I think) on the map and dragging to the target, and Aurora would draw a line and give you a distance.  I can't seem to make this work.  Is there still a way to do this in the game?

Kurt
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 06, 2023, 11:05:39 AM
First, does the "Follow" fleet command not work on planets or other bodies?  I will experiment moving forward, but I'm curious. 

Steve answered this one. I will note that in my experience, a simple move order with minmum distance works fine. Planets only move on the construction increment (5 days by default) so follow is rarely needed in practice (in the rare cases where you need it, I think you can jury-rig some cycled move orders with time delays to emulate the effect, as a workaround).

Yes, my answer wasn't as clear as it should have been. Min Distance works fine for 'Move To' for all destinations. For 'Follow' orders, Min Distance only works for fleets and contacts. This is because they could be moving each increment so I need to calculate an intercept point that includes the min distance, while other destinations are fixed or only move during construction phases. I still should add the code but I think its absence was due to my play style where I always use Move To for planets (sometimes with Min Distance).

I usually equip my own survey ships with a few box launchers for probes, and fire them at any potentially habitable planet before approaching.

Probes, huh?  That sounds interesting.  Redesigns are coming!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kilo on July 06, 2023, 01:14:13 PM
Can we have some drawing tools on the tactical map? It would be nice if we could connect points on it to measure distances or connect jump points with a line, allowing us to put a sensor buoy a few million kilometers off of the direct connection. It would help in deploying mines a lot as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 06, 2023, 01:40:00 PM
This brings me to a related question.  In the older version of Aurora you could measure distance on the system map by right clicking (I think) on the map and dragging to the target, and Aurora would draw a line and give you a distance.  I can't seem to make this work.  Is there still a way to do this in the game?

It's left-click shift-drag now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 14, 2023, 01:07:36 PM
A quick question.  I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.

I'm terraforming a planet.  The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure.  There are no dangerous gasses. 

The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage.  Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point?  If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans. 

Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 14, 2023, 02:10:56 PM
A quick question.  I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.

I'm terraforming a planet.  The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure.  There are no dangerous gasses. 

The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage.  Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point?  If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans. 

Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.

What's the temperature of the planet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 14, 2023, 03:19:24 PM
A quick question.  I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.

I'm terraforming a planet.  The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure.  There are no dangerous gasses. 

The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage.  Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point?  If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans. 

Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.

What's the temperature of the planet?

Currently 9.8 C, although it has varied a bit as I've fumbled around during my terraforming.  I believe it was a bit hotter to begin with, as I've added some Frigusium to the atmo. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 14, 2023, 05:08:39 PM
A quick question.  I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.

I'm terraforming a planet.  The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure.  There are no dangerous gasses. 

The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage.  Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point?  If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans. 

Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.

What's the temperature of the planet?

Currently 9.8 C, although it has varied a bit as I've fumbled around during my terraforming.  I believe it was a bit hotter to begin with, as I've added some Frigusium to the atmo.

Water won't condense above about 80C (I think) so 9.8C should be fine. Is it possible the planet has a very eccentric orbit and is hotter for most of its orbit?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 14, 2023, 05:55:22 PM
A quick question.  I can post a pic if necessary, but I think this is a fairly simple problem, I'm just thick sometimes.

I'm terraforming a planet.  The planet's atmo is classified as breathable, and the temp is within tolerances for humans, as is the atmo pressure.  There are no dangerous gasses. 

The planet started with zero water, and I've been adding water vapor to the planet, which seems to be the only way to increase the hydro percentage.  Does the water precipitate out of the atmosphere at some point, increasing the hydro percentage, which seems to be the only thing increasing the colony cost at this point?  If not, I'm never going to be able to reach colony cost zero because I'm getting close to the 4 atmo limit for humans. 

Hmmm...looking at some of my other terraformed planets, it seems like it does precipitate out as I've inundated a couple of colonies.

What's the temperature of the planet?

Currently 9.8 C, although it has varied a bit as I've fumbled around during my terraforming.  I believe it was a bit hotter to begin with, as I've added some Frigusium to the atmo.

Water won't condense above about 80C (I think) so 9.8C should be fine. Is it possible the planet has a very eccentric orbit and is hotter for most of its orbit?

It's a moon of a gas giant, so it doesn't have an eccentric orbit.  Sorry, should have mentioned it before.

Does it take time for the water to condense out of the atmosphere?  That's my current theory. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on July 14, 2023, 06:38:20 PM
It's a moon of a gas giant, so it doesn't have an eccentric orbit.  Sorry, should have mentioned it before.

Moons will have effects from the eccentricity of their parent body, so if the gas giant has an eccentric orbit then the moon will see similar temperature changes throughout the planet's orbit.

Quote
Does it take time for the water to condense out of the atmosphere?  That's my current theory.

This is correct. Per Steve dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115):
Quote
7)   Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent

8)   Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.

There were some changes in terraforming related to the eccentric orbits in 2.0+ but I don't think the rate of condensation was affected.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on July 14, 2023, 07:16:54 PM
Does it take time for the water to condense out of the atmosphere?  That's my current theory.

This is correct. Per Steve dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115):

Quote
7)   Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent

8)   Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.

There were some changes in terraforming related to the eccentric orbits in 2.0+ but I don't think the rate of condensation was affected.

This post is also relevant from v2.0 changes list:
http://aurora2.pentarch.org/index.php?topic=12523.msg155204;topicseen#msg155204
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on July 15, 2023, 10:51:30 AM
Does it take time for the water to condense out of the atmosphere?  That's my current theory.

This is correct. Per Steve dev post (http://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115):

Quote
7)   Water vapour will condense out of the atmosphere at a rate of 0.1 atm per year and increase the planet's Hydro Extent

8)   Each 1% of Hydro Extent requires 0.025 atm of water vapour. This means that creating 20% Hydro Extent would require 0.5 atm of water vapour (this will be much faster on smaller worlds because the speed at which water vapour atm is added is linked to surface area). With this in mind, existing water becomes an important factor in the speed at which terraforming can be accomplished, especially on larger worlds.

There were some changes in terraforming related to the eccentric orbits in 2.0+ but I don't think the rate of condensation was affected.

This post is also relevant from v2.0 changes list:
http://aurora2.pentarch.org/index.php?topic=12523.msg155204;topicseen#msg155204

Thank you to both of you!  This explains why one of my colonies now has a hydrographic percentage of 102.6%.  I just pumped water vapor in till I got to the zero-colony-cost level, not realizing that it would precipitate out and over-fill the planet.  Oops. 

There is certainly lots to learn in Aurora for me!  It is exciting, though!  I'm determined to get the nuances of the ground combat system worked out, but it is slow going.  I'm having fun working it out, though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on July 16, 2023, 05:06:36 PM
You recreated Waterworld. Now you just need mutant Kevin Costner there!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 03, 2023, 11:01:03 AM
I may be rehashing an old issue, and if so, sorry about that.  Having said that, you can have negative water vapor levels during terraforming?

Please note - I am not complaining below.  I'm going through my understanding of how terraforming works.  It only sounds like complaining  ;D

I have discovered that terraforming is much more complex than it used to be.  Just taking into account orbital eccentricity is vital, and something I completely discounted when I started this campaign.  In addition to eccentricity, water percentage and water vapor issues are probably the biggest noticeable change.  Needing to pump water vapor into the atmosphere, then have it precipitate out to create a hydrographic percentage, makes the entire process more complicated and time consuming, as the precipitation takes time, and the water vapor alters the atmosphere's greenhouse effect, if I'm getting this right.  That means that you can't finalize the planet's temp while there is water vapor in the atmosphere, because the precipitation will alter the atmosphere's greenhouse effects, altering the temp. 

I noticed the negative atmospheric water vapor percentage recently while trying to remove the last bit of water vapor from an atmosphere where I didn't need it any more because the hydro percentage had been raised to the zero cost level.  I forgot, as usual, and let it go a bit too long before I realized I hadn't gotten a warning in the event log noting that all of the atmosphere component had been removed, as I would have if I was removing something like chlorine or fluorine.  When I checked, I had -.0156 atmospheres of water vapor.  I guess that means I can reduce a planet's hydro percentage by inducing negative levels of atmospheric water vapor?

Something else I have noticed is that the precipitation process seems to cause massive temperature swings.  I haven't documented this, but I will next time I encounter this.  In this case I was terraforming a planet that originally had temps in the 280 degree range.  I first pumped a bunch of Frigusium to reduce the temp, then some water vapor to get the precipitation process going, then some oxygen.  I got the temp down under a 100 before putting the water vapor in.  Over time, as the water vapor precipitated out, I noticed radical temperature swings, sometimes back up to over 200 degrees.  Very strange.  I had other things going on that I was paying attention to, so as I said, I didn't document this.  I'm sure its all down to the interaction of the numerous variables Steve has set up for atmospheric effects. 

Kurt
 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Neophyte on August 03, 2023, 01:36:10 PM
iirc, water vapor is a greenhouse gas so that might be modelled in the terraforming calculations
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 03, 2023, 03:03:47 PM
iirc, water vapor is a greenhouse gas so that might be modelled in the terraforming calculations

That's what I figured, but the temp swings seemed extreme. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 04, 2023, 03:29:12 AM
I may be rehashing an old issue, and if so, sorry about that.  Having said that, you can have negative water vapor levels during terraforming?

Please note - I am not complaining below.  I'm going through my understanding of how terraforming works.  It only sounds like complaining  ;D

I have discovered that terraforming is much more complex than it used to be.  Just taking into account orbital eccentricity is vital, and something I completely discounted when I started this campaign.  In addition to eccentricity, water percentage and water vapor issues are probably the biggest noticeable change.  Needing to pump water vapor into the atmosphere, then have it precipitate out to create a hydrographic percentage, makes the entire process more complicated and time consuming, as the precipitation takes time, and the water vapor alters the atmosphere's greenhouse effect, if I'm getting this right.  That means that you can't finalize the planet's temp while there is water vapor in the atmosphere, because the precipitation will alter the atmosphere's greenhouse effects, altering the temp. 

I noticed the negative atmospheric water vapor percentage recently while trying to remove the last bit of water vapor from an atmosphere where I didn't need it any more because the hydro percentage had been raised to the zero cost level.  I forgot, as usual, and let it go a bit too long before I realized I hadn't gotten a warning in the event log noting that all of the atmosphere component had been removed, as I would have if I was removing something like chlorine or fluorine.  When I checked, I had -.0156 atmospheres of water vapor.  I guess that means I can reduce a planet's hydro percentage by inducing negative levels of atmospheric water vapor?

Something else I have noticed is that the precipitation process seems to cause massive temperature swings.  I haven't documented this, but I will next time I encounter this.  In this case I was terraforming a planet that originally had temps in the 280 degree range.  I first pumped a bunch of Frigusium to reduce the temp, then some water vapor to get the precipitation process going, then some oxygen.  I got the temp down under a 100 before putting the water vapor in.  Over time, as the water vapor precipitated out, I noticed radical temperature swings, sometimes back up to over 200 degrees.  Very strange.  I had other things going on that I was paying attention to, so as I said, I didn't document this.  I'm sure its all down to the interaction of the numerous variables Steve has set up for atmospheric effects. 

Kurt

Negative water vapour is a bug, so I will take a look at that.

Water vapour is a normal gas (in Aurora), rather than a greenhouse gas so it won't have a dramatic effect on the temperature. The only greenhouse gases are Aestusium, CO2, Methane, Sulphur Dioxide and Nitrogen Dioxide.

Albedo changes could also be affecting the temp if the water is freezing at some point in the orbit. Eccentricity can have a massive effect.

EDIT: Found the bug. It was a side effect of the change I made to avoid switching off removal of water vapour when it was reduced to zero, but there was still water on the planet
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 07, 2023, 06:23:26 PM
Really Dumb question time.
Where do I set an NPR to hostile, I have run into a spoiler it has blown up 4 of my survey ships , I am sure that I can set the race as hostile on the Alien Intelligence and Foreign relations tab, but I see no way to do that on the tab. I suspect I am looking in the wrong place. So where do I set aliens as hostile, probably a good idea to do that before Class I arrives and tries to engage them as it won't shoot if they are not hostile
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on August 08, 2023, 12:08:25 AM
It is in Intelligence and Foreign Relations Window:

(https://i.ibb.co/p2p5SxZ/hostile-race.png) (https://ibb.co/ZdC70VK)

There was bug reported, where it was not possible to set NPR as hostile so maybe check this as well:

http://aurora2.pentarch.org/index.php?topic=13066.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on August 08, 2023, 03:27:50 AM
Thanks, it was the bug .
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ultimoos on August 08, 2023, 01:45:58 PM
What determines how much MSP is consumed for maintenance in population? My testing shown a more reliable ship would still consume the same amount of MSP as a ship that would break often.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on August 08, 2023, 05:00:32 PM
What determines how much MSP is consumed for maintenance in population? My testing shown a more reliable ship would still consume the same amount of MSP as a ship that would break often.

There are different conditions to consider. However, for a ship
just anchored at population and not active (never moved after out of overhaul) the MSP cost is 25% or 1/4 of the ship BP. The reliability does not play any part in this case.

You can find a detailed answer here: http://aurora2.pentarch.org/index.php?topic=11055.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on August 11, 2023, 03:04:32 AM
Is there a way to find the homeworld/home system of a spoiler race? They suddenly appear in the middle one of some of my systems and I cannot trace them back.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 11, 2023, 09:02:50 AM
Is there a way to find the homeworld/home system of a spoiler race? They suddenly appear in the middle one of some of my systems and I cannot trace them back.

Not really.

You can try to board their ships and get lucky if they transit back before boarding combat finishes, and then you will have a crippled ship in the enemy system. However, there is no way to get ships here aside from SM mode, and you can't eliminate this race from the game even if you did somehow manage to blow up whatever they had in that system. Basically, if you are tired of fighting them, roleplay that you beat them badly enough to make them run away forever and then turn them off in the game settings.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on August 13, 2023, 04:46:00 PM
I had a survey ship destroyed by a precursor patrol ship in the Camlann system and so I flagged the system as alien owned in the galactic map and restricted the jump point to the system in system generation/display.  Later on I sent my battle fleet in and was able to destroy their high speed patrols so I un-restricted the jump point but banned the moon where their fleet was based.  I was able to do a grav survey of the system while my fleet was present, but I wasn't able to engage their main strength so I un-restricted the jump point and stabilized it but left the system flagged as alien controlled.  A few years later I came back and eliminated the alien fleet. 

I've removed the alien control flag but noticed that auto-route still won't let me pick the system as a target.  I have to route to the prior system and then jump to Camlann.  The jump point still shows as purple-ish (military restricted) in Galactic map instead of the gold of a standard stabilized link.

Do I need to so something else to re-enable full routing to this system?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 13, 2023, 05:35:00 PM
Do I need to so something else to re-enable full routing to this system?

Uncheck "Check Danger Rating" when giving movement orders - it's on the right-hand side. Since you had combat in this system fairly recently, it still looks "dangerous" to functions like auto-route by default.

Would be nice to have a button to reset the danger rating once we have control of the system, but that would go in the suggestions thread.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on August 13, 2023, 07:04:14 PM
That did it.  I turned on Security Status on the galactic map and it showed a danger rating of 475/3.0 (my survey ships a missile launcher for survey buoys). Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 25, 2023, 11:31:04 AM
Okay, my efforts to re-learn Aurora continue.  I am mostly focusing on ground combat at this point, as that is the area most unfamiliar to me.  I recently had my race design and built ground attack fighters, and then deployed them to attack a known ground force that has consistently survived all of my efforts to dislodge it.  It didn't go well, and I'm not sure why. 

This is the design:
Code: [Select]
Aparri class Ground Support Fighter      132 tons       2 Crew       49.9 BP       TCS 3    TH 40    EM 0
15206 km/s      Armour 1-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1
Maint Life 20.06 Years     MSP 23    AFR 1%    IFR 0.0%    1YR 0    5YR 2    Max Repair 20 MSP
Magazine 20   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Huxman-Sontag Fighter Magnetic Fusion Drive  (1)    Power 40    Fuel Use 894.43%    Signature 40    Explosion 20%
Fuel Capacity 1,000 Litres    Range 0.15 billion km (2 hours at full power)

Size 20 Fighter Pod Bay (1)     Pod Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Ballard E-Systems Fighter MFC Mk II (1)     Range 24m km    Resolution 20
Swaard Fighter Autocannon Pod (1)    Armour Penetration: 38     Damage: 24     Shots: 3

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 Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes

This is the result when I assigned a group of these to first "Flak Suppression", and then "Planetary Search and Destroy"

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

The log isn't very informative as to what is happening, except that my fighters are getting shot down without doing much of anything.  They don't seem to be engaging the enemy, which is probably because I've missed something.  Any help would be appreciated. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 25, 2023, 11:56:34 AM
I recently had my race design and built ground attack fighters, and then deployed them to attack a known ground force that has consistently survived all of my efforts to dislodge it.  It didn't go well, and I'm not sure why.

I have a couple of questions because it is weird that your fighters are not firing at all:

Looking at the events list, I am actually curious if it is one of these issues, as the ability to do reconnaissance on a SAD/SEAD mission might be worth the cost of losing some fighters. Maybe not against NPRs/spoilers which have very predictable compositions but against other player races it could be useful, which would be a historic first for GSFs.

Otherwise, ground fighters are currently just... awful. They are expensive for what is really a minimal effect and die far too easily to AA fire (the AA mechanics also have a weirdness which means that at low enough tech levels, some of the AA components actually have no effect - but this isn't the issue here). Plus, the amount of micromanagement required to get a useful (i.e., numerous) force to be effective is tiresome to say the least. About the only role they have is forcing other player races (in a multiple player race game) to build AA units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 25, 2023, 12:30:26 PM
I recently had my race design and built ground attack fighters, and then deployed them to attack a known ground force that has consistently survived all of my efforts to dislodge it.  It didn't go well, and I'm not sure why.

I have a couple of questions because it is weird that your fighters are not firing at all:
  • Do you have active sensor contact with the enemy ground forces? It looks like it from the log, but just to be sure.
  • Are your fighters loaded with one of the fighter pod types? These work like ordnance except they are not expended, but you still need to build and load them.
  • Is the enemy race hostile?
  • If nothing else works, you might try using normal beam fighters instead of ones equipped with fighter pods. The mechanics on the wiki aren't clear, so these may be able to carry out those missions instead of fighter pod-armed fighters. This seems unlikely but it's worth checking.

Looking at the events list, I am actually curious if it is one of these issues, as the ability to do reconnaissance on a SAD/SEAD mission might be worth the cost of losing some fighters. Maybe not against NPRs/spoilers which have very predictable compositions but against other player races it could be useful, which would be a historic first for GSFs.

Otherwise, ground fighters are currently just... awful. They are expensive for what is really a minimal effect and die far too easily to AA fire (the AA mechanics also have a weirdness which means that at low enough tech levels, some of the AA components actually have no effect - but this isn't the issue here). Plus, the amount of micromanagement required to get a useful (i.e., numerous) force to be effective is tiresome to say the least. About the only role they have is forcing other player races (in a multiple player race game) to build AA units.

1. Yes - Although the fighters don't have sensors, the orbiting mothership has active sensors, and they are activated, and did acquire the enemy ground force prior to the launch of the fighters. 
2. Yes - the fighters are equipped with a 20 space pod bay, and have loaded a 20 space autocannon. 
3. Yes - The enemy race was designated as hostile long ago, and I have engaged in combat with them in the past, always disastrously for me, although I have managed to clear out their STO's, at some considerable loss. 
4.  I have tried to attack the ground forces with my other fighters, both beam and missile armed, using the Flak Suppression command and the search and destroy command, but nothing happened.  I think. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 25, 2023, 12:35:27 PM
1. Yes - Although the fighters don't have sensors, the orbiting mothership has active sensors, and they are activated, and did acquire the enemy ground force prior to the launch of the fighters. 
2. Yes - the fighters are equipped with a 20 space pod bay, and have loaded a 20 space autocannon. 
3. Yes - The enemy race was designated as hostile long ago, and I have engaged in combat with them in the past, always disastrously for me, although I have managed to clear out their STO's, at some considerable loss. 
4.  I have tried to attack the ground forces with my other fighters, both beam and missile armed, using the Flak Suppression command and the search and destroy command, but nothing happened.  I think.

In that case I wonder if those missions are broken. I remember that there used to be some issues but I thought they were fixed at some point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 26, 2023, 12:01:58 PM
1. Yes - Although the fighters don't have sensors, the orbiting mothership has active sensors, and they are activated, and did acquire the enemy ground force prior to the launch of the fighters. 
2. Yes - the fighters are equipped with a 20 space pod bay, and have loaded a 20 space autocannon. 
3. Yes - The enemy race was designated as hostile long ago, and I have engaged in combat with them in the past, always disastrously for me, although I have managed to clear out their STO's, at some considerable loss. 
4.  I have tried to attack the ground forces with my other fighters, both beam and missile armed, using the Flak Suppression command and the search and destroy command, but nothing happened.  I think.

In that case I wonder if those missions are broken. I remember that there used to be some issues but I thought they were fixed at some point.

This remains a mystery to me.  I've spent some time fiddling with the design and double checking all of the settings, but nothing seems to make a difference.  I went back and re-read the material Steve posted here:

http://aurora2.pentarch.org/index.php?topic=8495.105

It's possible its bugged.  It's also possible I've missed something fairly simple, it wouldn't be the first time.  In the meantime, I've withdrawn the fighters for now.  I was trying to soften up the enemy's ground forces before the ground assault.  Instead, I'm going to commit them to support the invasion once the time comes, and I'll see if I've figured out ground support and orbital bombardment support.   
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 26, 2023, 01:04:36 PM
The only other thing I can think of is to check if you hooked up the fire controls. That one gets me more often than anyone else needs to know...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on August 26, 2023, 07:34:17 PM
I can report that as somebody who has actually used ground fighters in a game (the horror), I can say that I was never able to get those two missions to work. The only one that did was the Provide Ground Support mission, in which your fighters are represented as ground units on the Order Of Battle screen and can be dragged to support whichever formations.

So much clicking and dragging. Each fighter has to be dragged to support a formation. And if you have a modest wing of 50 fighters like I did, every time they change orders, you'll have to click and drag all of them again.

For posterity: if you're really adamant about using ground fighters, I suggest using 500-ton megafighters and assigning them like artillery brigades, just to save your poor tendons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on August 27, 2023, 01:12:57 PM
The only other thing I can think of is to check if you hooked up the fire controls. That one gets me more often than anyone else needs to know...

I thought maybe this was it, because I didn't think about this when I tried it.  But during my last attack on the ground force I made sure everything was properly assigned and it still did not work.  At this point I tend to think it is bugged. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on August 30, 2023, 11:29:11 AM
Is there supposed to be a delay while using standing orders?  I'm noticing survey ships that take over a day to do something new once they've finished a task.  If I manually give them an order, there's no delay. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on August 30, 2023, 03:30:53 PM
Is there supposed to be a delay while using standing orders?  I'm noticing survey ships that take over a day to do something new once they've finished a task.  If I manually give them an order, there's no delay.

Standing orders are only checked for turns of at least one hour (might be three hours - no access to Aurora atm).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on August 31, 2023, 03:10:42 AM
Thank you! 

For anyone else who might care, it's 3 hours.  They'll consistently act on 3 hour turns, never on 1 hour turns. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on August 31, 2023, 05:32:11 AM
Next one:  I notice that Continual Capacity Expansion - for Shipyards - now has a target capacity.   Given that, why do the other expansion options exist?  Wouldn't they just ... always be a worse deal in every way now?  I figured the reason they were there before is just so you could keep your capacity at round/even number if you didn't like capacity being 34,568 or whatever. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on August 31, 2023, 08:22:57 AM
Next one:  I notice that Continual Capacity Expansion - for Shipyards - now has a target capacity.   Given that, why do the other expansion options exist?  Wouldn't they just ... always be a worse deal in every way now?  I figured the reason they were there before is just so you could keep your capacity at round/even number if you didn't like capacity being 34,568 or whatever.

If you select one of the fixed-size options, the shipyard will remain at its current size while building the expansion. For example, a 20,000-ton shipyard ordered to add 5,000 tons of capacity will remain at 20,000 tons for the duration of the construction, then jump up to 25,000 tons in one go when it is finished. By contrast, the continual capacity expansion means the shipyard grows continually, from 20,000 tons to 20,127 tons to 20,268 tons to 20,412 tons to... etc.

The only real use of the fixed-size options is to reduce the population requirement while building the expanded capacity, which can be useful if you are limited by population, since the population required to work a shipyard depends on its size. The downside is that it is a slower build process, since the expansion rate depends on the current size of the shipyard. One hypothetical example to make use of this would be if you have a small colony with limited population that builds Naval shipyards and then expands them to 11k or 15k tons before they are moved somewhere else by tugs. In that case you might use the "Add 10,000 tons" order instead of the continual capacity upgrade to build the yards to whatever size you desire. Note that this is a purely hypothetical example, I'm not sure it would be the best way to handle such a situation anyways but it is an idea.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on August 31, 2023, 10:23:15 AM
Stinkin civilians ....

I had one startup where I saw them build a colony ship to ship people to Luna as soon as I got some people there, so I figured 'ok, working as expected'.   There were 50k people there on my part.  Starting from the same beginning save though, I can't get them to do it no matter what I put there in terms of people.  I also haven't yet found a way to just give them more money so they'll build ships.  There's the default single civilian line with 2k in funds and no ships and they won't do anything.  Doesn't matter how much infrastructure I have in place or whatever. 

What factors might possible influence this?  How do I give them a kick in the rumpus to start existing? 

Edit:  Ok, doing some SM tests.  One I just added people on Luna and no infrastructure, and this got them to build a freighter.  I would think though that with more infra than people (you know, the proper way), they would build a colony ship? 

Edit Again:  And now, SMing in a bunch of infra and 50k pop there, it works and they do build a colony ship.  But when I take my own colony ship and deliver people there, they don't want to join in?  I am so confused. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on August 31, 2023, 11:24:05 AM
Turns out it just varies a lot when they get started and I wasn't testing far enough.  Sometimes it takes a few years and sometimes a *lot* less, under identical conditions.  I'm extremely fine with that as I generally like a modicum of unpredictability, I just wasn't expecting it. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Agraelgrimm on September 06, 2023, 08:00:04 PM
Does anyone knows how to research misc components? I can make them a prototype but that's it. It doesn't appear on the research window.
Also, since i am already here, does the speed of a CAS fighter affects how well it performs on ground missions or isn't relevant?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 06, 2023, 09:56:00 PM
Does anyone knows how to research misc components? I can make them a prototype but that's it. It doesn't appear on the research window.

They should be under the Logistics tab once you create the project.

Quote
Also, since i am already here, does the speed of a CAS fighter affects how well it performs on ground missions or isn't relevant?

Per Steve: (http://aurora2.pentarch.org/index.php?topic=8495.msg109914#msg109914)
Quote
The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.
As far as I know this is the only effect, and frankly if your opponent has AA at all (which NPRs usually do) they probably have too much and your fighter speed won't really make much difference...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on September 07, 2023, 01:15:37 AM
Does anyone knows how to research misc components? I can make them a prototype but that's it. It doesn't appear on the research window.

They should be under the Logistics tab once you create the project.



It is under v2.0.0 Changes List (also known as v1.14.0) but it is not working for me either. I can only research it in SM mode.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on September 09, 2023, 08:50:10 AM
My understanding is that there's no place currently or announced for 2.2 to view the number of crew members available.  Is this correct? 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 09, 2023, 11:22:35 AM
The wiki appears to be down - https://aurorawiki.pentarch.org/index.php is giving an empty response.  Is there anyone we need to notify?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 09, 2023, 12:55:52 PM
My understanding is that there's no place currently or announced for 2.2 to view the number of crew members available.  Is this correct?

Race Information Window --> Academies tab at left --> "Crewmen and Junior Officers". There is also the option to set the training level at the bottom of this tab, although I rarely use this as it becomes very easy to accidentally cause a crewmen shortage.


The wiki appears to be down - https://aurorawiki.pentarch.org/index.php is giving an empty response.  Is there anyone we need to notify?

Works for me. Probably a brief server hiccup at the webhost.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Bryan Swartz on September 09, 2023, 02:15:42 PM
Quote from: nuclearslurpee
Race Information Window --> Academies tab at left --> "Crewmen and Junior Officers". There is also the option to set the training level at the bottom of this tab, although I rarely use this as it becomes very easy to accidentally cause a crewmen shortage.

I thought that was the annual amount, as the line above it is 'Officer Graduates Per Year'.  If not, changing the training level changes the current number of Crewmen and Junior Officers, which ... would seem to not make a whole lot of sense as you're changing what comes out in the future, not what you have now
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 09, 2023, 02:31:41 PM
I thought that was the annual amount, as the line above it is 'Officer Graduates Per Year'.  If not, changing the training level changes the current number of Crewmen and Junior Officers, which ... would seem to not make a whole lot of sense as you're changing what comes out in the future, not what you have now.

It is in fact the current amount. It's a bit nonsensical, but that's how it works. I usually set the level once (if ever) and then ignore it for the rest of the game.

It'd be nice if it made more sense but you actually run into a hodgepodge of bookkeeping, edge cases, and inevitably people whining about how they want to train Level 5 crews for their battleships and Level 1 crews for their fighters or something like that. The current system is silly but it works well enough to create a simple decision between crew quality and quantity.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on September 10, 2023, 04:24:09 PM
Does anybody have problems with multi selecting ships/units? I thought that it is not implemented, but well it looks like it is. It just does not work for me or I'm not using it right. Pressing ctrl or holding shift (while clicking/dragging ofc) works same way as simply clicking or dragging. Anybody know what might be the problem?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 10, 2023, 07:24:47 PM
Does anybody have problems with multi selecting ships/units? I thought that it is not implemented, but well it looks like it is. It just does not work for me or I'm not using it right. Pressing ctrl or holding shift (while clicking/dragging ofc) works same way as simply clicking or dragging. Anybody know what might be the problem?

Which window are you doing this in? Shift/Ctrl+Click only works in some contexts, for example the Ships List tab in the Naval Organization window when you have a fleet selected..
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on September 11, 2023, 07:33:01 AM
Which window are you doing this in? Shift/Ctrl+Click only works in some contexts, for example the Ships List tab in the Naval Organization window when you have a fleet selected..

Yup that was the problem. I tried to use it on Fleet list and Ground units tab. Thanks for helping on this one. Btw, is there any method of dragging fleets/ground units on really long lists? I have +70 ground formations, and I want to form them up in hierarchies. But half of them are on the top, while the other on the bottom... And as I can not scroll the tab while unit is selected/dragged, I cant get to the right units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 11, 2023, 10:48:44 AM
Which window are you doing this in? Shift/Ctrl+Click only works in some contexts, for example the Ships List tab in the Naval Organization window when you have a fleet selected..

Yup that was the problem. I tried to use it on Fleet list and Ground units tab. Thanks for helping on this one. Btw, is there any method of dragging fleets/ground units on really long lists? I have +70 ground formations, and I want to form them up in hierarchies. But half of them are on the top, while the other on the bottom... And as I can not scroll the tab while unit is selected/dragged, I cant get to the right units.

You can open two copies of the window and drag from one to the other. Use shift-click to open additional windows of the same type.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Panopticon on September 11, 2023, 06:57:28 PM
Holy crap, this is a game changer
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on September 12, 2023, 06:27:55 PM
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?

This is the situation.  I started a new campaign, and, because I was in a mood, it went off in a direction I did not anticipate.  At some point I realized that everything I had done over the last several hours, as I explored and settled and began terraforming various bodies in the solar system, was really a prologue for the campaign I really wanted, which would start when my race began exploring beyond the solar system. 

Then my new computer arrived, and I spent some time setting it up and getting stuff transferred over.  And I realized once I had that I had forgot to back up the aurora database with the new campaign, so I couldn't transfer it over.  Okay, no problem, I thought.  I had only spent a few hours on it.  While I still have access to the old computer, and with a little trouble I could access the hard drive from that computer and grab the database, I realized I could just create a new campaign and jump forward a bit, creating the solar system set up I envisioned for my race, without actually doing all of the work.  However, to do that I need to edit populations.  I can terraform the planets and moons, I can add a population, but I can't find a way to subtract mines and factories and such from earth and add them to the colonies across the solar system. 

Am I missing it, or is there no way to do that?  And yes, I do have SM mode on!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 12, 2023, 07:49:45 PM
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?

Economics window --> Civilian/Flags tab, in SM mode there should be buttons to edit/add installations.

You can also edit resources if you uncheck "Double-click sets reserve" in the Mining tab, in case you felt a need to do this. I don't know any ways to change fuel, ordnance, and MSP stocks but this is probably not too hard to do with commercial ships, etc. at the beginning of the game before things start happening.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: StarshipCactus on September 13, 2023, 02:50:26 AM
Fuel and msp needs a database edit as far as I remember. DB editing is very easy in this version.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 13, 2023, 04:23:34 AM
Holy crap, this is a game changer

It's been like that for a long time :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on September 13, 2023, 04:27:15 AM
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?

Economics window --> Civilian/Flags tab, in SM mode there should be buttons to edit/add installations.

You can also edit resources if you uncheck "Double-click sets reserve" in the Mining tab, in case you felt a need to do this. I don't know any ways to change fuel, ordnance, and MSP stocks but this is probably not too hard to do with commercial ships, etc. at the beginning of the game before things start happening.

If you won't want to edit the DB, you can just create a dummy basic ship type with the required fuel, MSP and ordnance. Flag it as collier, supply ship and tanker. Create ship of that class with SM and unload to colony, then delete the ship. It's messy, but doesn't require the DB.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on September 13, 2023, 10:06:27 AM
Thanks all!  I knew it had to be in there someplace. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on September 20, 2023, 08:50:41 PM
I've got another autoroute problem.  This time I can't autoroute through Waddeson, which is one of my primary systems.  Autorouting from this system works, just not to or through.  There's been no combat in this system in decades, so its danger level is zero (I have one non-zero system, Isengard).  As it is a primary system there is also significant civilian traffic to/from and through the system.  I have no systems currently flagged as alien-controlled, and all internal warp points have been stabilized. 

To duplicate, give orders to one of the following fleets:
Grav Survey 1 is in Wolcott (on the periphery)
Geo Survey 1 is in Veron (a core system) but cannot route to Waddeson, Wolcott, or Brocchi
Hercules 029 Wad is in Waddeson (can autoroute to any system, but Isengard requires turning off the danger rating check)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on September 21, 2023, 01:27:38 AM
I've got another autoroute problem.  This time I can't autoroute through Waddeson, which is one of my primary systems.  Autorouting from this system works, just not to or through.  There's been no combat in this system in decades, so its danger level is zero (I have one non-zero system, Isengard).  As it is a primary system there is also significant civilian traffic to/from and through the system.  I have no systems currently flagged as alien-controlled, and all internal warp points have been stabilized. 

To duplicate, give orders to one of the following fleets:
Grav Survey 1 is in Wolcott (on the periphery)
Geo Survey 1 is in Veron (a core system) but cannot route to Waddeson, Wolcott, or Brocchi
Hercules 029 Wad is in Waddeson (can autoroute to any system, but Isengard requires turning off the danger rating check)

Waddeson system is marked with "Block Fleet Movement Auto Route"
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: IceKobold on September 25, 2023, 01:26:14 PM
In the wiki it mentions missiles linked together as different generations of the same missile (and the reloading usefulness thereof).   Is this still a thing in C# and if so how do I make it happen?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on September 25, 2023, 04:25:05 PM
Is this still a thing in C#

Nope.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on October 05, 2023, 11:10:37 AM
Is there a way to generate an empty ground formation in order of battle.

e.g I have some very full STO units and want to split them up into smaller units and spread the joy around the galaxy, is there a way to make an empty formation so I can then add a spare HQ and STOs from existing formations at the same location?

Or do I need to build a number of quick to build units and then transfer extras into the formations they create?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: bankshot on October 05, 2023, 01:29:46 PM
That's what I've been doing - keeping the shells from resupply/spares formations around to use for that purpose.   I standardized on 30K as my regimental transport size, with formation sizes of 1K for HQ/construction, 10K for infantry, 10K for tanks, 5K for artillery, and 2x 2K spares slots.  The initial builds take a long time but logistics and reinforcement units build pretty quickly. 

But I think you could create a null unit (new formation template, don't add any units) then use "Instant Build" to make a new shell.  Or if you want to be safe you could add say one logistics infantry and create the new unit for a cost of 0.2 points.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on October 05, 2023, 09:05:44 PM
But I think you could create a null unit (new formation template, don't add any units) then use "Instant Build" to make a new shell.

This works, it's what I do in these situations. I think v2.2 is adding the ability to split formations, so hopefully this will be unnecessary soon.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on October 06, 2023, 04:00:55 AM
Thanks all, good thinking on the instant build front, will try that.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: boolybooly on October 09, 2023, 08:26:12 AM
Why are weapon ranges not showing for my STO complex on 61 Ursae Majoris I ?

If you compare with 61 Ursae Majoris II you can see the display at the top with orangey weapons ranges, but none at 61 Ursae Majoris I despite having an STO complex which has been there long enough to have fortification 1.93. I played on and got it to fort 3 and still no weapons ranges. It was deplyed by the same dropship using standard unload.

The only difference is the Dormant Construct was not translated but I played on until it was and it did not help. It is a dwarf planet but gravity is standard. Showing orbit does not help.

Why can't I play wi'ma gurns papa?

EDIT would temperature make a difference to the deployment, at 352°C?
EDIT2 no, I tried a different planet in the same system and that has temps -11.8°C and in another system Alpha Leonis Minoris III a planet with -42.3°C displays STO weapon ranges just fine. I also tested the individual ground units and they all work on 61 Ursae Majoris II and none work on the other two planets I & III, so its something to do with the system which was previously a precursor system but only II was defended or had ruins whereas I had DC as well as II and III is a blue colony cost planet with no extras. So its not a typical system. I wonder if something happened in system generation which is causing this.
EDIT3 OK I have found out it is lack of DST at the other two planets. If I SM in a DST the weapons ranges appear. If I then delete it they disappear.

This confuses me because I thought the STOs were supposed to have their own active sensors. So the weapons would be active whether there was DST coverage or not and in any case DST only provides passive sensors so ought not have any effect on STO weapons. Unknown if the weapons work without DST present.

Would be grateful if anyone who knows could say whether this ought to be considered a bug or represents conditionality I was not aware of.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: xenoscepter on October 16, 2023, 06:49:42 PM
 --- If I do not check the "Generate Precursors" Option, but do check the "NPRs Generate Precursors" option, will NPRs still generate Precursors even if I can't?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on October 26, 2023, 03:10:13 PM
One thing I've never seemed to be able to find a clear answer on is fighter rearming, and the Fighter Operations skill.

Does the Fighter Operations skill bonus apply to 1. the time to add new ordnance to parasites, 2. the time for the missile launcher cooldown to end, 3. both, or 4. something else?

There's nothing in the UI I can see to clarify any of this, and all the documentation I've ever seen just vaguely refers to improving rearming and refuelling rates.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 26, 2023, 06:32:33 PM
It doesn't do anything at the moment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on October 27, 2023, 01:55:03 AM
It doesn't do anything at the moment.

Well that would explain why I can't figure it out! Was that confirmed by a Steve post, or is that the collective wisdom? I would think after Steve's Fighter based playthrough that would have been added as a fix for 2.2, but I don't see it in the change list.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on October 27, 2023, 03:39:53 AM
It doesn't do anything at the moment.

Well that would explain why I can't figure it out! Was that confirmed by a Steve post, or is that the collective wisdom? I would think after Steve's Fighter based playthrough that would have been added as a fix for 2.2, but I don't see it in the change list.

Assuming you mean Carrier Operations, it improves the speed of refuelling, resupply and ordnance transfer in hangars. I've checked the code and it is in there.

It doesn't affect launcher cooldown time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on October 27, 2023, 04:33:38 AM
Assuming you mean Carrier Operations, it improves the speed of refuelling, resupply and ordnance transfer in hangars. I've checked the code and it is in there.

It doesn't affect launcher cooldown time.

Yes, I did mean Carrier Operations. Thanks for clarifying, Steve.

Given that the limiting factor for me has always been launcher cooldown, not refuelling or ordinance transfer, are there any plans to have the Carrier Operations bonus speed up launcher cooldown time as well?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on October 27, 2023, 05:34:09 AM
Assuming you mean Carrier Operations, it improves the speed of refuelling, resupply and ordnance transfer in hangars. I've checked the code and it is in there.

It doesn't affect launcher cooldown time.

Yes, I did mean Carrier Operations. Thanks for clarifying, Steve.

Given that the limiting factor for me has always been launcher cooldown, not refuelling or ordinance transfer, are there any plans to have the Carrier Operations bonus speed up launcher cooldown time as well?

Yes, I will add that for v2.2
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on October 27, 2023, 07:41:08 AM
Oh right, I blame early onset dementia. It was broken at one point but clearly Steve has fixed it now  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on October 31, 2023, 02:49:23 PM
Is there any reason to place units in a "Front Line Attack" position besides adding the (very low) potential to hit enemy units in the Support or Rear Echelon formations?

I was playing my first game ever playing two Human empires; primarily to have my normal main empire, and then a secondary Independent empire that I used as an RP catch-all for hostile ground garrisons holding any mineral-containing planets I find. Idea is my main empire needs to invest in Ground OOB/forces to be able to expand.

I had my first colony defended by 4 Independent formations, set to Front Line Defense, and could see their Fortification values tick up. I then dropped an armored brigade from my main empire onto the planet, initially also leaving most of the units in Front Line Defense, with some artillery and HQ units in Support providing supporting fire with MB. A short while afterwards, I saw combat initiate between the main empire armored brigade and the Independent formations.

I originally assumed that if everyone was set to Front Line Defense, no one would be initiating combat so both sides would not attack. However, it looks like combat happens either way if hostile units share a system body. It also appeared that despite fighting, the main empire armored brigade was still beginning to fortify thanks to both self-fortification and construction vehicles in the brigade.

Given that, it's not clear to me what benefit being in Front Line Attack position would give. According to the wiki (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Field_Positions) , you lose any Fortification being in Attack mode, but the only benefit gained is the change to hit Support positions; no other attack or damage bonus that I saw. Meanwhile Front Line Defense lets you fortify, while still being able to do damage, breakthrough, etc.

What is the benefit/situations where you would want to use Front Line Attack?

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kelewan on November 01, 2023, 07:23:46 AM
I have not played for some time, but i remember that breakthough rules provides an additional bonus to the Breakthrough Value for
formations in the front line attack position.

Also formations need time to fortify after beeing dropped/unloaded and vehicles have a lower max fortification and self fortification level. 
With the To-Hit modifier for vehicle/light vehicle which is used for elements that are not fortified, I would consider the frontline attack position
for newly dropped light vehicles and vehicles.

Quote from: Wiki
C-Ground_Combat - Breakthough (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Breakthough)
The total Breakthrough Value is summed for all elements in the attacking formation and compared to the formation size.
The value is multiplied by 2 if the formation has a field position of Front Line


C-Ground_Units - Ground Unit Class Design - Base_Type (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Units#Base_Type)
To-Hit Modifier: Used to modify the chance of the unit being hit during combat (based on the mobility of the unit). This only applies if the unit is not fortified.

(http://www.pentarch.org/steve/Screenshots/GroundRules007.PNG)

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on November 07, 2023, 09:28:55 AM
Thanks! Second question, is there a way to award a medal to a Ground Force Commander, and have it automatically award the same medal to subordinate commanders?

In my ground-force heavy current game, the 2nd Colonial Division managed to re-take heavily-defended Venus from the Cylons. I created a Venus Campaign Ribbon to commemorate the brave commanders who participated in the hard-fought battle. I awarded the medal to the Division commander, and selected "Ground Formation Commanders" from the checkbox on the right. However, after awarding the medal, the Division Commander had received it but no commanders in the subordinate brigades, regiments, or battalions had.

Is there a way to award a medal automatically to a commander and all subordinates?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 07, 2023, 09:33:51 AM
There is a button at the bottom of the ground forces window called "Hierarchy Medal". This might be what you are looking for.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on November 07, 2023, 12:00:51 PM
Thanks very much! That worked; I had been awarding the medals through the Officers menu.

Sorry to keep hammering questions, but my searches failed to find an answer for me:

How do you disable CMC's spawning for just one player empire? Googling around it seems like turning off Civilian shipping may do it, but I want civilian shipping/CMCs for my main empire, but not the Cylons. What is happening is I spawn Cylon defense bases on most (but not all) major mineral-containing bodies in the system. If it's a valuable planet, I'll spawn larger colonies with more defenses, colony buildings, and population. What happens is that my main player empire slowly starts to capture bodies in the system as the Cylon's are spawned with much larger/stronger ground forces than are available to the colonies.

The problem is in systems where I own one of the large planets, Colonies' CMCs spawn on smaller bodies like asteroids, moons, comets, etc. However, if the Cylons also own a large planet, Cylon CMCs will also sometimes spawn on the same planet as a Colonies' CMC and the garrison's immediately initiate combat.

Originally this was ok, I RP-ed it as random outpost invasions, but as the game grows it's becoming annoying to keep extra garrisons on every CMC I have, and manage an ever-growing list of captured CMCs in my Economies window.

If there was a way to turn off CMCs for the Cylons, or tell the game not to spawn CMCs on bodies where a Hostile empire also has a population, that would be great!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 07, 2023, 12:32:41 PM
Best approach I am aware of is that you can create empty player race colonies on any system which is eligible for a CMC, since CMCs will not spawn on such bodies. I think empty colonies will do the trick, but if not then plopping a DSTS on each one probably works. It is a rather tedious manual procedure but I don't think you can accomplish what you want with any automated method.

The rules for CMC spawning is that any body with more than 10,000 duranium OR gallicite at 0.7 or better accessibility can be considered. Note that some people think sorium is included in the list, this is not true. Only duranium and gallicite matter to CMCs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on November 07, 2023, 02:07:37 PM
Best approach I am aware of is that you can create empty player race colonies on any system which is eligible for a CMC, since CMCs will not spawn on such bodies. I think empty colonies will do the trick, but if not then plopping a DSTS on each one probably works. It is a rather tedious manual procedure but I don't think you can accomplish what you want with any automated method.

The rules for CMC spawning is that any body with more than 10,000 duranium OR gallicite at 0.7 or better accessibility can be considered. Note that some people think sorium is included in the list, this is not true. Only duranium and gallicite matter to CMCs.

It might be worthwhile to note that in the upcoming version, player races without a shipyard will not spawn CMCs. See here, in the fixes on the first page: https://aurora2.pentarch.org/index.php?topic=13090.0 (https://aurora2.pentarch.org/index.php?topic=13090.0)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 07, 2023, 05:54:21 PM
Empty colony in every suitable body will prevent CMCs spawning on them and nuclearslurpee is right, there is no automated way to do it. Blocking civilian shipping does not help in this regard.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 17, 2023, 04:06:47 AM
How to make a rescue ship? What modules do I need to transport survivors?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on November 17, 2023, 04:45:30 AM
Any of the cryogenic passenger  modules, ideally the smaller ones will let you store survivors.   Any ship can but the extra people use up their  deployment time faster
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 17, 2023, 05:44:45 AM
There is an empire that dropped a colony on the planet my colony is on a while ago, now relations have turned sour, can I just have my troops drive there and "murder sort out our differences"?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 17, 2023, 06:04:41 AM
There is an empire that dropped a colony on the planet my colony is on a while ago, now relations have turned sour, can I just have my troops drive there and "murder sort out our differences"?

Your troops will attack automatically if you set the other Empire to hostile on the Intelligence window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 17, 2023, 06:15:55 AM
Are PDCs still available in current version of C#? Couldn't work out how to set a design as PDC and get the Bonus.  Also, how to designate fighter-only and PDC-only systems?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on November 17, 2023, 06:43:17 AM
None of those exist
Ground units with Surface to Orbit weapons replace PDC's along with orbital missile bases
There are no fighter only systems just build small engines and small weapons and they can be used on any vessel
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 17, 2023, 09:45:51 AM
How to move commanders to different places?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 17, 2023, 09:54:03 AM
Commanders magically scientifically teleport wherever you assign them, they don't have to be manually moved to a location.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jorgen_CAB on November 18, 2023, 10:53:53 AM
Commanders magically scientifically teleport wherever you assign them, they don't have to be manually moved to a location.

You could manage this in VB6, but it was very taxing on your micromanagment skills outside the early game.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 18, 2023, 11:42:25 AM
Commanders magically scientifically teleport wherever you assign them, they don't have to be manually moved to a location.

You could manage this in VB6, but it was very taxing on your micromanagment skills outside the early game.

BTW, you can still do it in C# if you want the extra micromanagement. The orders exist and the commander locations are tracked, but if you assign a commander the game will instantly move them to their new location.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on November 19, 2023, 06:48:16 PM
Is there a way to automatically rename all bodies in a system according to a naming theme, all at once? I can't figure out exactly what the buttons Rename Body All and Rename Sys All do, but they seem to just rename either the single body or the system, and you have to type in a new name. I've been renaming the bodies in major systems manually, but it's getting to be too much as my rate of expansion increases.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 19, 2023, 08:46:56 PM
No, there is a way to rename bodies with the names of Solar System objects but that's it. This is meant for games with multiple player races in Sol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 20, 2023, 02:44:18 AM
Is there a way to automatically rename all bodies in a system according to a naming theme, all at once? I can't figure out exactly what the buttons Rename Body All and Rename Sys All do, but they seem to just rename either the single body or the system, and you have to type in a new name. I've been renaming the bodies in major systems manually, but it's getting to be too much as my rate of expansion increases.

If you change the name of a system, all the bodies without previous renaming change to the new system name. There is no way to name them all based on a specific naming theme though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: prophetical on November 20, 2023, 09:44:44 AM
I am curious if there is an interest in being able to create different branches of your military. For instance, in the oft-used Warhammer 40k universe, being able to have both an Imperial Navy branch and an Adeptus Astartes branch. I understand that you can approximate this using admins, but was thinking of a more formal setting where ship designs might be specific to a branch along with different academies and naming conventions. Maybe that is overly challenging to implement, but wanted to throw the idea out there at least.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 20, 2023, 10:21:46 AM
At that point, why not just use 2 or more player-controlled races/powers and simulate it that way?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: prophetical on November 20, 2023, 10:26:49 AM
I think there are a number of ways to simulate it, but each have some notable downsides, which is why I was curious about a formal mechanism.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 21, 2023, 04:14:55 AM
I am curious if there is an interest in being able to create different branches of your military. For instance, in the oft-used Warhammer 40k universe, being able to have both an Imperial Navy branch and an Adeptus Astartes branch. I understand that you can approximate this using admins, but was thinking of a more formal setting where ship designs might be specific to a branch along with different academies and naming conventions. Maybe that is overly challenging to implement, but wanted to throw the idea out there at least.

I often run 40k campaigns with separate Imperial Navy and Space Marine designs using different classes, admin commands and class naming conventions. If also you want different personnel and academies, you could set up two or more commander naming themes with weights equal to the desired split and only use commanders of the specific naming theme to for each sub-race. You could setup academies the same way using two different locations - Luna being an obvious choice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: prophetical on November 21, 2023, 11:14:45 AM
I am curious if there is an interest in being able to create different branches of your military. For instance, in the oft-used Warhammer 40k universe, being able to have both an Imperial Navy branch and an Adeptus Astartes branch. I understand that you can approximate this using admins, but was thinking of a more formal setting where ship designs might be specific to a branch along with different academies and naming conventions. Maybe that is overly challenging to implement, but wanted to throw the idea out there at least.

I often run 40k campaigns with separate Imperial Navy and Space Marine designs using different classes, admin commands and class naming conventions. If also you want different personnel and academies, you could set up two or more commander naming themes with weights equal to the desired split and only use commanders of the specific naming theme to for each sub-race. You could setup academies the same way using two different locations - Luna being an obvious choice.
Interesting! I hadn't considered the naming themes. Thanks for your suggestion!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on November 22, 2023, 08:59:14 AM
Is there a way to designate a ground unit formation as "No Commander?" I use automated assignments for ease of use and RP, and have a large Replacement Depot formation on Sol with a variety of different sub-formations with replacement infantry, tanks, supply, etc. None of these replacement formations have an HQ unit, but they're using a large number of commanders I need in forward units. I know I could manually re-assign officers every time they get auto-assigned to a replacement formation, but is there a way to flag a formation as "No Commander Required" for the auto-assignment algorithm?

Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hazard on November 22, 2023, 09:01:15 AM
If there is no 'no commander required' box in the formation design window, I would suspect it is impossible.

That said, that doesn't mean it's bad that they have a commander. If nothing else, it increases your pool of 'spare' commanders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 22, 2023, 09:19:31 AM
Is there a way to designate a ground unit formation as "No Commander?"

When I set up my ground commander ranks, I always do the following:

   N/A NO COMMANDER
   --- --------------------------------
   A rank I'm not using yet...
   Another rank I'm not using yet
   Highest rank in use (at game start)
   Second-highest rank in use
   ...
   Lowest rank

Any formation I don't want to have a commander gets the NO COMMANDER rank. The "---" rank is never used and acts as a barrier so that no commander auto-promotes to the NO COMMANDER rank by accident. It is a bit of a clunky workaround, and it requires you to decide in advance how many ranks you will use for the entire game, but it works perfectly otherwise. There is rarely any reason to have more than 5-6 ranks anyways since higher-level formations are just redundant with the current Aurora ground HQ mechanics.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 22, 2023, 10:53:02 PM
That's pretty clever!  :D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 25, 2023, 08:29:35 PM
How fast and how big different classes of ships should generally be?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 25, 2023, 09:15:02 PM
How fast and how big different classes of ships should generally be?

The "correct" answer, which I am sure that many people are furiously typing right now to be the first to tell you, is "whatever you want", which is true but not very helpful for newer players trying to situate themselves in the game.

As such, I offer the following general guidelines:
These values will put you roughly in the ballpark of the NPRs you will typically face. Note that you are by no means required to have ships of every size class, for example an early-game fleet may not have large capital ships yet and this is fine.

For reasonable fleet speeds, a good rule of thumb is 30-40% of total ship mass with a base engine power modifier (1.0x), which again will keep you competitive with most NPRs. Once you are comfortable with the game you can deviate from this rule in all sorts of ways, although I don't recommend playing around with the EP modifiers too much until you are comfortable as this is a good way to drain your fuel very quickly if you're not careful.

Additionally, I recommend that ground formations be in the range of 15,000 to 20,000 tons each, in general. This is a good rule of thumb to make sure you are getting the most out of your ground force commanders while building up the multiple millions of tons you will need to assault an alien home world.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 25, 2023, 09:37:49 PM
How much firepower and defense do I need at a minimum to not go too far on slab of metal or glass cannon so the ship can still be viable?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 25, 2023, 09:57:54 PM
Your best bet is to go browse the Ship Bureau designs and see what other players have done to get ideas. You can also read the feedback they have gotten.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 25, 2023, 10:37:58 PM
What's the ark module good for? It doesn't seem to offer much advantages over cryo berths?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 25, 2023, 11:50:41 PM
What's the ark module good for? It doesn't seem to offer much advantages over cryo berths?

The Ark Module has several uses:
It is mainly intended to be used for supporting populations at worlds which are hostile to traditional means of colonization in some fashion or to augment an existing population. I don't think people use it as a means of colonist transport in practice. See Steve dev post here. (http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 26, 2023, 05:12:09 AM
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.

(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on November 26, 2023, 11:49:05 AM
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 26, 2023, 11:53:12 AM
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?

Yes. Don't use the 'avoid combat' setting for any unit directly participating in combat. It is intended for HQs, Logistics, Geosurvey, etc..
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 26, 2023, 12:08:00 PM
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?

Yes. Don't use the 'avoid combat' setting for any unit directly participating in combat. It is intended for HQs, Logistics, Geosurvey, etc..

Also - DO use 'Avoid Combat' for STOs, since they do not fire during the ground combat phase. Some people get confused by this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hazard on November 26, 2023, 06:11:32 PM
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.

(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)

... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 27, 2023, 04:39:23 AM
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.

(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)

... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?

You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on November 27, 2023, 04:53:01 AM
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.

(http://www.pentarch.org/steve/Screenshots/Ark001.PNG)

... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?

You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.

Which would end up with an atmospheric pressure that is much too high for humans?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on November 27, 2023, 05:52:44 AM
You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.

Which would end up with an atmospheric pressure that is much too high for humans?

Depends on your starting stats, but the default humans can handle up to 4 atm, so it would be fine.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on November 27, 2023, 01:00:46 PM
Question: If I play as human and I have the option "human NPR" checked, is there still a chance that a human NPR appears? Or does it work when I play with a non-human NPR only?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 27, 2023, 05:26:24 PM
Question: If I play as human and I have the option "human NPR" checked, is there still a chance that a human NPR appears? Or does it work when I play with a non-human NPR only?
Yes. It is meant to be used for both when playing as an alien race and wanting to encounter humans as well as in a 'Broken Empire' situation where you're playing as human rediscovering their lost galactic colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 27, 2023, 05:34:55 PM
Question: If I play as human and I have the option "human NPR" checked, is there still a chance that a human NPR appears? Or does it work when I play with a non-human NPR only?
Yes. It is meant to be used for both when playing as an alien race and wanting to encounter humans as well as in a 'Broken Empire' situation where you're playing as human rediscovering their lost galactic colonies.

FYI, "Human" in this case is the species of the first player race, so if you want a galaxy populated by civilizations of Tolkein Orcs you can make this happen instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 27, 2023, 05:42:53 PM
Ah, that's a good point. Thus, the points required to play as an alien species that encounters humans:

1) Create a game normally with humans in Sol with the box for human NPRs ticked
2) Create a new system via SM with the habitable system button to ensure you have a decent homeworld available
3) Fiddle with the planet to make it perfect for your species - remember their stats are based on the homeworld climate
4) Create your alien species on that planet
5) Delete the human player race and the Sol system - or leave them be if you want to 'stumble' upon Sol itself and roleplay that meeting as there is no way to turn a player race into a NPR
6) Write an amazing space operate story and post it here for us to read!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: non sequitur on November 27, 2023, 06:13:56 PM
So, perhaps I'm an idiot, but I've not really messed around with ark modules before and I just researched them and I can't seem to find them. Are they something like a component or am I blind or is this a bug?

EDIT: never mind, found it under colonist transport. Sorry all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 27, 2023, 10:43:34 PM
Has anyone figured out how to make the Organization maintain actual structure of the OOB you are building? Currently, it seems that adding nodes just lumps the contents of those nodes into it without preserving any sort of structure. So my regiment has the correct number of battalions and companies but they are not structured correctly.

Or am I doing it wrong, building from ground up and should do it from top down?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 27, 2023, 11:07:47 PM
Has anyone figured out how to make the Organization maintain actual structure of the OOB you are building? Currently, it seems that adding nodes just lumps the contents of those nodes into it without preserving any sort of structure. So my regiment has the correct number of battalions and companies but they are not structured correctly.

Or am I doing it wrong, building from ground up and should do it from top down?

I had no problem making it work for me aside from an embarrassing mishap with the Copy + Update button. You should be able to build a smaller node, then click+drag it onto a different node to build a compound organization. In the attached image, dragging the Mechanized Corps node onto the Mechanized Legion node adds it under that node.

Note that the child node will attach to whatever formation within the parent node it is dragged onto, it will not automatically attach to the top-level HQ for instance, which I think is by design as it is a tad more flexible this way.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 28, 2023, 03:15:21 AM
How embarrassing... I hadn't dragged the sub-formations around correctly, of course it wouldn't work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on November 30, 2023, 06:28:20 PM
Something I've never thought about, which has suddenly become relevant in my "test game" campaign: do NPRs ever re-survey a system if they suspect a dormant jump point? For that matter, are they capable of suspecting such things?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on November 30, 2023, 06:49:24 PM
Good question. I can't recall whether this has been even discussed before. We'll have to wait for Steve.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 01, 2023, 06:38:12 AM
Has something changed with refuel rules? I have harvesters at a gas giant (they are marked as tankers) but my tankers (with a refuelling system) can't fill up from them. I can refuel the harvesters but that's kinda counterproductive. Do my harvesters need a refueling system too? I'm 87% certain that it's fine as long as the tanker has it. Otherwise, something is bugged in my game and/or designs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on December 01, 2023, 06:40:15 AM
Has something changed with refuel rules? I have harvesters at a gas giant (they are marked as tankers) but my tankers (with a refuelling system) can't fill up from them. I can refuel the harvesters but that's kinda counterproductive. Do my harvesters need a refueling system too? I'm 87% certain that it's fine as long as the tanker has it. Otherwise, something is bugged in my game and/or designs.

I've always thought that Refueling Systems pumped out, but not in. So my harvesters have always had Refueling Systems.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 01, 2023, 06:42:38 AM
You are right. I SM'd a system on the harvesters and now the tankers can fill up their tanks. For some reason I keep forgetting this.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 01, 2023, 09:15:36 AM
You are right. I SM'd a system on the harvesters and now the tankers can fill up their tanks. For some reason I keep forgetting this.

Me, every other game...  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 01, 2023, 02:12:40 PM
Has anybody tried tiny commercial space stations as sensor pickets?

Thinking about the problem of how to provide long-term sensor presence with low ongoing costs. Obviously these stations would have very limited capabilities since they are limited to commercial sensors, but they also should be very cheap and small, and you could probably carry them in a hangar to drop at points of interest.


Unless you're going for deep space locations DST installations are probably the regular way of handling this problem. However, a tiny picket station could be easier to transport.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: doodle_sm on December 01, 2023, 05:10:21 PM
Has anybody tried tiny commercial space stations as sensor pickets?

Yes! They're quite useful even. With enough careful positioning a sensor satellite can provide decent target painting for military ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 01, 2023, 05:57:18 PM
Has anybody tried tiny commercial space stations as sensor pickets?

Thinking about the problem of how to provide long-term sensor presence with low ongoing costs. Obviously these stations would have very limited capabilities since they are limited to commercial sensors, but they also should be very cheap and small, and you could probably carry them in a hangar to drop at points of interest.


Unless you're going for deep space locations DST installations are probably the regular way of handling this problem. However, a tiny picket station could be easier to transport.

I've done picket stations, small mobile commercial pickets (which double as scouts in a pinch), and sensor buoys (i.e. missiles without an engine). The buoy approach is probably the most efficient/economical but each has its uses.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 01, 2023, 07:37:36 PM
I've done picket stations, small mobile commercial pickets (which double as scouts in a pinch), and sensor buoys (i.e. missiles without an engine). The buoy approach is probably the most efficient/economical but each has its uses.
What's the endurance on sensor buoys like now? I'm having trouble finding documentation. Did they stop having a limit?

(Self-propelled commercial pickets were obvious but I want a solution that doesn't strand a size 20+ engine out there supporting ~2 size points worth of sensor systems for a long watch.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 01, 2023, 10:59:35 PM
What's the endurance on sensor buoys like now? I'm having trouble finding documentation. Did they stop having a limit?

Yes they are unlimited now... at least, I've never seen one expire. Shot to pieces by hostile aliens, sure, but never expired.

Quote
(Self-propelled commercial pickets were obvious but I want a solution that doesn't strand a size 20+ engine out there supporting ~2 size points worth of sensor systems for a long watch.)

You can roleplay that they conduct local patrols of the JP vicinity and rotate crews with small shuttlecraft not shown in-game if you like... I find them useful for providing a low-cost scout alternative in addition to monitoring duties, but they are the most expensive option so I usually only use these in my Duranium Legion games.  :P
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 02, 2023, 01:15:51 AM
Was the bug ever fixed where fuel harvesters kept consuming Sorium from a gas giant despite their fuel tanks being full? I can't remember and quick search yielded no results.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on December 02, 2023, 01:38:48 AM
Was the bug ever fixed where fuel harvesters kept consuming Sorium from a gas giant despite their fuel tanks being full? I can't remember and quick search yielded no results.

I think civilian Fuel Harvesters are supposed to do that. It's notionally the surplus fuel production being sold, and I think you're supposed to get tax income from that production that overflows the fuel storage.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 02, 2023, 01:41:23 AM
Yeah, that's true for civilians and also fine and dandy. I'm asking about player-built harvesters as there used to be a bug where they kept consuming the Sorium despite not making any fuel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 02, 2023, 06:27:26 AM
Something I've never thought about, which has suddenly become relevant in my "test game" campaign: do NPRs ever re-survey a system if they suspect a dormant jump point? For that matter, are they capable of suspecting such things?

There is a lot of AI code now, so I am not certain, but I don't think they explicitly look for them. However, if they see alien ships appearing unexpectedly, they will investigate the area and potentially detect the jump point via detecting a transit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on December 02, 2023, 07:38:24 AM
Is there a way to „remove“ a commander from the automatic assignment? My sector commander always gets removed from his job.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on December 02, 2023, 07:48:04 AM
Is there a way to „remove“ a commander from the automatic assignment? My sector commander always gets removed from his job.

there's the 'Story Character' and 'Do Not Promote' buttons, but I don't think they'll quite do what you're after. I usually just make sure the commander assignment priorities are all correctly set, and that usually causes the best person for each job to be assigned.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 03, 2023, 12:18:19 AM
How do you make a fleet move below its max speed?

Because I'm using every control that looks relevant and none of them are having any effect.

Amendment: If I use the change speed button and navigate away, I can get the fleet's displayed speed in the fleet window to be lower. But it still moves at full speed.


Amendment two: found it. In the right set of checkboxes over the move orders there is one for 'use max speed' which causes the fleet to quietly throw away any other speed orders.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on December 03, 2023, 04:42:09 AM
Where is the laser warhead checkbox?
Nvm I misread my version number
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on December 03, 2023, 04:52:04 AM
How do I get the missile chance to hit higher? The latest update makes it kinda hard?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on December 03, 2023, 04:54:32 AM
A better engine and allocate more mass to agility will help I guess?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on December 03, 2023, 04:58:01 AM
How do I get the missile chance to hit higher? The latest update makes it kinda hard?

A better engine and allocate more mass to agility will help I guess?

Missile agility is not a thing anymore. Pretty much you just have to make the missile faster. There is the the Active Terminal Guidance, but for smaller missilles, the 0.25MSP cost can slow the missile down enough that it ends up less accurate than without it.

I agree, I don't understand the removal of agility. I just remember being convinced by Steve and Nuclearslurpee that it sounded like a good idea back when the decision was made.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 03, 2023, 05:05:51 AM
Because there wasn't any meaningful decision to it - you wanted an Excel sheet to find the sweetspot and then that was it until you hit the next engine level. Not using the sweetspot just meant playing with a handicap for no reason.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on December 03, 2023, 05:07:40 AM
Judging by what I see in the changelog, every time an update comes, there is always a feature that everyone has to COMPLETELY relearn...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 03, 2023, 06:02:12 AM
How do I get the missile chance to hit higher? The latest update makes it kinda hard?

The individual chance-to-hit can be improved by increasing engine boost, devoting more space to engine overall, adding terminal guidance, including ECCM, using multiple warheads or adding retargeting capability. The overall number of hits can be increased by adding decoys, improving missile ECM and using laser warheads.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2023, 09:02:17 AM
It is also worth noting that Agility led to a weird balance where AMMs became extremely dominant vs ASMs at higher tech levels, to the point where ASMs were completely cost-ineffective due to high AMM hit chances. The current system gives us a lot more tools for both ASMs and AMMs but should ensure that missile warfare remains viable and interesting for most of the game.

In the lead-up to 2.2 some people were discussing using AMMs larger than size 1 with the retargeting capability so that they will eventually hit the targeted ASM even if it takes a few tries. That's an interesting idea worth looking at IMO - in addition to all the others!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on December 03, 2023, 09:08:44 AM
Well, considering that missile interception usually happens head-on, having a missile turn around and try to hit again is kinda weird.
Semi-related question, can missiles switch targets on the fly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2023, 09:14:23 AM
Semi-related question, can missiles switch targets on the fly?

If their target is destroyed or lost, missiles with onboard sensors can attack a new target in sensor range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mint Keyphase on December 03, 2023, 09:15:14 AM
Only active sensors or any sensors?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2023, 09:16:42 AM
Only active sensors or any sensors?

Pretty sure passives will work too. They should, but I know there's been many bugs related to missile retargeting (e.g., mines not working) in previous C# versions so someone who has used these capabilities will need to confirm as I've never bothered.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 03, 2023, 09:59:21 AM
Has anybody tried tiny commercial space stations as sensor pickets?

Thinking about the problem of how to provide long-term sensor presence with low ongoing costs. Obviously these stations would have very limited capabilities since they are limited to commercial sensors, but they also should be very cheap and small, and you could probably carry them in a hangar to drop at points of interest.

Yes, many have done that.

Another option is to make bouys. A bouy is a missile with sensors, no warhead, no engine, and no fuel. The reactor will keep the sensors going forever and missiles have no upkeep, so bouys are a cheap way to monitor small locations. Ships can drop the bouy out of a missile launcher, or you can put the bouy on top of a transfer stage. The former requires the ship to travel to the destination to be monitored, which is fine for jump points but can be contraindicated for planets. A bouy on a missile can travel to a planet on its own, and no real harm is done if something shoots it down.

When I use bouys I design my survey ships to carry a few on missiles and few to be dropped off at jump points.

Unless you're going for deep space locations DST installations are probably the regular way of handling this problem. However, a tiny picket station could be easier to transport.

Deep Space Tracking systems can have a lot of range, but they are quite a lot heavier than a bouy or a civilian station. You also have to place them on a body, which means it will orbit and get out of position. That makes them more situational. Not necessarily useless, however.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 03, 2023, 10:17:16 AM
When I use bouys I design my survey ships to carry a few on missiles and few to be dropped off at jump points.

I am definitely stealing that idea! I use recon drones, but hadn't considered leaving buoys in my wake as I explore.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: superstrijder15 on December 03, 2023, 10:57:32 AM


Deep Space Tracking systems can have a lot of range, but they are quite a lot heavier than a bouy or a civilian station. You also have to place them on a body, which means it will orbit and get out of position. That makes them more situational. Not necessarily useless, however.

I only use these on purpose because
1) I RP that this is just the amount of stuff needed to do the FTL communication with HQ and fleets
and
2) I think it looks really funny when you have 10 different asteroids in a circle all of them with 1 or 2 DSTs to track 1 jump point
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 03, 2023, 01:52:13 PM
When I use bouys I design my survey ships to carry a few on missiles and few to be dropped off at jump points.

I am definitely stealing that idea! I use recon drones, but hadn't considered leaving buoys in my wake as I explore.

I usually try to put enough magazine space into a survey or scout ship to drop about 10-15 buoys before returning to base, unless I'm using commercial JP monitors for roleplay reasons. "Launch Ready Ordnance" is a great feature!  ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 03, 2023, 05:40:44 PM
Another option is to make buoys.

Woooo, Unless you want to end up with several dots on your screen impossible to recognize, you need to remember to name waypoints and stuff because the remove Salvo tracker doesn't have a "location" but it tracks targets. I just did a quick and dirty setup to show you how hard it could be otherwise.

First just launched ready ordnance as you can see no target, then I added a waypoint (just general).

This is important especially when you have multiple search and destroy missions along with monitoring of Jump points and such. Reason? You may have to clean it up at some point, trust me.  ;)

Oh, don't be worried, you can remove the waypoints as well, doing that doesn't cancel the target on the salvo screen.

(https://i.ibb.co/8x5B5Jr/Capture.png)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on December 04, 2023, 05:03:20 AM
I have landed ground forces on an enemy planet and the sensors are active, yet I cannot see how many tons of enemies are left. Why is that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 04, 2023, 09:40:57 AM
I have landed ground forces on an enemy planet and the sensors are active, yet I cannot see how many tons of enemies are left. Why is that?

What is your sensor resolution? Usually you need a RES-1 sensor to detect ground units in my experience.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 06, 2023, 09:49:07 PM
What's the resolution when a weapon hit with low damage hits a ship part with high HTK?

I've been wondering if my sandblasting with 10cm railguns is suffering because of this being worse than linear.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 07, 2023, 02:00:18 AM
HTK tanking is a valid thing because if the component isn't outright destroyed, nothing happens. So yeah, sandblasting against big commercial ships that have multiple huge engines (these have loads of HTK) can get ridiculous. Or that's my vague memory of how it goes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on December 07, 2023, 02:15:23 AM
From memory, if there's penetrating damage, after the roll to randomly select the next component to take damage, then if the damage is equal to or greater than the HTK, the component is destroyed, remaining damage reduced by the HTK, and then another component is selected if any damage remains. If damage is less than HTK, then a random roll is made to determine destruction, where the chances of destruction are damage/HTK. So a 10 HTK component getting hit with 1 penetrating damage has a 10% chance of being destroyed. 90% of the time the damage is lost.

I'm not sure of my math, but I think that if you had 10x 1 damage hits on a 10 HTK component, you'd have a 65% chance of destroying it after the 10 hits.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 07, 2023, 03:19:13 AM
A wiki check seems to indicate that it was linear in old Aurora and that probably hasn't been changed.

Which means that statistically doing damage in small doses is as good as large (armor aside), but it does carry increased variance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on December 07, 2023, 01:56:22 PM
I have sent a diplomatic ship to a newly discovered alien race, however, it seems that in all systems where I have contact with them, they are requested or demanding that I leave the system with my diplo ship. Is this is function of their xenophobia? It seems to me that diplo ships are the only way to increase relationship with them to be able to enter their systems with other ships, but how will that be possible, if even my diplo ship is requested to leave?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 07, 2023, 06:27:33 PM
There are five levels of “request”, as I recall (the wiki no doubt has exact details, and there are many forum posts from Steve to read). Each one represents a higher level of importance that the race holds for the system. Each one is accompanied by a deduction of points from that race’s opinion of your race. The amount of the deduction is determined by the level of importance, but also by the tonnage of the ship(s) that they are sending the messages to, and whether or not ships of those ship’s class have ever been observed by the other race to fire any weapons. Edit: specifically, they will completely ignore a single ship provided it has a diplomacy module, it has civilian engines, they don’t know it has weapons, it is less than 10,000 tons, and it’s not in a particularly valuable system. If it is in a valuable system, but all the other conditions are met (or the race has only one system) then they won’t ignore it but they will only penalize you 10% of normal.  Xenophobia does also matter, as a xenophobic race automatically rates all ships as being more threatening than a non–xenophobic race.

Simultaneously, your ships with diplomacy modules are sending reassuring platitudes back, which raise their opinion of your race. The amount that their opinion is increased is mostly related to the diplo ship’s commander’s diplomacy skill, plus a random factor. There are no messages at all that this is happening. I have in the past suggested that the ambassador should occasionally send a progress report back to indicate to the player that he is doing something, but to no avail. Edit: their xenophobia also reduces the amount that their opinion is increased.

If you manage to raise their opinion of you to +200, they will ask to sign a non–aggression pact (higher level treaties do exist, so don’t stop there). If it goes below −100, they will start shooting. Since all that matters is the net change in opinion, it is perfectly possible to leave an inoffensive diplomacy ship in one of their systems and still gain points every cycle, provided the demand to leave isn’t too strong. You want to find a system where they have a colony and at least occasional ship traffic that isn’t their home system. Or you want your diplo ship to follow one of their exploration ships around.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Hazard on December 07, 2023, 09:47:26 PM
Or you can do the proper imperialistic thing and remind the locals as to their position with a more energetic sort of diplomacy, kinetic, plasma, or laser energies involved as desired, but most will really hate you after that for some very valid reasons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 08, 2023, 08:27:16 AM
Or you can do the proper imperialistic thing and remind the locals as to their position with a more energetic sort of diplomacy, kinetic, plasma, or laser energies involved as desired, but most will really hate you after that for some very valid reasons.

And if they were xenophobic they would have hated you anyway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 10, 2023, 02:42:57 AM
Ground combat: are there any contexts where HAC is a sensible weapon choice?

The case against: HAC has a wildly unbalanced AP/damage profile, with 5x AP and 2x damage. I don't believe there are any targets that achieve a similar distribution. For almost all units except infantry, armor is at most equal to HP. So in the ideal case where you manage to get a target that exactly matches your AP...the HAC will be generating less than half as many wounds as a HAV would do to its inadequate damage. And the HAV weighs less.

The closest thing to a good case for it would have to be found in infantry, since HPA infantry can have armor double their HP. But they still don't have a high armor multiplier, so you've got to be fighting up a steep tech gradient. If the enemy has armor 50% better than your weapons, that makes a good fit for MAC. For there to be any point in going to HAC you need an even higher ratio.

Am I missing something, or is it really only for fighting vastly superior infantry or handicapping yourself for the sake of roleplay?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on December 10, 2023, 06:53:42 AM
Is there a general consensus regarding recommended length of construction cycles?

I seem to remember from the early days of C# that some of the changes (including performance, I think) made it reasonable to consider reducing the construction cycle from 5 days to 1 day. However, in recent weeks I have come across several other elements that are calculated per construction cycle (such as CMC's), which has made me wonder if there is a balance consideration in the 5 day-cycle and if I should consider returning to that. As an example I might be getting more CMC's than expected if it makes a check every day instead of every 5 days.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 10, 2023, 06:56:42 AM
The game is balanced around 5-day cycles. I made a serious effort with C# for the generation chance of various events to be affected by increment length, but I can't guarantee I got them all.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: smoelf on December 10, 2023, 07:09:40 AM
The game is balanced around 5-day cycles. I made a serious effort with C# for the generation chance of various events to be affected by increment length, but I can't guarantee I got them all.

Excellent. That also makes it a lot easier when starting new games, since I always forget how many seconds a day is  :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zerkuron on December 10, 2023, 09:52:18 AM
After a long pause I started Aurora again.

Downloaded the installation package for 1.13, put the 2.3 patch in followed by 2.3.1

Started a new (conventional) game with all difficulty settings at 100 (standard).

Noticed 1000 conv. construction industry generating 115 000 CP and one lab with 0 bonus generating 20 000 RP per year.

Is this the new normal? Or is something wrong with my game files?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 10, 2023, 09:56:11 AM
Is your decimal separator a comma?

http://aurora2.pentarch.org/index.php?topic=10637.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zerkuron on December 10, 2023, 10:02:40 AM
Is your decimal separator a comma?

http://aurora2.pentarch.org/index.php?topic=10637.0

I have tried both. But I think I found something.

For some reason my racial modifies are set to 100 instead of 1.
Creating a new game fixed it for me.

Sry for not looking at every potential cause of unexpected behaviour.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2023, 02:31:02 PM
Ground combat: are there any contexts where HAC is a sensible weapon choice?

The case against: HAC has a wildly unbalanced AP/damage profile, with 5x AP and 2x damage. I don't believe there are any targets that achieve a similar distribution. For almost all units except infantry, armor is at most equal to HP. So in the ideal case where you manage to get a target that exactly matches your AP...the HAC will be generating less than half as many wounds as a HAV would do to its inadequate damage. And the HAV weighs less.

The closest thing to a good case for it would have to be found in infantry, since HPA infantry can have armor double their HP. But they still don't have a high armor multiplier, so you've got to be fighting up a steep tech gradient. If the enemy has armor 50% better than your weapons, that makes a good fit for MAC. For there to be any point in going to HAC you need an even higher ratio.

Am I missing something, or is it really only for fighting vastly superior infantry or handicapping yourself for the sake of roleplay?

It is a reasonable choice to "balance" between having full-blown MAV/HAV and lighter automatic weapons. The 5 AP means it has some ability to penetrate armor, but with three shots it will do okay as an anti-infantry or anti-LVH weapon as well. That said, I usually find MAC better for this but that is in part because the NPRs don't use a lot of heavier unit types, the accounting may be different in case of multiple player races.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 10, 2023, 02:55:56 PM
Ground combat: are there any contexts where HAC is a sensible weapon choice?

The case against: HAC has a wildly unbalanced AP/damage profile, with 5x AP and 2x damage. I don't believe there are any targets that achieve a similar distribution. For almost all units except infantry, armor is at most equal to HP. So in the ideal case where you manage to get a target that exactly matches your AP...the HAC will be generating less than half as many wounds as a HAV would do to its inadequate damage. And the HAV weighs less.

The closest thing to a good case for it would have to be found in infantry, since HPA infantry can have armor double their HP. But they still don't have a high armor multiplier, so you've got to be fighting up a steep tech gradient. If the enemy has armor 50% better than your weapons, that makes a good fit for MAC. For there to be any point in going to HAC you need an even higher ratio.

Am I missing something, or is it really only for fighting vastly superior infantry or handicapping yourself for the sake of roleplay?

It is a reasonable choice to "balance" between having full-blown MAV/HAV and lighter automatic weapons. The 5 AP means it has some ability to penetrate armor, but with three shots it will do okay as an anti-infantry or anti-LVH weapon as well. That said, I usually find MAC better for this but that is in part because the NPRs don't use a lot of heavier unit types, the accounting may be different in case of multiple player races.
Thinking more on this, considering the impossiibility of controlling what your units shoot at, the mediocre generalism might go a long way. If the enemy has a big pool of infantry or LVH, you're three times as effective as AV weapons. If they bring armored medium or heavy vehicles you're not good but you're much better than HCAP.

Though... I think only the presence of significant light to medium vehicles (or super inf) actually can favor that, because 1x HCAP and 1x HAV dishes out more 'kills infantry' and more 'kills heavy vehicles' than 2x HAC.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2023, 03:16:18 PM
Though... I think only the presence of significant light to medium vehicles (or super inf) actually can favor that, because 1x HCAP and 1x HAV dishes out more 'kills infantry' and more 'kills heavy vehicles' than 2x HAC.

It is admittedly a specialized use case, which I think is fine as not every weapon type needs to be equally as commonly used. However, I definitely am someone who builds mechanized infantry formations with armored INF and LVH and I also like to use heavy armor (HVH) so in a multiple player race game I could see HAC being a useful choice.

IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 10, 2023, 04:09:54 PM
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.

That's what the ELINT modules are meant for but they operate on an impractical timeline as there is so much other potentially irrelevant intel that they can uncover.

It would be cool if ships with ELINT capability could be ordered to listen in for specific things like ground force tech or space force tech etc. at the cost of not learning much about other aspects of an alien force.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2023, 04:16:31 PM
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.

That's what the ELINT modules are meant for but they operate on an impractical timeline as there is so much other potentially irrelevant intel that they can uncover.

It would be cool if ships with ELINT capability could be ordered to listen in for specific things like ground force tech or space force tech etc. at the cost of not learning much about other aspects of an alien force.

Does ELINT actually show you what types, kinds, numbers of ground units are present? I didn't think that was part of the information set it could access.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 10, 2023, 05:18:15 PM
IMO we need some way to get intelligence on what ground units the other races use, so that we actually have some motivation to design such specialist units. Currently without such information we have no good reason not to build generalist (or terrain-specialized only) units, and by the time we are engaging an enemy in combat to gain such information, well, ground forces take so long to build up that this is simply too late to count as actionable intel.

That's what the ELINT modules are meant for but they operate on an impractical timeline as there is so much other potentially irrelevant intel that they can uncover.

It would be cool if ships with ELINT capability could be ordered to listen in for specific things like ground force tech or space force tech etc. at the cost of not learning much about other aspects of an alien force.

Does ELINT actually show you what types, kinds, numbers of ground units are present? I didn't think that was part of the information set it could access.

I think it can uncover the GU armor and weapon levels. Pretty sure it wont give you the numbers and disposition of a specific force though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 10, 2023, 05:26:55 PM
Sry for not looking at every potential cause of unexpected behaviour.
You do not have to look at every potential cause. There is one thread in which Steve explains the known issues which cover the vast majority of problems players have and it is linked from the installation thread which you had to look at when downloading the game. It's okay to ask stupid questions, that's what this thread is all about, no need to get all passive aggressive about it especially when the problem was caused by yourself and that problem sounded exactly like the decimal separation issue that crops up quite often.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 10, 2023, 10:15:11 PM
Are missile series still in the game? I didn't see a button for them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2023, 10:15:40 PM
Are missile series still in the game? I didn't see a button for them?

No. Sadly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 10, 2023, 11:07:21 PM
New question: Does multiple warheads on a missile work with ground bombardment? If I understand the rules correctly, multiple smaller warheads will deal less collateral damage to infrastructure than 1 large warhead because each warhead will have less overkill when it hits a civilian building
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 10, 2023, 11:14:15 PM
New question: Does multiple warheads on a missile work with ground bombardment? If I understand the rules correctly, multiple smaller warheads will deal less collateral damage to infrastructure than 1 large warhead because each warhead will have less overkill when it hits a civilian building

Per  Steve 2.2.0 Dev Post: (http://aurora2.pentarch.org/index.php?topic=13090.msg164435;topicseen#msg164435)
Quote
The chance to hit for the missile is calculated normally and then applied to a separate attack from each warhead.

The multiple attacks will all be applied against the same target, which could be a ship, population or individual missile.
Emphasis mine. This seems to suggest that multiple warheads on a missile will work with ground bombardment as long as each warhead is at least strength-1 (otherwise the fractional damage would be ignored, I presume).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 11, 2023, 12:35:21 AM
New question: Does multiple warheads on a missile work with ground bombardment? If I understand the rules correctly, multiple smaller warheads will deal less collateral damage to infrastructure than 1 large warhead because each warhead will have less overkill when it hits a civilian building

Per  Steve 2.2.0 Dev Post: (http://aurora2.pentarch.org/index.php?topic=13090.msg164435;topicseen#msg164435)
Quote
The chance to hit for the missile is calculated normally and then applied to a separate attack from each warhead.

The multiple attacks will all be applied against the same target, which could be a ship, population or individual missile.
Emphasis mine. This seems to suggest that multiple warheads on a missile will work with ground bombardment as long as each warhead is at least strength-1 (otherwise the fractional damage would be ignored, I presume).
Fractional warheads should work against ground forces, see here (http://aurora2.pentarch.org/index.php?topic=13090.msg164041#msg164041). Though it's possible that <1 strength causes them to have no effect?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 11, 2023, 01:39:29 PM
How long do missile-based sensor buoys last? (I mean ones with no engines)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 11, 2023, 01:40:09 PM
How long do missile-based sensor buoys last? (I mean ones with no engines)

Heat death of the universe.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: mtm84 on December 11, 2023, 01:45:16 PM
How long do missile-based sensor buoys last? (I mean ones with no engines)

Untill Steve releases an incompatible DB change.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 11, 2023, 04:03:44 PM
How long do missile-based sensor buoys last? (I mean ones with no engines)

They used to have endurance limits, but then you had to spend a lot of time micromanaging to replace them all. It wasn't a major decision, or a significant use of resources, it was just tedious. So I made them last forever.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 12, 2023, 01:45:31 AM
Do I need to put a refueling hub on every fuel harvesting station? If I put say 5 harvester stations with just a refueling module and 1 with a refueling hub in the same fleet, will the refueling hub take fuel from the harvesters to give to ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 12, 2023, 03:27:56 AM
Do I need to put a refueling hub on every fuel harvesting station? If I put say 5 harvester stations with just a refueling module and 1 with a refueling hub in the same fleet, will the refueling hub take fuel from the harvesters to give to ships?

A refuelling module is fine. The advantage of a hub is being able to refuel many ships simultaneously. A simple module will do the same jog - just more slowly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 12, 2023, 09:15:32 AM
Do I need to put a refueling hub on every fuel harvesting station? If I put say 5 harvester stations with just a refueling module and 1 with a refueling hub in the same fleet, will the refueling hub take fuel from the harvesters to give to ships?

A refuelling module is fine. The advantage of a hub is being able to refuel many ships simultaneously. A simple module will do the same jog - just more slowly.

Also, a refuelling module will not work with the conditional refuelling orders, so this is technically a second advantage of the hub.

I've posted about this in the suggestions thread before, because I think it's silly that we need to research and build a 50,000-ton module to use a conditional order, but it is what it is.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Coleslaw on December 12, 2023, 04:08:01 PM
I read the changes post regarding genetic conversion, but I'm still not sure I'm understanding this mechanic right since this is literally the first time I've *ever* messed around with genetic conversion. Regarding genetic conversion of a population, is this working as intended:

-Build genetic modification center on Titan to convert the population there to a cold temps acclimated human species.
-As they are converted, an entirely new "colony" is established on Titan that doesn't have access to default human colony's factories, mines, ground unit complexes, etc.
-In order to make the new population "productive" I have to "ship" all the constructions from the default human colony to the cold temps human colony using freighters.

I was under the impression that the new species would be part of the existing colony and wouldn't require any logistical intervention? Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 12, 2023, 11:08:51 PM
How are class names being sorted, exactly?

This question brought to you by the class name list:

Adder
Adder II
Adder IIb
Adder III
Adder II-L

Things I've learned:
" " is sorted ahead of letters as expected
"-" seems to sort as if the - was not there in most cases. Adder "II-i" sorts ahead of "Adder III" but after "Adder IIb"
A lowercase letter sorts before the same letter in uppercase, but after any earlier letter regardless of case.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on December 13, 2023, 05:20:52 AM
I read the changes post regarding genetic conversion, but I'm still not sure I'm understanding this mechanic right since this is literally the first time I've *ever* messed around with genetic conversion. Regarding genetic conversion of a population, is this working as intended:

-Build genetic modification center on Titan to convert the population there to a cold temps acclimated human species.
-As they are converted, an entirely new "colony" is established on Titan that doesn't have access to default human colony's factories, mines, ground unit complexes, etc.
-In order to make the new population "productive" I have to "ship" all the constructions from the default human colony to the cold temps human colony using freighters.

I was under the impression that the new species would be part of the existing colony and wouldn't require any logistical intervention? Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"

I think it is not mechanically possible to have a "mixed" colony. But you could provide the human colony with nothing but the conversion centers. I also think you can transfer buildings between colonies, but I might be misremembering. You could just use spacemaster to deduct them from one colony and add them to the other.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 13, 2023, 05:36:43 AM
I read the changes post regarding genetic conversion, but I'm still not sure I'm understanding this mechanic right since this is literally the first time I've *ever* messed around with genetic conversion. Regarding genetic conversion of a population, is this working as intended:

-Build genetic modification center on Titan to convert the population there to a cold temps acclimated human species.
-As they are converted, an entirely new "colony" is established on Titan that doesn't have access to default human colony's factories, mines, ground unit complexes, etc.
-In order to make the new population "productive" I have to "ship" all the constructions from the default human colony to the cold temps human colony using freighters.

I was under the impression that the new species would be part of the existing colony and wouldn't require any logistical intervention? Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"

Different species have to be in different populations.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 13, 2023, 12:07:22 PM
How good is the auto-generate AI and designing ground forces?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 13, 2023, 12:17:12 PM
How good is the auto-generate AI and designing ground forces?

It is serviceable, albeit mainly because it is not too difficult to design reasonable ground forces or more precisely it is not so easy to design ground forces that massively exploit the NPRs as we can with ship designs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on December 13, 2023, 12:21:11 PM
Is there a way to get the ship name on the map without the hull number except renaming it? for example USS Burma instead of CS-01 USS Burma.  I think it has to do with the hull number option, but I did not understand how.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 13, 2023, 12:42:18 PM
Is there a way to get the ship name on the map without the hull number except renaming it? for example USS Burma instead of CS-01 USS Burma.  I think it has to do with the hull number option, but I did not understand how.

Class Design window -> select class -> uncheck "Hull Numbers" box at the far right.

This will not change the Fleet names, so you will still have to manually rename those.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 13, 2023, 01:17:12 PM
Or am I doing something wrong/the more difficult way? I.e., is there a way to "transfer" all these constructions/minerals/MSP/fuel to the "new colony?"

Pretty sure it you can just drag and drop, like most other types of transfers. (Troops between populations, troops between formations, ships between fleets, etc, etc.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 13, 2023, 02:11:52 PM
What's the usual speed I should be trying to reach for Nuclear Pulse Engine ships?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on December 13, 2023, 02:43:35 PM
I'd say a minimum of 2000 km/s for ships where speed is not critical, probably 3000+ km/s for fast beam weapon ships if you don't mind sacrificing range or mission equipment size.

The attached image is what I would consider the base/minimum speeds for different techs at different engine size percentages (with a 100% power modifier). So using 25% engine size at Nuclear Pulse gives a base speed of 2000 km/s, using 30% gives a speed of 2400 km/s. I wouldn't go lower than the 25% engine size speed for any military ship, and pretty much always try to go a little higher even if I'm using long-range weapons.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 13, 2023, 02:58:11 PM
What's the usual speed I should be trying to reach for Nuclear Pulse Engine ships?

As a very, very general rule of thumb, if you have no better idea what to do: a reasonable ship design approach will be to have 30-40% of total displacement as engines with 1.0x boost multiplier. This tends to result in reasonable, balanced designs which will be competitive against NPRs. Generally, missile-based fleets can trend to the lower end while beam-based fleets should trend higher, since beam weapon warships need to close the distance to use their weapons.

For nuclear pulse engines this gives speeds in a range from 2,400 to 3,200 km/s. I often use engine fractions of 32% (2,560 km/s for NPE), 37.5% (3,000 km/s for NPE), and 40% as these tend to make it easy to work with nice, round numbers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 16, 2023, 06:13:42 PM
i want to start a new game at about ion engine tech level. How much starting population and research points should i set to be able to have a decently well rounded tech distribution, with missiles, particle beams, and gauss as my weapons?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on December 16, 2023, 06:42:13 PM
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 16, 2023, 07:33:18 PM
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?
Is this for using with the fire control ground component?

If so, only beam weapons work with that I think.

Also, It does need fire controls to provide support AFAIK
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on December 16, 2023, 08:20:21 PM
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?
Is this for using with the fire control ground component?

If so, only beam weapons work with that I think.

Also, It does need fire controls to provide support AFAIK

Yes, using the fire control ground components alongside the orbital support order for the fleet. I guess that to use missiles against ground troops I'd need to lock onto the ground force contact, so the bombs need an FC. The beams with the orbital support order, however, I'm not so sure...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 16, 2023, 08:34:55 PM
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?
Is this for using with the fire control ground component?

If so, only beam weapons work with that I think.

Also, It does need fire controls to provide support AFAIK

Yes, using the fire control ground components alongside the orbital support order for the fleet. I guess that to use missiles against ground troops I'd need to lock onto the ground force contact, so the bombs need an FC. The beams with the orbital support order, however, I'm not so sure...
The changelog for 2.0 doesn't explicitly say it requires a fire control, but I would add one to the ship anyway. That way it can defend itself in an emergency
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 16, 2023, 09:18:39 PM
I want to design a bombardment cruiser with the only purpose of providing laser and bomb (max warhead, minimal speed missiles) orbital support to ground forces. Does the ship need fire controls for this? Do laser warheads work significantly differently from normal ones in a ground support context?
Is this for using with the fire control ground component?

If so, only beam weapons work with that I think.

Also, It does need fire controls to provide support AFAIK

Yes, using the fire control ground components alongside the orbital support order for the fleet. I guess that to use missiles against ground troops I'd need to lock onto the ground force contact, so the bombs need an FC. The beams with the orbital support order, however, I'm not so sure...
The changelog for 2.0 doesn't explicitly say it requires a fire control, but I would add one to the ship anyway. That way it can defend itself in an emergency

This is speculation on my part but I think in order to provide Orbital Support through an FFD unit on the ground you don't need a fire control. However, in order to do Naval Orbital Bombardment without having boots on the ground you do need a fire control as you need to assign the ground force contacts as targets which can only be done to a fire control.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 16, 2023, 11:27:33 PM
i want to start a new game at about ion engine tech level. How much starting population and research points should i set to be able to have a decently well rounded tech distribution, with missiles, particle beams, and gauss as my weapons?

2b population and 320,000 to 400,000 RPs is a good number in my experience. In the past 400,000 has worked well but with the reduced ground force tech costs in 2.3 I'm not finding it so necessary, 320,000 may be a little bit less than you want for playing with the new missile and EW features though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 17, 2023, 04:09:10 PM
I have a NPR that keeps sending a "suggest leave" to my 10,000 ton diplomatic ship. Does this mean that it is causing relations to go down, or is it being caused by the survey ship that is in the system but not being tracked (I think).

Should I have my diplomatic ship leave the system?

The diplomatic ship has ELINT modules and military engines as well, if that matters
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 17, 2023, 05:20:56 PM
The diplo module should overcome the negative effect from its presence but the military engines make it seem more hostile to the NPR. I don't remember the exact numbers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 17, 2023, 05:35:42 PM
I have a NPR that keeps sending a "suggest leave" to my 10,000 ton diplomatic ship. Does this mean that it is causing relations to go down, or is it being caused by the survey ship that is in the system but not being tracked (I think).

Should I have my diplomatic ship leave the system?

The diplomatic ship has ELINT modules and military engines as well, if that matters

It depends. The suggestion to leave is accompanied by a decrease in their opinion of you. At the same time, your diplo ship is causing their opinion of you to rise. Both happen once per construction cycle, so all that matters is their relative strength.

The amount that their opinion decreases due to unwanted ships in their systems is based on the total tonnage of those ships multiplied by your threat level.

They will completely ignore a single ship per system as long as it has a diplomacy module, has commercial engines, is not known by them to have any weapons, and is less than 10,000 tons. Your diplomacy ship doesn’t qualify, so it isn’t being ignored. If the total tonnage of ships comes out to less than 1,000 tons, they just round up to 1,000 tons.

Your threat level depends on where you are in their space, their diplomatic status towards you, and their xenophobia level. There is a factor of 10 difference between your threat when you are in their capital vs when you are just in a fringe system (unless they have only a single system, which is pretty rare). Your threat level is halved if they are already friendly towards you, and doubled if they are neutral towards you but their opinion of you is negative for any reason.

They also add in the EM rating of any detected colonies in their claimed systems, but you didn’t mention any of those so I assume that there are none.

Assuming that they only detect your single 10,000 ton diplomacy ship, that you are in a secondary system, and that their opinion of you has not yet dropped below zero, it is probable that you are losing ~125 diplomacy points per year. It could be more if they are more xenophobic than average, or less if they are less xenophobic than average. If you had a real diplomatic ship you would only be losing ~40 points per year.

The formula for calculating how many diplomacy points you can gain per year is simple but does have one major input that you probably do not know:

Diplomacy Points = ((Diplomacy Bonus * 4) + 1) * 100 * (1 – (Target Racial Xenophobia / 100))

Thus, an officer with 20% Diplomacy trying to influence an alien race with Xenophobia of 50 would have the following calculation: ((0.2 * 4) + 1) * 100 * (0.5) = 90 Points.

If you are losing 125 points per year and only gaining 90, then you should probably leave. Of course, they might have low xenophobia, in which case you are both losing less and gaining more and could perhaps stay. I wouldn’t count on it though. You should expect that their opinion of you has already gone negative, and so you should probably stay away for a while so that it will have decayed back towards zero, otherwise you will continue to suffer that 2× modifier to points lost.

Return when you have a real diplomatic ship so that it won’t penalize you so much.

See Steve’s original posts for all of the details:

http://aurora2.pentarch.org/index.php?topic=8495.msg118258#msg118258
http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 17, 2023, 05:41:42 PM
I have a NPR that keeps sending a "suggest leave" to my 10,000 ton diplomatic ship. Does this mean that it is causing relations to go down, or is it being caused by the survey ship that is in the system but not being tracked (I think).

Should I have my diplomatic ship leave the system?

The diplomatic ship has ELINT modules and military engines as well, if that matters

It depends. The suggestion to leave is accompanied by a decrease in their opinion of you. At the same time, your diplo ship is causing their opinion of you to rise. Both happen once per construction cycle, so all that matters is their relative strength.

The amount that their opinion decreases due to unwanted ships in their systems is based on the total tonnage of those ships multiplied by your threat level.

They will completely ignore a single ship per system as long as it has a diplomacy module, has commercial engines, is not known by them to have any weapons, and is less than 10,000 tons. Your diplomacy ship doesn’t qualify, so it isn’t being ignored. If the total tonnage of ships comes out to less than 1,000 tons, they just round up to 1,000 tons.

Your threat level depends on where you are in their space, their diplomatic status towards you, and their xenophobia level. There is a factor of 10 difference between your threat when you are in their capital vs when you are just in a fringe system (unless they have only a single system, which is pretty rare). Your threat level is halved if they are already friendly towards you, and doubled if they are neutral towards you but their opinion of you is negative for any reason.

They also add in the EM rating of any detected colonies in their claimed systems, but you didn’t mention any of those so I assume that there are none.

Assuming that they only detect your single 10,000 ton diplomacy ship, that you are in a secondary system, and that their opinion of you has not yet dropped below zero, it is probable that you are losing ~125 diplomacy points per year. It could be more if they are more xenophobic than average, or less if they are less xenophobic than average. If you had a real diplomatic ship you would only be losing ~40 points per year.

The formula for calculating how many diplomacy points you can gain per year is simple but does have one major input that you probably do not know:

Diplomacy Points = ((Diplomacy Bonus * 4) + 1) * 100 * (1 – (Target Racial Xenophobia / 100))

Thus, an officer with 20% Diplomacy trying to influence an alien race with Xenophobia of 50 would have the following calculation: ((0.2 * 4) + 1) * 100 * (0.5) = 90 Points.

If you are losing 125 points per year and only gaining 90, then you should probably leave. Of course, they might have low xenophobia, in which case you are both losing less and gaining more and could perhaps stay. I wouldn’t count on it though. You should expect that their opinion of you has already gone negative, and so you should probably stay away for a while so that it will have decayed back towards zero, otherwise you will continue to suffer that 2× modifier to points lost.

Return when you have a real diplomatic ship so that it won’t penalize you so much.

See Steve’s original posts for all of the details:

http://aurora2.pentarch.org/index.php?topic=8495.msg118258#msg118258
http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318
I dont see anything that says the diplomat ship has to have civilian engines, but I guess that is what I need to try next. I wonder if the NPR don't know if it's a diplomatic ship, so far I don't think I've managed to keep contact with any of their ships for a full construction period since the diplomacy ship got there, so maybe it hasn't sent any diplomatic messages to them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 17, 2023, 05:52:15 PM
I dont see anything that says the diplomat ship has to have civilian engines, but I guess that is what I need to try next.

See http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318

Quote
Shipping Line vessels will be ignored for this purpose if a trade treaty is in force. NPRs will treat ships without military engines that have not demonstrated any weapon capability as 10% of their normal tonnage. If at least one ship is detected, the minimum rating for Detected Ship Tonnage will be 1000 tons. If at least one population is detected, the minimum rating for Population EM Signature will be 100. NPRs deduct 10,000 tons from the tonnage of one Diplomatic Ship (see Part 8 ) per system for threat purposes if that class type has never fired weapons and the Diplomatic Ship is in a non-Core system. If the NPR only has one system, it is not treated as core for this purpose.

Emphasis mine.

I wonder if the NPR don't know if it's a diplomatic ship, so far I don't think I've managed to keep contact with any of their ships for a full construction period since the diplomacy ship got there, so maybe it hasn't sent any diplomatic messages to them?

See http://aurora2.pentarch.org/index.php?topic=8495.msg120024#msg120024

Quote
When a Diplomatic Ship is involved in diplomacy or communication attempts, the opposing race will know the origin of those messages. If the Diplomatic Ship is on opposing sensors, the identity of that ship will be noted in an event for the opposing race and its parent class will be flagged as a diplomatic vessel. If diplomacy is underway, the name of the Ambassador will also be passed to the opposing race.

If the Diplomatic Ship is not on opposing sensors, the location of the signal from that ship will be communicated to the opposing race. This may be a system body, a jump point or simply a point in space.

There were actually eight separate messages from Steve that covered various aspects of diplomacy. They were spread out over a a couple of months, but Demonides made a really handy index of them at http://aurora2.pentarch.org/index.php?topic=10666.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 18, 2023, 12:03:40 AM
Do NPRs lash out indiscriminately when facing combat?

I just lost a diplomatic ship. My auto-turns didn't stop as short as I'd like, so my details are a little shaky, but it looks like the neutral NPR I was parked with saw an incoming threat and dumped missiles all over them, killing the attacker. Somehow one of their ships died 5 seconds earlier in a cascade of beam fire. And my diplo-ship ate half a dozen missiles that look like the ones the neutrals were using at the same time. I've seen the enemy before and I'm pretty sure they didn't launch their own missile volley...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 18, 2023, 04:30:25 AM
Do NPRs lash out indiscriminately when facing combat?

I just lost a diplomatic ship. My auto-turns didn't stop as short as I'd like, so my details are a little shaky, but it looks like the neutral NPR I was parked with saw an incoming threat and dumped missiles all over them, killing the attacker. Somehow one of their ships died 5 seconds earlier in a cascade of beam fire. And my diplo-ship ate half a dozen missiles that look like the ones the neutrals were using at the same time. I've seen the enemy before and I'm pretty sure they didn't launch their own missile volley...

It's possible the NPR missiles had on-board sensors and went looking for a new target when the original one was destroyed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 18, 2023, 01:03:56 PM
It's possible the NPR missiles had on-board sensors and went looking for a new target when the original one was destroyed.
Do missile seekers target neutral contacts then? If I put a minefield on a jump point, would it trigger if a neutral NPR jumped into it?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 18, 2023, 01:40:44 PM
What's the best way to SM a start in a different solar system?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on December 18, 2023, 02:32:46 PM
What's the best way to SM a start in a different solar system?

In SM mode, there is Create Habitable button in System Generation and Display window. It should create system with habitable planet. Then you can create race on the planet with Create Race button in same window.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 18, 2023, 03:12:00 PM
How do templates work again? How do I set them up so units are replaced properly?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 18, 2023, 11:14:40 PM
It's possible the NPR missiles had on-board sensors and went looking for a new target when the original one was destroyed.
Do missile seekers target neutral contacts then? If I put a minefield on a jump point, would it trigger if a neutral NPR jumped into it?
Yes, any ship that isn't part of your race/faction/power will trigger it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Coleslaw on December 19, 2023, 06:10:12 AM
Is there a way to create an "active decoy" type missile, rather than the current chaff style missiles? What I mean is this:

I am creating a stealth missile ship that will slip into enemy systems, launch a slow, low thermal stager containing an ASM that will separate at a relatively close distance and use onboard active sensors to detect and pick targets while my stealth ship has long since departed. However, should it seem like enemies are about to chance upon me (as in, they haven't detected me but my ships are in their path,) is there a way I could send a similarly staged missile off somewhere, however rather than an ASM for a payload, it's a high thermal missile with onboard active sensors that *appears* like a potential ship contact so that the enemy potentially goes and investigates the active decoy missile instead?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on December 19, 2023, 08:59:47 AM
How do templates work again? How do I set them up so units are replaced properly?

For automatic replacement of ground units, you need to set up Unit Series - tab in Ground Forces window.

You need to design units and then make formation templates. Then in Unit Series tab, you create a new series and then put relevant unit into the series. For example you have M1 Abrams tank unit and you create M1 Abrams series and put the M1 Abrams unit in it.

Then when you have formation with M1 Abrams units and it suffers casualties, it can pick up replacements from another formation with M1 Abrams units that is set as Use For Replacement (checkbox in Order of Battle tab).

It can also be used for replacement with new versions of unit as you can put several units into a series. So M1 Abrams series can have M1 Abrams and  M1A1 Abrams units and it will try to use most modern version as replacement.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on December 19, 2023, 09:29:59 AM
When creating a new game, if one uses the method of starting outside Sol using the "Create Habitable" button, is there any way to know how far away starting NPRs would be from the new homeworld? Would the settings in the new game of LY distance still be relevant?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on December 19, 2023, 09:49:06 AM
When creating a new game, if one uses the method of starting outside Sol using the "Create Habitable" button, is there any way to know how far away starting NPRs would be from the new homeworld? Would the settings in the new game of LY distance still be relevant?

They won't relate to the new starting position, but they will still be relevant if you know your own distance to Sol (which you do in Known Stars games). For example, if you set 50-100 LY and you are 25 LY from Sol, then the actual NPR distance would be 25 - 125 LY.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 19, 2023, 11:12:52 PM
Is there a way to create an "active decoy" type missile […] that *appears* like a potential ship contact so that the enemy potentially goes and investigates the active decoy missile instead?

No. When you get a contact you always know if it is a ship or a missile.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Flame_Draken on December 20, 2023, 06:58:59 PM
I started a "short" campaign in 2. 02 while waiting for the next big update and ended up playing it for the past year off and on (nearly 80 years into the game at this point).   I'm now at the point where I'm about to win my first war and want some advice on what to do from there.

Should I end the campaign with the war's conclusion and start a new campaign in the newest version or should I continue playing this campaign as my primary until some other potential end point?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 20, 2023, 07:06:50 PM
I started a "short" campaign in 2. 02 while waiting for the next big update and ended up playing it for the past year off and on (nearly 80 years into the game at this point).   I'm now at the point where I'm about to win my first war and want some advice on what to do from there.

Should I end the campaign with the war's conclusion and start a new campaign in the newest version or should I continue playing this campaign as my primary until some other potential end point?
Start a new campaign in the newest version. Missiles got a big update.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 20, 2023, 08:34:32 PM
Does the difficulty modifier option when starting a new game also affect spoilers as well as NPRs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 20, 2023, 10:26:33 PM
I started a "short" campaign in 2. 02 while waiting for the next big update and ended up playing it for the past year off and on (nearly 80 years into the game at this point).   I'm now at the point where I'm about to win my first war and want some advice on what to do from there.

Should I end the campaign with the war's conclusion and start a new campaign in the newest version or should I continue playing this campaign as my primary until some other potential end point?

You should continue the campaign by having a lengthy Naval Conference and then never finish despite your best intentions. (https://i.imgur.com/Z3wSg01.gif)

Does the difficulty modifier option when starting a new game also affect spoilers as well as NPRs?

I believe it can, but usually there is no effect in practice since the spoilers have specific minimum research point values and most game settings would have them under the minimum. If you are doing something like 8b pop starts with 200% difficulty then they might get tougher.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 21, 2023, 10:32:51 AM
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DrBladeSTEEL on December 21, 2023, 10:47:11 AM
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?

The 'theme' lists are curated collections of system or ship class names based around a singular thematic concept. For instance, ship classes in the Ancient Egyptian theme could be: Amon, Ra, Atep, Sobek, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 21, 2023, 10:54:40 AM
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?

The 'theme' lists are curated collections of system or ship class names based around a singular thematic concept. For instance, ship classes in the Ancient Egyptian theme could be: Amon, Ra, Atep, Sobek, etc.

Also worth noting that these lists are usually not alphabetized, unlike most of the other name lists. For this reason I tend to use them a lot.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on December 21, 2023, 11:32:08 AM
What do the Class and System Theme options like System Theme - United Kingdom mean/include in them?

The 'theme' lists are curated collections of system or ship class names based around a singular thematic concept. For instance, ship classes in the Ancient Egyptian theme could be: Amon, Ra, Atep, Sobek, etc.

Also worth noting that these lists are usually not alphabetized, unlike most of the other name lists. For this reason I tend to use them a lot.

Adding to that: I always use "choose random name from list" for my ship names to have more variety, especially in classes with smaller production runs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 21, 2023, 02:04:22 PM
Is there any reason to use light infantry armour after researching power armour?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 21, 2023, 02:08:29 PM
Is there any reason to use light infantry armour after researching power armour?

It is cheaper. Ground unit cost is proportional to armor, so the tradeoff is individual unit strength (more armor) versus weight of numbers (lower cost = build more units).

In practice, armor tend to be a bit less effective than weight of numbers in a purely tactical sense, due to over-penetration effects, but having higher unit capability per ton is useful in several other ways so in practice either approach is about equally viable and a well-balanced ground forces doctrine will use both light and armored units.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on December 21, 2023, 02:52:08 PM
Higher capability per ton is especially useful in invasion situations, where you may have a limited troop transport size, and armored infantry will let you land a better initial force.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: El Pip on December 21, 2023, 03:22:50 PM
You should continue the campaign by having a lengthy Naval Conference and then never finish despite your best intentions. (https://i.imgur.com/Z3wSg01.gif)
Ideally the Naval Conference itself should also be left hanging, for maximum effect. (https://i.imgur.com/Z3wSg01.gif)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 21, 2023, 03:45:43 PM
Hm, is there any point in using Light Anti-vehicle instead of Light Autocannon aside from roleplaying?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 21, 2023, 04:01:03 PM
Hm, is there any point in using Light Anti-vehicle instead of Light Autocannon aside from roleplaying?

It is smaller, uses less GSP, and better against armor. Also you can use it on infantry whereas LAC is vehicles-only.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Tavik Toth on December 21, 2023, 04:26:43 PM
This is more since I can't recall, but is transport size usually thought to be the unit plus its support/supply or something like that?

Edit: Since I'm trying to figure out if something similar in weight to a WW2 british cruiser tank should be a medium or light vehicle
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 21, 2023, 06:18:02 PM
This is more since I can't recall, but is transport size usually thought to be the unit plus its support/supply or something like that?

Edit: Since I'm trying to figure out if something similar in weight to a WW2 british cruiser tank should be a medium or light vehicle
Yes, it is because INF+PW is 5 tons and most players go with the idea that a single INF is a single soldier. But don't get fixated on the tons, the system is quite flexible for RP purposes. I'm actually starting to use the following categorization:

Light Vehicle - armoured trucks, scout jeeps, armoured cars, transport/utility helicopters, and such.
Medium Vehicle - light tanks, heavy armoured cars, combat helicopters, armoured personnel carriers, and such.
Heavy Vehicle - medium tanks, infantry fighting vehicles
Super-Heavy Vehicle - heavy tanks
Ultra-Heavy Vehicle - futuristic war machines

So, your Crusader II would be a Heavy Vehicle with MAV and ACP. Remember that your armour value depends more on what level of DS armour you've researched rather than the base unit type and same goes for weapons. A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 22, 2023, 12:37:46 PM
A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.
The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.

I'd definitely argue that a medium tank and maybe an MBT fits medium vehicle better - medium and heavy vehicles appear to have the exact same armament options.

Of course, most units' tonnage will be dominated by equipment, not chassis, unless they're heavily anti-personnel focused.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 22, 2023, 06:43:38 PM
A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.
The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.

I'd definitely argue that a medium tank and maybe an MBT fits medium vehicle better - medium and heavy vehicles appear to have the exact same armament options.
Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: tastythighs on December 22, 2023, 06:48:07 PM
Quote from: Garfunkel link=topic=11545. msg167444#msg167444 date=1703292218
Heavy vehicles carry 3 modules which is quite a big difference.  Plus, they can carry super-heavy weapon modules if I remember correctly.

Superheavies carry 3, Ultraheavies carry 4
Mediums and Heavies both carry 2
Heavies can carry super-heavy modules though
Speaking of heavies and superheavies, is it confirmed that NPRs don't use anything larger than a medium vehicle?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 22, 2023, 07:34:40 PM
Quote from: Garfunkel link=topic=11545. msg167444#msg167444 date=1703292218
Heavy vehicles carry 3 modules which is quite a big difference.  Plus, they can carry super-heavy weapon modules if I remember correctly.

Superheavies carry 3, Ultraheavies carry 4
Mediums and Heavies both carry 2
Heavies can carry super-heavy modules though
Speaking of heavies and superheavies, is it confirmed that NPRs don't use anything larger than a medium vehicle?
I'm pretty sure I've seen spoilers use heavies
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on December 22, 2023, 09:35:56 PM
A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.
The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.
Panther is a major outlier among WWII medium tanks. It weighs as much as a KV-1 heavy tank and more than a Pershing, which was classed as a heavy tank until 1946.

The Tiger and IS series were, of course, heavy tanks. Modern tanks are not.

Also, I don't think Abrams and Challenger 2 are heavier than Tiger 2, or if so only slightly.
I'd definitely argue that a medium tank and maybe an MBT fits medium vehicle better - medium and heavy vehicles appear to have the exact same armament options.
Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Heavy vehicles carry 2 modules and cannot carry SHAV. I don't know about any other super-heavy weapon modules.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 22, 2023, 11:08:44 PM
Heavy vehicles carry 3 modules which is quite a big difference. Plus, they can carry super-heavy weapon modules if I remember correctly.
Superheavies carry 3, Ultraheavies carry 4
Mediums and Heavies both carry 2
Heavies can carry super-heavy modules though
Speaking of heavies and superheavies, is it confirmed that NPRs don't use anything larger than a medium vehicle?
Heavy vehicles carry 2 modules and cannot carry SHAV. I don't know about any other super-heavy weapon modules.

Pulling from the DB to clear up the confusion here:
In my comment history (https://aurora2.pentarch.org/index.php?topic=11545.msg165063#msg165063) there is a table which shows which components can be mounted on which bases.

In general, the main advantage of HVH over VEH is primarily in the extra +2 base HP which you get "for free" aside from the extra 18 tons, whereas adding more armor increases the build cost of the unit so 6 vs 4 base armor is not a clear-cut advantage, and SHB is almost always overkill especially if you care about things like "collateral damage", "dust", and "logistics". Otherwise they are just bigger (and thus a bit less 'efficient' for raw firepower) versions of VEH.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 23, 2023, 12:42:45 AM
A WW2 tank isn't necessary any lighter than a modern tank or a futuristic tank, it just uses regular old steel instead of ceramic composite materials or exotic neutronium-duranium layers.
The main WWII medium tanks are much lighter than modern MBTs, though the heavy tanks could be heavier.
I mean, that's why I wrote that a WW2 tank isn't necessary any lighter than a modern tank. T-72 is about 40 tons, same as Panther. Sherman and T-34 were lighter but Pershing, Tiger and the IS series were heavier. Sure, Abrams and Challenger are heavier than anything that saw combat in WW2 but there are many post-WW2 AFVs that aren't.
Panther is a major outlier among WWII medium tanks. It weighs as much as a KV-1 heavy tank and more than a Pershing, which was classed as a heavy tank until 1946.

The Tiger and IS series were, of course, heavy tanks. Modern tanks are not.

Also, I don't think Abrams and Challenger 2 are heavier than Tiger 2, or if so only slightly.
Again, I wrote that a WW2 tank isn't necessarily any lighter than a modern tank. This is true. For some reason you felt the need to start an argument over medium tanks vs heavy tanks and that WW2 medium tanks are lighter than modern tanks which is not what I wrote in the first place. I guess maybe it's because I mistyped necessarily as "necessary" but I would think that my meaning was clear regardless of that typo. What's even weirder is that I was writing about my personal classification system for vehicle types that I am currently using in my own game. I was not claiming that Aurora classifies ground vehicles in that manner. I could understand the argument if I had been claiming that everyone should use my system.

Nevertheless, Panther is a WW2-era medium tank. That is how it was classified by the Germans and that is how they used it. That it is heavier than any other WW2-era medium tank does not matter. You cannot just ignore it because it is inconvenient for your argument. Especially since the classification between light/medium/heavy tank should always be about their doctrinal role on the battlefield, not their actual weight. Finally, you are right about Tiger II being heavier than the Abrams and Challenger, I got confused by the continued usage of long/short tons instead of the SI tons.



Thanks for the clarification, nuclearslurpee. I could have sworn that HVH could use heavier weaponry since LVH and VEH can do so but I stand corrected. Same with the module number. Clearly, I haven't used HVH enough, so far. But it actually looks like a pretty bad type to use. As you said, SHB is overkill and HB already does too much collateral damage. Doubling in size from VEH while only getting 2 more HP is a steep price. Sure, SHAV and UHV are gigantic in comparison but then we get lot more HP, lot more armour and more component slots plus super-heavy weapons. It looks like it might be better to just ignore HVH as it is now and stick with LVH/VEH on one hand and with SHV/UHV on the other.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 23, 2023, 07:38:07 AM
Thanks for the clarification, nuclearslurpee. I could have sworn that HVH could use heavier weaponry since LVH and VEH can do so but I stand corrected. Same with the module number. Clearly, I haven't used HVH enough, so far. But it actually looks like a pretty bad type to use. As you said, SHB is overkill and HB already does too much collateral damage. Doubling in size from VEH while only getting 2 more HP is a steep price. Sure, SHAV and UHV are gigantic in comparison but then we get lot more HP, lot more armour and more component slots plus super-heavy weapons. It looks like it might be better to just ignore HVH as it is now and stick with LVH/VEH on one hand and with SHV/UHV on the other.

I actually think the +2 HP on HVH is worth the +18 tons, at least if you're using heavier weapons - HVH + 2xCAP is probably a silly waste of tonnage, but something like a heavy tank design with HVH+MAC+HCAP for example (104 tons vs 86 tons on a VEH) is pretty reasonable. You get more than double the survivabillity (2.25x) against all weapons smaller than HAV or HB (not inclusive) just from the extra HP which is a pretty good deal compared to about a 20% reduction in total number of units, and you have the option of using heavy armor as well to really amplify the point-of-the-spear effect for invasions.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 25, 2023, 03:11:40 AM
Is there a way to check with spacemaster what an NPR is doing, I have an NPR in my game that keeps moving a fleet away from my diplomatic ship, then back again, every 8 hours or so. Its kinda annoying
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on December 25, 2023, 11:36:54 AM
No, the spacemaster only has access to the player races. The non–player races are not revealed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on December 25, 2023, 08:59:18 PM
What exactly do I need to wake up a dormant ancient construct? I've had xeno teams on one for years without anything. I've done two successfully but can't figure out what is different this time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 25, 2023, 09:34:44 PM
What exactly do I need to wake up a dormant ancient construct? I've had xeno teams on one for years without anything. I've done two successfully but can't figure out what is different this time.

Xeno teams can take a long time to study a construct. How big is your xeno formation? If you only have a handful of vehicles it will take way too long, 10,000 or 20,000 tons will make a much quicker job of it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 26, 2023, 12:13:58 AM
What exactly do I need to wake up a dormant ancient construct? I've had xeno teams on one for years without anything. I've done two successfully but can't figure out what is different this time.
Make sure your xenology units actually have the xenology module. Just yesterday I was thinking "Wow, my geo-survey team is taking years to survey this planet" Then I looked at the geo-survey formation template and realized I had put xenology units in my geo-survey formation.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nakorkren on December 26, 2023, 10:20:06 AM
Does the bonus to-hit for tracking a missile for x duration get reset if the missile stages during that time? I.e. a multi-stage missile drops a stage mid-way through tracking, does it count as a new missile for to-hit bonus from tracking, or does your to-hit continue to increase?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on December 27, 2023, 05:30:02 PM
What steps do I need for the "Load Assigned Ground Templates" function in a fleet's Movement Orders to do anything useful?  i'd hate to load an entire army 3 clicks per unit.

(I've organized my entire army under the "Organizations" tab of Ground Forces, but I don't see anywhere to "link" that organization to my Dropship.  I've doublechecked to make sure the dropship has sufficient troop capacity to carry the whole shebang)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 27, 2023, 06:02:19 PM
(https://i.imgur.com/ccU8uFW.png)

Class Design window,
Ordnance & Fighters tab,
Green circle shows what ground formations you have designed,
and pink shows what you have chosen as default for this class.

So in the picture my Ares class troop shuttle will automatically load a single USMC Luna Rifle Platoon once it is built or when I issue the Load Assigned Ground Templates order.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on December 27, 2023, 06:25:53 PM
Was the ability to transfer colonies ever added? I recall hearing that it was included in some patch, but can't find it in the patch notes.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on December 27, 2023, 09:18:24 PM
ah, so you "add" the ground units to the ship in the design screen.  Here I was thinking you could make an army-heirarchy, and then just load that as a single entity.

Derp.  :(
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 27, 2023, 09:19:57 PM
When loading ground units into a transport fleet, you can click a check box to load a parent formation and all sub-unit formations, which means you can load an entire army into a transport fleet as long as it will fit neatly. This might be what you're looking for?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on December 28, 2023, 06:06:11 AM
When loading ground units into a transport fleet, you can click a check box to load a parent formation and all sub-unit formations, which means you can load an entire army into a transport fleet as long as it will fit neatly. This might be what you're looking for?

Yup.  It was.

I was so distracted by the "Load assigned ground unit templates" option that I didnt even bother to just do it normally... at which point I would have seen that little checkbox appear when using the option.

Well, at least now I know an alternate method.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 28, 2023, 02:19:51 PM
Why is my PD chance to hit consistently worse in practice than the estimated chance to hit.

I'm being attacked by amms with a speed of 60,300 km/s. My tracking speed is 16,000 km/s. So, I should have a hit chance of about 26%. The average estimated hit chance according to the event log is 35.7% (probably because of tactical officer bonuses). However, apparently I'm only hitting 16% of the time. Why? Is it counting overkill as misses?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on December 28, 2023, 02:39:54 PM
Why is my PD chance to hit consistently worse in practice than the estimated chance to hit.

I'm being attacked by amms with a speed of 60,300 km/s. My tracking speed is 16,000 km/s. So, I should have a hit chance of about 26%. The average estimated hit chance according to the event log is 35.7% (probably because of tactical officer bonuses). However, apparently I'm only hitting 16% of the time. Why? Is it counting overkill as misses?

Did you walk under any ladders and see any black cats in recent memory?

Jokes aside, it's probably a side effect of the new PD rework causing "wasted" shots, I'm assuming you are firing beam pd. How many shots are your guns firing per target? They assign their shots before they engage so if you assign too many shots, they'll waste whatevers left.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 28, 2023, 03:05:32 PM
Why is my PD chance to hit consistently worse in practice than the estimated chance to hit.

I'm being attacked by amms with a speed of 60,300 km/s. My tracking speed is 16,000 km/s. So, I should have a hit chance of about 26%. The average estimated hit chance according to the event log is 35.7% (probably because of tactical officer bonuses). However, apparently I'm only hitting 16% of the time. Why? Is it counting overkill as misses?

Did you walk under any ladders and see any black cats in recent memory?

Jokes aside, it's probably a side effect of the new PD rework causing "wasted" shots, I'm assuming you are firing beam pd. How many shots are your guns firing per target? They assign their shots before they engage so if you assign too many shots, they'll waste whatevers left.
Yeah, I think it counts overkill as a miss. I was fine with overkill, since I figured that would reduce the chances of hits getting through. I was firing about 6 shots per target, I think.

Let see, in one case:
67 incoming AMMs
Code: [Select]
Single GC4 R300-100 Turret: Shots 376 Missile Kills 59 Decoy Hits 0 Overkill 217 Average CTH 35.7% Hit 15.7% Kill 15.7%So, 100 shots missed completely, so 59/159 = 37.1% of shots hit, which matches the average CTH very well, and it does counts overkill as a miss.
8 missiles leaked through.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on December 29, 2023, 03:29:39 PM
New question: If I want a 2 stage missile to be able to select a new target when the original target is destroyed, does only the first stage need a sensor or do both stages need sensors
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on December 29, 2023, 09:29:45 PM
New question: If I want a 2 stage missile to be able to select a new target when the original target is destroyed, does only the first stage need a sensor or do both stages need sensors

I haven't tested or used such tactic, however, the answer should be within the WAI of Aurora missile mechanics.

As the 2 stage missile act as 2 separate entities, both stages will require the sensor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on December 30, 2023, 02:39:55 AM
Going to be useless though. Good luck fitting a big enough sensor inside the carrier-bus that can spot a new target far enough that it can still launch its sub-munition/s without being destroyed.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on December 30, 2023, 09:02:48 AM
Going to be useless though. Good luck fitting a big enough sensor inside the carrier-bus that can spot a new target far enough that it can still launch its sub-munition/s without being destroyed.

A 1-MSP active sensor with baseline techs (10 strength, 5 sensitivity) can detect a RES-100 target over 4 million km away, which is probably far enough out of AMM range to get a launch off and this will only improve with tech level. 1 MSP is a big ask even for a carrier bus but it can be done usefully.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on December 30, 2023, 12:00:07 PM
When loading ground units into a transport fleet, you can click a check box to load a parent formation and all sub-unit formations, which means you can load an entire army into a transport fleet as long as it will fit neatly. This might be what you're looking for?

Yup.  It was.

I was so distracted by the "Load assigned ground unit templates" option that I didnt even bother to just do it normally... at which point I would have seen that little checkbox appear when using the option.

Well, at least now I know an alternate method.

Wait!  This is a thing?  So much time wasted.  Grumble grumble grumble. 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kurt on December 30, 2023, 12:04:04 PM
Is it still possible to place ruins on system bodies?  I remember being able to do it on the system screen, with the space master mode activated.  I don't see the button now, but its possible I'm just missing it. 

Edit: Just found it.  Should have looked harder.  Thanks anyway!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: missile on January 01, 2024, 11:22:01 AM
Is it worth having many scientists researching many different thing with 1-4 RLs or have 1-2 researchers with lots of RLs?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 01, 2024, 12:07:57 PM
Is it worth having many scientists researching many different thing with 1-4 RLs or have 1-2 researchers with lots of RLs?

Either way works fine. In practice, you will probably get a bit more benefit from concentrating your labs with the best scientists you have rather than distributing a lot of labs to low-skill researchers, and there is something to be said for developing techs as fast as possible (which means fewer scientists with more labs each), but it shouldn't be too much of a change in practice. Note that the Limited Research Admin game option pushes you towards the many scientists approach which I personally find more fun and immersive, particularly since having a mechanic to enforce this means you can still take advantage of improvements in admin skill without putting 50 labs under one person.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on January 01, 2024, 03:18:23 PM
Where is the best resource for a clear and concise explanation of designing and organizing ground unit formations, if one truly exists? I think I understand the most basic of elements - designing classes. For example, I've designed Garrison Infantry Battalions of 5,000 tons. They contain a Battalion HQ, some infantry with PWL and some infantry with CAP.  I intend to put four of these battalions into regiments and four regiments into divisions. They aren't intended to fight, only to garrison and reduce unrest.

Where I get confused is on how to form the four battalions into regiments and the regiments into divisions and how to account for the necessary HQ capacity and logistics. Is the "regiment" a class in and of itself that needs to be designed and filled with HQ and logistics units that I then drag the battalions into once trained?

This and the more complex issues underlying good naval combat vessel design are the only two things holding me back, but ground unit design seems to be the easiest to master. Just trying to get an understanding of the rules and the the interface, which to me, is not very intuitive.

I've watched some of the videos out there that attempt to cover ground formations and combat, but some of the basic points that I'm stumbling on are glossed over or not covered at all. What would be most appreciated is a ground up explanation from beginning to end. Sorry for what may be a noob question, but I appreciate all your help.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 01, 2024, 04:00:31 PM
I've watched some of the videos out there that attempt to cover ground formations and combat, but some of the basic points that I'm stumbling on are glossed over or not covered at all. What would be most appreciated is a ground up explanation from beginning to end. Sorry for what may be a noob question, but I appreciate all your help.
Have you read the changelog notes on ground forces? It isn't concise but might help: http://aurora2.pentarch.org/index.php?topic=8495.msg105832#msg105832

I'll go over how I design my forces and some tips in a few hours, I don't have time right now though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 01, 2024, 04:01:47 PM
Where I get confused is on how to form the four battalions into regiments and the regiments into divisions and how to account for the necessary HQ capacity and logistics. Is the "regiment" a class in and of itself that needs to be designed and filled with HQ and logistics units that I then drag the battalions into once trained?

Short answer: Yes. It is also pretty common to have the regimental formation include artillery (in the form of bombardment units, LB or MB) and assign it to 'support' one of the battalions under its control. In that case, it usually would make the most sense to have the divisional formation handle the logistics elements.

So a simple example of what your formation hierarchy could look like might be:

   XX 1st Division: 1x INF+HQ105, 475x INF+LOG-S -- Set as "Use for Replacements" to resupply subordinate formations
       III 1st Regiment: 1x INF+HQ25, 200x INF+LB, 40x INF+LOG-S -- Supports 1st Battalion
           II 1st Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 2nd Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 3rd Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 4th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
       III 2nd Regiment: 1x INF+HQ25, 200x INF+LB, 40x INF+LOG-S -- Supports 5th Battalion
           II 5th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 6th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 7th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 8th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
       III 3rd Regiment: 1x INF+HQ25, 200x INF+LB, 40x INF+LOG-S -- Supports 9th Battalion
           II 9th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 10th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 11th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 12th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
       III 4th Regiment: 1x INF+HQ25, 200x INF+LB, 40x INF+LOG-S -- Supports 13th Battalion
           II 13th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 14th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 15th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S
           II 16th Battalion: 1x INF+HQ5, 1275x INF+PWL, 75x INF+CAP, 25x INF+LOG-S

Note that to handle logistics/resupply, there are two main options. One is to use LVH+LOG units in a higher-level formation, which will automatically resupply formations under the hierarchy. The other, which I show here, is to use INF+LOG-S units with a few in each combat formation and then a large reserve held in a rear echelon formation, which does not need to be in the same hierarchy, and use the Series/Replacement mechanic to keep the combat formations in supply.

Also note that I'm not trying to show the "best" unit composition, although what I have here should work well enough, but I am only trying to illustrate how the hierarchy could look.

Quote
I've watched some of the videos out there that attempt to cover ground formations and combat, but some of the basic points that I'm stumbling on are glossed over or not covered at all. What would be most appreciated is a ground up explanation from beginning to end.

Tabled as an idea for a future mechanics EffortPost™.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 01, 2024, 04:20:30 PM
Where I get confused is on how to form the four battalions into regiments and the regiments into divisions and how to account for the necessary HQ capacity and logistics. Is the "regiment" a class in and of itself that needs to be designed and filled with HQ and logistics units that I then drag the battalions into once trained?

Short answer: Yes. It is also pretty common to have the regimental formation include artillery (in the form of bombardment units, LB or MB) and assign it to 'support' one of the battalions under its control. In that case, it usually would make the most sense to have the divisional formation handle the logistics elements.

Snip

Note that to handle logistics/resupply, there are two main options. One is to use LVH+LOG units in a higher-level formation, which will automatically resupply formations under the hierarchy. The other, which I show here, is to use INF+LOG-S units with a few in each combat formation and then a large reserve held in a rear echelon formation, which does not need to be in the same hierarchy, and use the Series/Replacement mechanic to keep the combat formations in supply.
Why use log-s? Doesn't normal logistics now provide about twice as much or something like that?
Also using log-s means you need to have space in the bottom level formations that could instead be more guns, even if only slightly
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 01, 2024, 04:29:21 PM
Why use log-s? Doesn't normal logistics now provide about twice as much or something like that?
Also using log-s means you need to have space in the bottom level formations that could instead be more guns, even if only slightly

LOG are no longer available for INF units. This was a balance change I persuaded Steve to make, as originally LOG was simply 5x a LOG-S with no other distinction, which made LVH logistics blatantly inferior due to the additional cost from the LVH base class and the required level-2 armor for LVHs. By restricting LOG to LVH only and doubling its capacity, INF and LVH logistics are approximately balanced. INF logistics are moderately cheaper, while LVH logistics are more tonnage-efficient which makes them ideal for offensive purposes. I use one or both with no strong preference in practice, but here I wanted to illustrate the possibility of INF logistics since it is not as obvious to many players.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on January 03, 2024, 09:02:35 AM
A general question about performance...

My latest game is relatively early on (55 years of game time) and I take my time with build-up and exploration. In addition to Sol, only five other systems have been surveyed, only two of which I have occupied with relatively modest colonies. All under 15,000,000 in population. Sol does have colonies on Luna and Mars that are fairly active and developed.  I have an embarrassingly small Navy. Only three small wings of patrol vessels that I use for security and very small numbers of freight, colonial and troop transports, as well as small numbers of survey ships. there is only one station that I use for jump point stabilization.  No terraforming and a very small Garrison force of a single division made up of four 25,000 ton regiments.  There is a reasonable amount of civilian traffic, which I largely rely on for setting up and supporting colonies.

Despite what I would describe as nominal operations compared to what I see others building and running, my game is slowing to a crawl. Five-day turns take seconds sometimes to process and it is becoming difficult to play. I run Aurora on my mid-range system, a 12th generation i9 with a 3080TI and 64 GB of Ram. I run things like DCS in VR and Cyberpunk 2077 on this rig with no hitch, but Aurora is bringing it down to its knees. What could be causing this and is there anything I can do about it?

As always, thanks in advance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 03, 2024, 10:05:10 AM
Your video card doesn’t matter, because Aurora doesn’t use it. Aurora doesn’t use 64 GB of ram, so that doesn’t help either.

Population of your colonies doesn’t matter, because it is just a number that is multiplied by other numbers. High population or low, the amount of math that gets done is the same. Terraforming and garrison forces are the same. All that really matters for performance is the total number of ships in motion. Even civilian ships have to do sensor checks every time they move, and the NPRs have civilian ships too.

It also doesn’t sound like it has gotten too bad yet, if the 5–day turns are only taking a couple of seconds.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on January 03, 2024, 10:54:18 AM
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ragnarsson on January 03, 2024, 11:34:17 AM
A general question about performance...

[...]
There is a reasonable amount of civilian traffic, which I largely rely on for setting up and supporting colonies.
[...]
It's the civilian traffic. Experiment with it; open up your save, delete the civilian shipping lines entirely, then see the difference. You may not want to play that way entirely, so don't save unless you do, but at the very least you can... prune the civilian lines every now and then. It can make a significant difference.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 03, 2024, 11:37:29 AM
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D

From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)
Quote
Any missiles that survive CIWS and successfully roll their Chance to Hit will be checked to see if they hit the Ship or one of the Decoy Missiles. The chance to hit the ship is equal to: Size Ship in Tons / (Ship Size in Tons + Total Signature of All Decoys). Multiple warhead missiles will check each warhead independently.
So long story short a decoy will distract some fraction of incoming missiles, the idea is to use these to blunt the edge of big salvos like you see from box launcher-based fleets.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on January 03, 2024, 12:32:23 PM
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D

From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)

Yes, I remember reading that and being confused about this. The wording says that each missile will be checked individually as to whether it hits the decoy or the ship, which makes me think that if one of them hits the decoy, then it cannot attract any others from the same attack. So for instance, if missiles 1 through 8 miss and the 9th hits, then missiles 10 to 17 cannot be decoyed by that specific decoy anymore. Is that how it works?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 03, 2024, 01:26:17 PM
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D

From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)

Yes, I remember reading that and being confused about this. The wording says that each missile will be checked individually as to whether it hits the decoy or the ship, which makes me think that if one of them hits the decoy, then it cannot attract any others from the same attack. So for instance, if missiles 1 through 8 miss and the 9th hits, then missiles 10 to 17 cannot be decoyed by that specific decoy anymore. Is that how it works?

Read a couple paragraphs down:
Quote
At the end of the missile movement phase, all Decoy Missiles will be removed.
So Decoy Missiles are not destroyed by missiles that "hit" a decoy. They distract however many missiles and are removed from play. Additionally, if you're familiar with the mechanics around missiles, hits are allocated before damage is dealt so even if the missiles destroyed the decoy, the decoy would not be destroyed until after the final targets of all missiles were determined.

We can also think logically about this... why would Steve add decoys that can only distract one missile? The numbers make that completely silly and useless as you said yourself.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 03, 2024, 10:26:09 PM
Do ship-deployed decoys attract individual missiles or entire missile salvos? I designed a size 20 decoy for my 30k cruiser and put 24 of them on the design. After building the ship I found out each decoy costs 80. My anti-ship missile costs 4.5. It takes forever to make these and it doesn't make much sense to spend so much on a decoy that will get blown up by a single missile. If it negates a whole salvo of leakers though, pretty good. ;D

From Steve dev post here (http://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759)
Quote
Any missiles that survive CIWS and successfully roll their Chance to Hit will be checked to see if they hit the Ship or one of the Decoy Missiles. The chance to hit the ship is equal to: Size Ship in Tons / (Ship Size in Tons + Total Signature of All Decoys). Multiple warhead missiles will check each warhead independently.
So long story short a decoy will distract some fraction of incoming missiles, the idea is to use these to blunt the edge of big salvos like you see from box launcher-based fleets.
Another implication is that decoys are for sturdy ships. They kick in after every defense that can cut the incoming all the way down to zero, so if your decoys are helping, you are still getting hit. Likely you're getting hit quite a lot if it's worth firing the decoys! Bring armor or shields accordingly.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: shock on January 03, 2024, 11:13:39 PM
what causes a hit chance of 0, leading to weapons not firing?

Ran into some star swarm but i can't hit them. 

railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Xkill on January 03, 2024, 11:54:41 PM
*snip

Another implication is that decoys are for sturdy ships. They kick in after every defense that can cut the incoming all the way down to zero, so if your decoys are helping, you are still getting hit. Likely you're getting hit quite a lot if it's worth firing the decoys! Bring armor or shields accordingly.

Makes sense; decoys would be most useful against overwhelming attacks that produce a lot of leakers so that they may prevent a percentage of those leakers from impacting the ship. But if there are multiple such leaking salvos, you will quickly find yourself vulnerable (perhaps even after just the first one). I'm thinking it's best to use a few large decoys rather than many smaller ones, due to the way decoy launch thresholds are determined. Is this so?

Edit: Ah, there has already been a discussion about this. Indeed, it is so:
https://aurora2.pentarch.org/index.php?topic=13098.msg164901#msg164901 (https://aurora2.pentarch.org/index.php?topic=13098.msg164901#msg164901)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on January 04, 2024, 08:19:08 AM
Seriously new player question alert -

If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 04, 2024, 08:21:15 AM
what causes a hit chance of 0, leading to weapons not firing?

Ran into some star swarm but i can't hit them. 

railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000

Are they detected by active sensors?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Zeebie on January 04, 2024, 08:29:45 AM
I can't seem to use "create race" in the system generation window to make an NPR - I can create a player race no problem, but if I check the NPR box nothing happens when I try to finish the process.  (I've just downloaded 2.5, if there is something new in that update)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 04, 2024, 09:36:50 AM
Seriously new player question alert -

If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?

Infrastructure costs a lot of minerals in the long term. For a typical CC=2.0 world that means 200 infrastructure per 1 million population, that's 400 minerals per million people. Compared to a Mine or Construction Factory, which costs 120 minerals and employs 50,000 people, this is a significant fraction of the total investment. Say you have a colony built up to 15 million population, which has CC=2.0 and therefore 50% manufacturing population (7.5m). This colony can handle up to 150 mines or factories (18,000 minerals to build) and requires 3,000 infrastructure to support the population (6,000 minerals to build). 25% of the total cost to establish this colony (neglecting fuel and freighters) is tied up in infrastructure, and the situation will get worse as population increases and the manufacturing population fraction decreases.

Therefore, in the long term what makes more sense is to build terraforming systems of some sort (surface or orbital) to reduce colony costs to zero and eliminate the need for infrastructure. In practice, this means that you will build infrastructure in the early game, but once terraforming is complete at a colony the infrastructure there can be repurposed to establish a new colony, so you don't need to spend the minerals to build that infrastructure many times over.

There is also an efficiency gain from reducing the colony cost, since the fraction of population dedicated to agriculture is 0.05*(1+C) where C is the colony cost. Reducing the colony cost from 2.0 to zero allows 10% more of the population to be converted to manufacturing workforce, which can be a significant increase particularly for larger colonies with high service worker populations. So not only are you saving minerals for establishing new colonies by repurposing previously built infrastructure, you are also gaining a lot of useful population at existing colonies by terraforming. Since population becomes a bottleneck in the mid to late game, this is another huge reason to terraform.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Jarhead0331 on January 04, 2024, 01:52:25 PM
^Yes, but one would REALLY have to suspend their disbelief to accept that governments would ever really be that efficient when it comes to expanding across the universe. Think of the pork in those contracts to build and transport all that infrastructure. Sorry, for the digression, but Aurora is all about role play.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: shock on January 04, 2024, 02:37:48 PM
what causes a hit chance of 0, leading to weapons not firing?

Ran into some star swarm but i can't hit them. 

railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000

Are they detected by active sensors?

Yes they have active sensors and are on.   The fleets are on top of each other, and have no passive sensors so fairly sure its the active sensors detecting the ships.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 04, 2024, 05:08:00 PM
Seriously new player question alert -

If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?

Adding to what the others have said: you need a lot of cargo space to move that infrastructure. Those transports could be shipping mines instead. And you will need to supply colonies that are otherwise done, if you want them to grow that population.
Or at the very least they not use up fuel. Having 150 million litres of fuel on Earth might sound like a lot, but send out a medium sized combat fleet to clear systems of spoilers a few times and it goes down very quickly if you didn't plan ahead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 05, 2024, 05:29:19 AM
what causes a hit chance of 0, leading to weapons not firing?

Ran into some star swarm but i can't hit them. 

railguns
range 0, fleets ontop of each other
BCF 15000 speed
ship speed 17000
enemy speed 14000

Can you attach database?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 05, 2024, 08:58:25 PM
Is it possible to transfer people to a habitat without unloading them onto a planet for the habitat to then load itself
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 05, 2024, 09:52:20 PM
Is it possible to transfer people to a habitat without unloading them onto a planet for the habitat to then load itself

Not to my knowledge.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on January 05, 2024, 11:33:47 PM
Seriously new player question alert -

If I can ship infrastructure to a planet, transport mines and construction factories too and kickstart the mineral production been fired back to earth - why do I need to terraform a planet?

Adding to what the others have said: you need a lot of cargo space to move that infrastructure. Those transports could be shipping mines instead. And you will need to supply colonies that are otherwise done, if you want them to grow that population.
Or at the very least they not use up fuel. Having 150 million litres of fuel on Earth might sound like a lot, but send out a medium sized combat fleet to clear systems of spoilers a few times and it goes down very quickly if you didn't plan ahead.

One thing missing in the infrastructure discussion here is that the civilian economy of colonies that have a low non-zero colony cost will often auto-produce a lot of infrastructure for free, if the CC is low enough they can even produce a surplus.

So you might not actually need to continually ship infrastructure to a colony as it grows and you might not even have to manually build infrasture at a certain point.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 07, 2024, 09:11:52 PM
Out of curiosity I was looking into the effectiveness of using fighters for ground combat and... at least given the posts that I've read across the forums, are ground fighters for combat a mess at the moment? I've not read a single good thing going on there, and I don't know what may have changed since the posts were made. The issues, from what I gather:


Are there any plans on any of these issues being resolved any time soon, or is it just not even worth thinking about using ground-support fighters in the current state of the game or at any point in the near future?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 07, 2024, 09:23:12 PM
STO being able to fire at fighters on ground combat missions would seem to be a bug if true (http://aurora2.pentarch.org/index.php?topic=8495.msg109886#msg109886) (I haven't tried) and while infantry AA requires a bit of tech to become at all functional MAA should be usable from quite early on. (You would need a lot to get even HAA damage to go from 1 to 2 though, never mind 3.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 07, 2024, 10:07:43 PM
Well, I can't seem to find whatever post I remember reading regarding STOs. It also seems that the discussion I found from back in August regarding someone doing a Flak Suppression mission against an NPR resulting in all of their fighters blowing up without doing anything seems to be functioning correctly? At least, if I'm reading it right, the mission they chose would result in their fighters choosing a random hostile formation and, if it has no AA, proceed to do nothing. In turn, every single AA unit fires back at them. No wonder they just got blown to smithereens without doing anything.

If nothing else that means that STO as far as I can tell cannot be used to target ground support fighters, and that the non-support missions aren't bugged. That just leaves the direct support assignment being tedious (has to be done per-craft, so... lots of dragging, if you use them in any amount of volume), and non-support missions being of dubious benefit (you're gonna need some seriously fast fighters to not just get blown out of the sky). So... potentially useful but mostly tedious?

EDIT: Actually, thinking about it, I don't think they're too unreasonable to use in the right circumstances. The times that you're going to want large volumes will be defensive, in which case you wouldn't assign to individual formations anyway; just set them on a mission to bomb any enemy and due to numbers they'll pretty easily overwhelm whatever forces they have. Offensively, you'd want to assign them to supporting a formation as an anti-air to take out enemy bombers (since they won't be able to be bombarded due to not being a ground unit, and retaliating as anti-air as per the mechanic against non-support missions where every anti-air is triggered against them) since in any other position they'd just be blown to pieces by the defending forces' overwhelming amount of anti-air fire.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2024, 10:51:01 PM
I think the STOs firing at fighters on ground support missions bug was fixed at some point, but I wouldn't know because I never use them. Fighters are simply too vulnerable to AA fire (when the AA is actually able to do damage, that is), not cost-effective at scale, too much micro, etc. to be worthwhile.

Considering that homeworld invasions requires millions upon millions of tons of ground forces I think the only way for ground support fighters to be remotely viable is to introduce a new airborne ground unit class instead, but every time I suggest this the Air-Space Superiority cabal gets up in arms about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 07, 2024, 10:54:34 PM
I think in terms of invading an NPR homeworld, they're entirely useless since NPRs don't use ground-support fighters whatsoever. Either instantly blown to shreds by AA (non-support mission, since every AA on the planet fires at them while they only get to target one formation, with reduced odds to hit to boot), or hardly any better than just having more artillery (supporting a formation) and requiring a whole lot more micro than they're worth. The only time they're useful is either defensively (invaders aren't going to be able to field enough AA fast enough to make them able to take out whatever absurdly large volume of bombers you can muster on a homeworld, which with the non-support missions will do a whole lot of damage against invading forces without them being able to do much in turn), or offensively for dealing with defensive fighters (since you're unlikely to be able to field enough AA to deal with defensive air support fast enough to avoid being completely taken out, if they're using it in sufficient volume, to my awareness AA fighters wouldn't be targeted by bombarding ground-support fighters but would retaliate as AA units). Offensively the only time they're useful is if you've already basically eradicated the enemy AA, at which point you've basically already won anyway. Better off just doing normal orbital bombardment support (assuming you've taken out all the STOs) and spare yourself the resources and micromanagement.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 07, 2024, 11:11:26 PM
Actually I made an assumption there that I can't find an answer to at all: do fighters with air-to-air pods equipped work like anti-air units? I would assume so but I can't find any indication as such.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 07, 2024, 11:20:33 PM
Ground support fighters are usually not usable defensively because the attacking side almost always has space superiority, otherwise they would not be able to deliver troops to the objective. Therefore any ground support fighters the defenders might have will be summarily blown up by the attacking space force.

Incidentally, this is something that having an airborne ground unit class would fix, because then defenders could still have an air force even if they have lost control of orbital space.

Actually I made an assumption there that I can't find an answer to at all: do fighters with air-to-air pods equipped work like anti-air units? I would assume so but I can't find any indication as such.

I believe they are intended to function with the combat air patrol mission, which I don't think was ever implemented. Otherwise I think they just work as a bundle of stats like all other ground weapons and fighter pod types. They don't have innate AA fire capability like actual AA components do, AFAIK.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 07, 2024, 11:30:19 PM
Ground support fighters are usually not usable defensively because the attacking side almost always has space superiority, otherwise they would not be able to deliver troops to the objective. Therefore any ground support fighters the defenders might have will be summarily blown up by the attacking space force.

Incidentally, this is something that having an airborne ground unit class would fix, because then defenders could still have an air force even if they have lost control of orbital space.

Actually I made an assumption there that I can't find an answer to at all: do fighters with air-to-air pods equipped work like anti-air units? I would assume so but I can't find any indication as such.

I believe they are intended to function with the combat air patrol mission, which I don't think was ever implemented. Otherwise I think they just work as a bundle of stats like all other ground weapons and fighter pod types. They don't have innate AA fire capability like actual AA components do, AFAIK.

I think the mechanics say that any ground support fighters that are in-place cannot be targeted by normal naval craft, so they should be immune to the attacking space force. Unless that's also broken.

I think if air-to-air pods were to result in the ground support fighter working like an HAA unit instead of just providing bombardment (that is, able to attack any arbitrary enemy ground support fighter), then the system could actually be made to work, but as it stands the thing does seem like a mess. You don't really benefit much at all from having all that customization for ground support fighters as opposed to just... having another ground unit type, that works with all the other rules of ground unit types except is targeted by anti-air weaponry instead of any on-the-ground weaponry. Seems a whole lot simpler to me.

Though if the inability to be targeted by normal naval craft behavior does work, and air-to-air fighter pod-equipped ground support fighters work like HAA, then I think the system would work as it is currently designed.

In fact, if it were to be adjusted in just that little way as I described (assuming the naval immunity bit works), then they'd actually work really well. Defensively, you'd have a ton of fighters with fighter pod bays, with all three fighter pods available in ordinance depending on what an invader brings in (since you can't know whether or not you'll need more damage or AP). The enemy would invade and bring in their own batch of a bunch of air-to-air ground support fighters to take out the defending supporting fighters, which then would be equipped with a bunch of air-to-air pods themselves, leading to a whole other aspect of planetary invasions: the war in the skies. If the defender wins, then they can switch to bombardment/autocannon pods and lay waste to the enemy invading forces. If the invader wins, then... well, they mostly protect themselves against such bombardment, letting what might potentially otherwise be an impossible invasion end up as actually possible.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 07, 2024, 11:56:19 PM
Well, I can't seem to find whatever post I remember reading regarding STOs. It also seems that the discussion I found from back in August regarding someone doing a Flak Suppression mission against an NPR resulting in all of their fighters blowing up without doing anything seems to be functioning correctly? At least, if I'm reading it right, the mission they chose would result in their fighters choosing a random hostile formation and, if it has no AA, proceed to do nothing. In turn, every single AA unit fires back at them. No wonder they just got blown to smithereens without doing anything.
It shouldn't be automatically "every single AA unit".

It should be:
- Every HAA unit on the planet (shooting at somebody, though not necessarily you).
- Every MAA unit in the target unit or direct parent.
- Every LAA unit in the target unit.

So if the enemy uses lots of HAA or has a central planetary HQ formation stuffed with all the MAA that is parent to every other unit, you'll get hit with all of that. I could believe either of those for NPRs but I don't know what their arrangements are like.

Hmm. The AA perspective really favors big flat hierarchies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 08, 2024, 12:03:07 AM
Well, I can't seem to find whatever post I remember reading regarding STOs. It also seems that the discussion I found from back in August regarding someone doing a Flak Suppression mission against an NPR resulting in all of their fighters blowing up without doing anything seems to be functioning correctly? At least, if I'm reading it right, the mission they chose would result in their fighters choosing a random hostile formation and, if it has no AA, proceed to do nothing. In turn, every single AA unit fires back at them. No wonder they just got blown to smithereens without doing anything.
It shouldn't be automatically "every single AA unit".

It should be:
- Every HAA unit on the planet (shooting at somebody, though not necessarily you).
- Every MAA unit in the target unit or direct parent.
- Every LAA unit in the target unit.

So if the enemy uses lots of HAA or has a central planetary HQ formation stuffed with all the MAA that is parent to every other unit, you'll get hit with all of that. I could believe either of those for NPRs but I don't know what their arrangements are like.

Hmm. The AA perspective really favors big flat hierarchies.
Ah, you are right; I misread the mechanic page. Still, means that you're gonna get a whole lot of anti-air fire if you bring out any fighters to an invasion in a non-support (and frankly even support) role, since you'll be taking a lot of retaliatory AA fire for doing damn well near anything.

Also HAA I think will fire at you like MAA if it happens to fit those criteria, or otherwise shoot at a random craft if not.

EDIT: Regardless, given the lack of programmed combat air patrols and the fact that NPRs don't even use ground support fighters period, I think it's safe to say that at least for me, it's a feature best avoided for now. Leave it until Steve decides to make it more fully functional.

EDIT EDIT: Actually, I think it can be made the work. You just need large volume for anything other than a supporting role, and the ones put into a supporting role should be... well, as heavily armed as possible. There's nothing stopping you from shoving as many fighter pod bays as can possibly fit on some fighter and making it a monstrosity.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 08, 2024, 02:50:37 AM
How much do you allocate to hangar space on your carriers? (%)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on January 08, 2024, 12:35:52 PM
Hey, Quick Question. How many years after meeting the requirements (more than 20 systems explored) can I expect a aether rift to spawn? I am 80 years in, roughly 55 years ago I explored my 20th system and still no sign of trouble. I am just wondering if something bugged out or if it is normal now.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pury on January 08, 2024, 12:37:30 PM
How much do you allocate to hangar space on your carriers? (%)

Depends. But usually from 25%-50%.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Snoman314 on January 08, 2024, 02:31:20 PM
How much do you allocate to hangar space on your carriers? (%)

I generally go with 40%, along with a doctrine of long range missile fighters and sensor FACs, that let the carrier get away with being quite slow, as it's going to be staying well out of sensor range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 08, 2024, 03:11:37 PM
The way I usually design a carrier is built around the strike group:
The last 3-4 steps can take some trial and error, usually it is okay to take off a little bit of fuel since the fighters probably won't actually use all of their fuel for every bombing run.

In my experience, it is not easy to state a particular fraction or percentage because so much can depend on doctrine and the fighter design. A slower fleet speed means a smaller engine section and thus a larger fraction can be hangars. The number of follow-on strikes affects magazine space, and the range of your fighters affects how much fuel is needed. Not to mention that if you use beam fighters, that eliminates the need for magazine space entirely which changes the fraction of hangar tonnage quite a bit!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 08, 2024, 07:44:44 PM
  • Add engines to reach the intended fleet speed - this can require prototyping as you find the right size by trial and error.
I pick a carrier size first. If you decide tonnage first, calculating how much engine you need is easy:
Step 1. Take the engine power rating, and multiply by 1,000 to get the max engine speed in km/s (assuming 1x engine power modifier)
- you can find the power rating in this post:
Step 2. Pick a fleet speed.
Step 3. Divide Fleet speed by (engine max speed X Engine Power Multiplier)
Step 4. The result is the percentage of the ship that has to be Engines to achieve the desired speed.

Example: I want a fleet that can go 6000 km/s with Ion tech.
1. Ion has a power rating of 12.5, so max engine speed is 12,500 km/s.
2. 6,000 / 12,500 = 0.48 AKA 48% of ship mass as engines
3. That's an awkward percentage, so I will round it to 50%, to get a fleet speed of 6,250 km/s
4. I don't want 50% of the ship to be Engines, so lets pick a larger power modifier
> 6,250 / (12,500 X 1.25) = 40% tonnage as engines
> 6,250 / (12,500 X 1.5) = 33.33% tonnage as engines
> 6,250 / (12,500 X 2) = 25% tonnage as engines
5. So if I pick the 1.5x power modifier, that means I can build ships like the following
30,000 tons with 2 5,000 ton engines
15,000 with 1 5,000 ton engine
60,000 tons with 4 5,000 ton engines
And all of these designs will be able to go 6,250 km/s
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 08, 2024, 08:45:51 PM
Example: I want a fleet that can go 6000 km/s with Ion tech.
1. Ion has a power rating of 12.5, so max engine speed is 12,500 km/s.
2. 6,000 / 12,500 = 0.48 AKA 48% of ship mass as engines
3. That's an awkward percentage, so I will round it to 50%, to get a fleet speed of 6,250 km/s
4. I don't want 50% of the ship to be Engines, so lets pick a larger power modifier
> 6,250 / (12,500 X 1.25) = 40% tonnage as engines
> 6,250 / (12,500 X 1.5) = 33.33% tonnage as engines
> 6,250 / (12,500 X 2) = 25% tonnage as engines
5. So if I pick the 1.5x power modifier, that means I can build ships like the following
30,000 tons with 2 5,000 ton engines
15,000 with 1 5,000 ton engine
60,000 tons with 4 5,000 ton engines
And all of these designs will be able to go 6,250 km/s

You do need to be careful here, as you can easily end up with a ship design that is extremely inefficient due to excessive fuel consumption (which carriers tend to hide behind the extra fuel they load for their fighter complements). It can be mathematically proven that, for a designed range and speed, a 3:1 ratio of engine to fuel mass gives the lowest combined engine+fuel tonnage to achieve that range and speed. You can go heavier on the engines to conserve fuel and reduce build costs, but if you overboost too much you can end up with excess fuel which is the worst of both worlds - tonnage increases, fuel consumption increases, and build cost increases, there is no good side in this case. In this case, the 1.50x boost modifier will come out pretty close to that 3:1 ratio depending on what range you want, but at 5.5 million liters of fuel per 60,000-ton carrier I'm not sure how sustainable that would be for a fleet. If you used 2.0x boost then you would just be hurting yourself, though. Point is - you need to consider more than just the engine tonnage in your designs, the fuel mass is also important as are considerations like the build and maintenance costs (slower carriers = cheaper carriers = more carriers).

I would note that for carriers especially, speed is not critical as long as you have enough of it to comfortably disengage from most encounters, even if the enemy has a modest speed advantage over your fleet you have a hundreds of millions of km head start if you must retreat, which is often enough to fall back through a jump point which can be defended against counterattack. Therefore it can be a better strategy to build slower carriers that can bring larger strike wings and/or can be built more cheaply to mass more carriers in a single fleet. This way you may not need to retreat in so many cases if your larger bombing force can obliterate the opposition.

By the way, when I said that getting the engines right takes trial and error, this is because if you start with a designed strike wing, you don't know the final size of the carrier automatically. If I need 18,000 tons of hangar bays and 6,000 tons of magazines (making up numbers here), then I don't know if my final carrier size will be 60,000 tons, 65,000 tons, 70,000 tons, etc. until after making a draft design. With experience in eyeballing tonnages you can get a good first estimate but some final tweaking is usually needed as you tune the fuel, engineering, etc. loadouts to get the desired size, speed, range, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 09, 2024, 03:03:46 AM
Just to re-iterate the above post, the tactically-best design is not the same as the strategically-best design. Don't think about fighting one battle and design a carrier for that. You need to consider your fleet composition, build cost, maintenance cost, likely overall fuel consumption vs production, probable refits, etc. over the life of the design. Ideally, you want the most cost-effective design over a long period.

Having said all that, sometimes its more fun to ignore any thoughts of an optimal design and just build according to a given role-play theme. For example, build a slow-moving, armoured, armed carrier and call it a Battlestar or a Star Destroyer.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 10, 2024, 11:24:23 AM
If I've got an army unit with a bunch of noncombat units, does my HQ unit need to take them into account?

The reason I ask is for my construction units, which are 100 non-combat construction vehicles, guarded by 30 infantry, a 250 ton HQ, and a supply unit (because that's what fits into my transport.)

If the HQ only needs to direct the troops, then we're good. If the game's also counting the 31,800 tons of construction vehicles... not so much.

Would I be better off splitting the troops, HQ, and supplies into their own separate little squad (even though that would make them much more annoying to transport around)?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 10, 2024, 01:52:13 PM
If I've got an army unit with a bunch of noncombat units, does my HQ unit need to take them into account?

Yes. The total size of a formation relative to the HQ capability is what determines any malus to commander skills. Given that commander skills can include construction, geosurvey, etc. it would also be a little silly for non-combat elements to be excluded. If you have a formation of 25,000 tons of construction vehicles, you want an HQ to command them so a commander can give them their Construction bonus, therefore you need a HQ capable of commanding those 25,000 tons.

Quote
Would I be better off splitting the troops, HQ, and supplies into their own separate little squad (even though that would make them much more annoying to transport around)?

No, keeping them in a single formation is fine. You will need a bigger HQ though so probably you'll need to take out a construction unit or two to make enough room, or just dispense with the guard units since they won't accomplish anything in practical terms anyways.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 11, 2024, 04:42:08 AM
Dude!

Post that question in the Spoiler forum too.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on January 11, 2024, 08:47:04 AM
Dude!...

its gone
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on January 11, 2024, 06:09:53 PM
Why is this planet locked to 2 Colony cost? (I have 5% colony cost reduction) Is it because it has a low minimum temperature, to prevent Civilian AI putting more people on it than it can handle?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 11, 2024, 10:34:14 PM
Why is this planet locked to 2 Colony cost? (I have 5% colony cost reduction) Is it because it has a low minimum temperature, to prevent Civilian AI putting more people on it than it can handle?
Yes, it looks to me that it's because your planet gets all the way down to -65.

Your colonists are smart enough to not take advantage of the current 'balmy' -15 to overflow their infastructure, when the planet's going to freeze solid for a goodly part of the year.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 12, 2024, 07:55:57 PM
I was curious and looking through the database and it seems "provide ground CAP" is actually a command, and it does seem in-game that it is a valid movement order.

Does anyone know how it actually works, or if it actually works? Has anyone ever used it, even? The post that mentions the non-support missions for ground fighters states that an explanation for how that one works would be provided once implemented, but it seems no such explanation was provided.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on January 13, 2024, 03:09:53 PM
Didn’t Steve add a way to drag and drop installations between colonies on the same body, or am I misremembering something?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: lumporr on January 13, 2024, 06:11:55 PM
Didn’t Steve add a way to drag and drop installations between colonies on the same body, or am I misremembering something?

Well, I don't know about clicking and dragging, but you could achieve the same effect by adding and deleting installations in the Civilian/Flags window in SM mode.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 13, 2024, 08:35:52 PM
Do others build beam weapons with less range technology than available to cut costs?

For bigger lasers, the cost increase for high range increments can be very disproportionate to the increase in damage at the limits of fire control range. I just set research on a 45cm Near UV laser while I've got Far UV tech level because paying 66% more didn't seem worth it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 13, 2024, 10:10:22 PM
For some beam weapons, there is damage drop-off as range increases, and having a higher range modifier reduces this drop-off so you can output more damage at longer/maximum range. I believe this is the case for lasers, railguns, and plasma carronades, although it only really matters for lasers since the other weapon types don't exceed BFC range very easily.

This is a problem with the tech progression for mesons and HPMs, as has been discussed elsewhere especially by xenoscepter.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 13, 2024, 10:35:23 PM
For some beam weapons, there is damage drop-off as range increases, and having a higher range modifier reduces this drop-off so you can output more damage at longer/maximum range. I believe this is the case for lasers, railguns, and plasma carronades, although it only really matters for lasers since the other weapon types don't exceed BFC range very easily.

This is a problem with the tech progression for mesons and HPMs, as has been discussed elsewhere especially by xenoscepter.
...Yes, I'm aware of what the range modifier does. The point is that, as the range modifier techs seem to linearly increase the cost (at least for lasers), large lasers have quite significant damage, and beam fire control range is limiting, you can save considerable mineral and BP investment at a comparatively small cost in performance.

For instance, right now my max BFC range is 384kkm. I just designed a 45 cm (advanced spinal) laser, 53 muzzle energy. With the Near UV (30kkm range increment) tech I chose, it should lose 12 damage and deliver 41 damage at max BFC range. If I'd built it 2/3s more expensive with Far UV (50 kkm) tech it would instead lose 7 damage and deliver 46, which hardly seems a good return on investment (though it'd be slightly more useful for STO since those have an extra BFC range boost). If downgrading range tech further I could have had it lose 19 damage and deliver 34 or lose 38 damage and deliver 15 (at a very low price), but I opted against those.

You could also say the same range attenuation applies to Gauss, they just don't have caliber scale-up so damage per shot is always 1 and their max range is 1 range increment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 13, 2024, 11:30:29 PM
Additional question, ground logistics: how many GSP replacement do you need?

I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: kyonkundenwa on January 13, 2024, 11:42:09 PM
You could also say the same range attenuation applies to Gauss, they just don't have caliber scale-up so damage per shot is always 1 and their max range is 1 range increment.
Gauss is a bit different because adding range doesn't make the weapon more expensive. If you're using gauss then researching the first few gauss range techs is probably a "no-brainer" because you get extra capability (increased range for offensive use) for no cost besides the fairly cheap research.
There's also something to be said for reduced-size weapons when applicable. If you keep up on capacitor/reload tech you can sometimes achieve the same fire rate with a reduced-size weapon (laser, missile launcher) at the same cost as a full-sized one, but with the desirable smaller size. As for the laser range tech specifically, it's up to you and your assessment of whether you'll be sniping at maximum BFC range or closing to point-blank where the range modifier is meaningless.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: LuuBluum on January 14, 2024, 12:03:52 AM
Additional question, ground logistics: how many GSP replacement do you need?

I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.
Looking at some of the math later in the post, it seems that the GSP listing is for all 10 rounds.

Quote
The GSP column shows the resupply requirement for each formation or formation element. The total divisional organisation requires 40,338 GSP for a complete resupply and there are sufficient supply vehicles (410) in that organisation to resupply five times. With the inherent supply as well, the entire division can stay in combat for sixty rounds before additional supply vehicles are required.

This sentence only makes sense if the GSP listing per unit is for 10 rounds, not 1.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 14, 2024, 12:12:14 AM
You could also say the same range attenuation applies to Gauss, they just don't have caliber scale-up so damage per shot is always 1 and their max range is 1 range increment.
Gauss is a bit different because adding range doesn't make the weapon more expensive. If you're using gauss then researching the first few gauss range techs is probably a "no-brainer" because you get extra capability (increased range for offensive use) for no cost besides the fairly cheap research.
There's also something to be said for reduced-size weapons when applicable. If you keep up on capacitor/reload tech you can sometimes achieve the same fire rate with a reduced-size weapon (laser, missile launcher) at the same cost as a full-sized one, but with the desirable smaller size. As for the laser range tech specifically, it's up to you and your assessment of whether you'll be sniping at maximum BFC range or closing to point-blank where the range modifier is meaningless.
With laser missiles back on the menu, gauss range is also potentially useful for their primary defensive application.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 14, 2024, 01:58:38 AM
Additional question, ground logistics: how many GSP replacement do you need?

I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.

The GSP carried by a unit is the amount required to fire its weapon for 10 combat rounds.

I made a post some time ago (http://aurora2.pentarch.org/index.php?topic=12587) which attempts to address ground combat from a high-level, analytical perspective. There is a discussion of logistics included. The amount of LOG units you will need depends on how effectively your units can kill the enemy units, which in turn is going to depend on a lot of factors so it is difficult to generalize, but an acceptable minimum is probably 2x your army's GSP amount in additional logistics elements, which will supply your army for a total of 10 days (30 rounds). Of course you'll need more logistics elements to resupply your army after the fight, so call it 3x. This is a bare minimum for relatively ideal circumstances, against harsher terrain or conditions you may need to dedicate 20% or more of your ground forces production to logistics elements. However, since your forces can still keep firing after they run out of supplies there is no hard requirement.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 14, 2024, 02:42:04 AM
Additional question, ground logistics: how many GSP replacement do you need?

I can't tell from here (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760) whether the listed GSP for a unit is meant to be its requirement after every single combat round or after it has completely emptied its supplies over 10 combat rounds, which is a 10-fold difference in supply burn rate and minimal supplies on hand.

The GSP carried by a unit is the amount required to fire its weapon for 10 combat rounds.

I made a post some time ago (http://aurora2.pentarch.org/index.php?topic=12587) which attempts to address ground combat from a high-level, analytical perspective. There is a discussion of logistics included. The amount of LOG units you will need depends on how effectively your units can kill the enemy units, which in turn is going to depend on a lot of factors so it is difficult to generalize, but an acceptable minimum is probably 2x your army's GSP amount in additional logistics elements, which will supply your army for a total of 10 days (30 rounds). Of course you'll need more logistics elements to resupply your army after the fight, so call it 3x. This is a bare minimum for relatively ideal circumstances, against harsher terrain or conditions you may need to dedicate 20% or more of your ground forces production to logistics elements. However, since your forces can still keep firing after they run out of supplies there is no hard requirement.
Looks useful though the thing I was currently trying to determine was 'how many LOG-S units do I need in my formation for them to be able to perform resupply at all'. To which the answer would appear to be 1/10th of the GSP of the formation.

Which will let me stuff in an extra heavy tank or two
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on January 16, 2024, 11:34:55 PM
I remember seeing advice in the past to never research the minimum engine power techs because your shipping lines would use them and become less effective.

Does this still hold true?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 17, 2024, 12:09:51 AM
I remember seeing advice in the past to never research the minimum engine power techs because your shipping lines would use them and become less effective.

Does this still hold true?

Mixed results. It's true that the civilian ships will be slower since they use the highest level of this tech, but they will also be cheaper to build since engines are a major cost and especially are the dominant cost for freighters - cheaper ships also means more ships, which can roughly balance this out. A size-50 NGC drive with 50% efficiency (250 EP) will cost 62.5 BP per engine, while the same drive with 25% efficiency (125 EP) will cost a mere 15.625 BP per engine.

There are two factors to think about: one is the law of diminishing returns, at some point the engines will be so cheap that the benefit of making them even cheaper is minimal, especially for the more costly colony ships and fuel harvesters. The other is game performance, as more civilian ships means more calculations and thus slower increments. The recent change to make civilians build only their larger ship classes after certain breakpoints helps with this so it is a +/- thing, but still a consideration.

One suggestion for how to handle this is to manually un-research the tech levels you don't want the civilians to use, and manually re-research them when you want to design an engine with that tech (which should be relatively infrequent, once or twice per engine tech level as you only need one big commercial engine for most purposes). If you are worried about it you can do this, however in practice I usually only worry about the first 1-3 levels of the tech so it doesn't concern me enough to bother.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on January 17, 2024, 06:41:19 AM
And while you research you can disable the shipping lines. That will result in them not building any ships, not in them being demolished.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: sisso on January 18, 2024, 06:07:33 PM
How can I know how much tons my fleet is transporting? I can see the items on Fleet -> Transported Items.  But I do not see how much tons is that or how much is still available.  That is a bit pain for salvage ship.  I don´t want to come back on each salvage, but don´t want to risk lose sweet tech.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on January 18, 2024, 06:19:09 PM
How can I know how much tons my fleet is transporting? I can see the items on Fleet -> Transported Items.  But I do not see how much tons is that or how much is still available.  That is a bit pain for salvage ship.  I don´t want to come back on each salvage, but don´t want to risk lose sweet tech.

It's on the 4th line of the fleet summary.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kamilo on January 19, 2024, 05:33:48 AM
After conquering an enemy planet I cannot move my own colonist to it because of the different species. How can I manage that?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 19, 2024, 05:37:13 AM
After conquering an enemy planet I cannot move my own colonist to it because of the different species. How can I manage that?

Each species needs separate colony even on same body. So you need to create new colony for your species and move the installations by ships from the original colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 24, 2024, 02:15:05 AM
Question on officer promotions.

I have realistic promotions enabled. As far as the navy is concerned, everything works pretty much as it should.
However, when it comes to ground units, promotions are practically non-existent. All officers are at the lowest level.
How can I change this apart from promoting them manually?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on January 24, 2024, 02:28:58 AM
Question on officer promotions.

I have realistic promotions enabled. As far as the navy is concerned, everything works pretty much as it should.
However, when it comes to ground units, promotions are practically non-existent. All officers are at the lowest level.
How can I change this apart from promoting them manually?

You need formations for each rank in your chain of command. So if you only have Lieutenant Colonels and then no formation for Colonels and only formations for Generals, they will not autopromote. They can only autopromote one step of the chain of command.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 24, 2024, 08:32:37 AM
It's worth noting that, although the game will automatically assign a rank to your formation based on size, you can manually set the rank for any given formation - either for all units of that type when built (on the screen where you set them up), or for any individual formation that's already been built (on the ground unit overview screen, if I remember correctly.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on January 27, 2024, 03:14:00 AM
In Create Research Project window there is a field with "No Notes" (just above Create button).

How to add some notes there? and where would it be shown?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 27, 2024, 08:00:13 AM
It's where the description of the research project would normally be. For any racial techs (techs that you've designed), that field defaults to "No Notes", as you've mentioned.

Theoretically you'd set that when you're making the tech - there's even a box for it, which comes pre-filled with "No Notes" - but it's not an editable field.

If it was a field you could enter information in, it'd only be visible when it was sitting in your research queue.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 28, 2024, 10:38:48 PM
So, I had the silly idea of creating a "Stripper Names" and/or a "Tradgedeigh Names" Race Name theme, but I realized that I'm actually not sure what the file format for such is.

There's a topic for new ship naming schemes, but - as far as I know, and as far as a quick search can find - there doesn't seem to be anything for race name themes.

So - the question: Is there a Race Name suggestion topic that I've missed and/or an explanation for what should be submitted as possible addition to the game?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on January 28, 2024, 11:44:58 PM
So, I had the silly idea of creating a "Stripper Names" and/or a "Tradgedeigh Names" Race Name theme, but I realized that I'm actually not sure what the file format for such is.

There's a topic for new ship naming schemes, but - as far as I know, and as far as a quick search can find - there doesn't seem to be anything for race name themes.

So - the question: Is there a Race Name suggestion topic that I've missed and/or an explanation for what should be submitted as possible addition to the game?

Text file, one name per line. The line break is the separator. You need three files - male names, female names, and family names, sadly we don't have support for male/female family name differences like in, e.g., Russian. The way to work around this would be to use two name themes, and just have the male/female names use the same file.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on January 29, 2024, 01:06:29 PM
So, I had the silly idea of creating a "Stripper Names" and/or a "Tradgedeigh Names" Race Name theme, but I realized that I'm actually not sure what the file format for such is.

There's a topic for new ship naming schemes, but - as far as I know, and as far as a quick search can find - there doesn't seem to be anything for race name themes.

So - the question: Is there a Race Name suggestion topic that I've missed and/or an explanation for what should be submitted as possible addition to the game?
You also don't have to ask for it to be officially included if you want to start using it right away - you can add them to your own game locally from the "Miscellaneous" tab on the main view. The "Naming Theme Suggestions (http://aurora2.pentarch.org/index.php?topic=10472.0)" topic isn't specific to ship name themes, you can suggest commander names there as well.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on January 31, 2024, 08:42:05 AM
Is there a major issue in v2.51 that would justify waiting for 2.6?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on January 31, 2024, 10:12:29 AM
Is there a major issue in v2.51 that would justify waiting for 2.6?
Nothing I've run into so far, and the 2.5.1 bugs thread seems to be fairly benign at the moment.

Currently the only things on the block for 2.6.0 is removing the colonist cost for spaceports, crew for maintenance storage bays, and the option to limit how far away planets are generated.

We've been told that a major ground forces rework is coming up (changes to make air units unified with the rest of ground forces); but there's no ETA on that, so it's probably not worth waiting on.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on January 31, 2024, 11:47:43 PM
Is there a major issue in v2.51 that would justify waiting for 2.6?
No reason to wait, just dive in!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 01, 2024, 10:02:13 AM
So...

There's this NPR.  I havaen't been able to get him to communicate with ME at all, and if I go to any of his systems, he tells me to leave.

However, there's this one ship in a remote system that I was able to park a Diplo ship next to.

I was just informed that they now grant me trade access... despite, technically, my relationship with them being 0.

Now, I know how this works, in that for my relation to build with them, they have to send a diplo ship to me to talk.  I get that part.

What I want to know is, what do I do now?  If my civvie lines decide to send freighters to their space, are they going to get attacked?  Or should I just wait until I get so far as they think of me as an ally, then just reposition my diplo ship in one of their home systems and wait 40 years for them to "catch up" in relationship rating?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on February 01, 2024, 10:26:07 AM
The diplomatic figure you see is your opinion of them. You have now way of knowing their opinion of you until they offer trade access or similar. To the best of my knowledge they do not offer false treaties although their opinion could change later
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 01, 2024, 01:31:04 PM
Does the "Military Hulls" information when you select a fleet match with the size of the ship? For example I have a military ship of 2900t, but when I select the fleet it belongs to, the Military Hulls info says 2850 and this is the same for any other military ship or fighter, there's always a mismatch of 30-50t, what does it mean?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: JacenHan on February 01, 2024, 01:56:56 PM
Probably a rounding issue - looks like it is rounding down to the nearest 50 tons. It should probably either round up and/or round to 1-ton increments, since ship designs round up to the nearest ton.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on February 02, 2024, 11:28:06 AM
I am once again fighting against the maintenance costs in Aurora and thought that maybe I could just play a game where I have infinite MSP reserves on my major colonies. Having that would make it so my ships last eternally in harbor, but still degrade in space, which is what I always try to get to.

...However, I can't seem to find the SM edit function that lets me change the MSP reserves. In VB6 all minerals, population and buildings were on one edit button. Now buildings are kind of separate in the Civilian/Flags tab, but mineral and MSP reserve can't be changed? Did I overlook something? Is it perhaps later in the fleet window?(currently no ships; still in game preparation)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 02, 2024, 12:13:38 PM
I haven't tried it, but you could probably make a 1,000,000 ton "ship" that's nothing but cargo shuttles and MSP storage. SM'ing the ship into existence should give it full supplies, then you can just have it unload.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 02, 2024, 12:42:49 PM
I haven't tried it, but you could probably make a 1,000,000 ton "ship" that's nothing but cargo shuttles and MSP storage. SM'ing the ship into existence should give it full supplies, then you can just have it unload.

This or a DB edit are your only options, we don't have an SM button for MSP or fuel reserves.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on February 02, 2024, 12:47:24 PM
Damn, okay, thank you. I guess I will edit DB then.
Weird that we can now specify star systems to the dot, but this essential tool for things like scenario set up is missing. I just created my non-Sol start by hand, but I can't do this last step only.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 02, 2024, 12:51:57 PM
Damn, okay, thank you. I guess I will edit DB then.
Weird that we can now specify star systems to the dot, but this essential tool for things like scenario set up is missing. I just created my non-Sol start by hand, but I can't do this last step only.

Since you usually need Maintenance Facilities to maintain a fleet anyways, I always covered by dropping the MSP minerals on those colonies - in the early game you usually produce MSP faster than it's used so it works out the same way in practice. I guess that doesn't work as well if you're using absurdly huge orbital bases instead.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Froggiest1982 on February 02, 2024, 02:45:23 PM
Damn, okay, thank you. I guess I will edit DB then.
Weird that we can now specify star systems to the dot, but this essential tool for things like scenario set up is missing. I just created my non-Sol start by hand, but I can't do this last step only.

If you don't want to Edit the DB, you can always SM a replenishment ship and transfer what you need on the surface. I try to touch the DB as little as possible or if only strictly necessary.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 02, 2024, 06:45:43 PM
So...

There's this NPR.  I havaen't been able to get him to communicate with ME at all, and if I go to any of his systems, he tells me to leave.

A request to leave can be ignored; your diplomat will probably be able to raise their opinion of you faster than the penalty for being asked to leave, especially if the only ship they can detect is a properly–designed diplomatic ship.

However, there's this one ship in a remote system that I was able to park a Diplo ship next to.

But of course this is even better, since your diplomat can work unimpeded.

I was just informed that they now grant me trade access... despite, technically, my relationship with them being 0.

As Andrew already said, that is only your people’s opinion of them. It only controls what treaties you are allowed to offer them. Your diplomat has already raised their people’s opinion of yours enough that they have offered you a trade treaty. If you keep raising it, they will give you more stuff.

What I want to know is, what do I do now?  If my civvie lines decide to send freighters to their space, are they going to get attacked?

No, because they gave you a trade treaty. In fact, each successful delivery by one of your ships to one of their colonies will raise their opinion of you. This stacks with what your diplomat can accomplish. Of course for that to happen you need to have a continuous path of stabilized jump points to their colonies and back, and the trip cannot be so long that your civilian freighters never choose to make that trip. You may need to found a new colony specifically for the purpose; just don’t put it in a system that they already claim.

Or should I just wait until I get so far as they think of me as an ally, then just reposition my diplo ship in one of their home systems and wait 40 years for them to "catch up" in relationship rating?

That will probably tank their opinion of you; the penalty for leaving a ship in their home system is over 20× worse than in a minor outlying system that they have claimed. A properly constructed diplomatic ship garners the least possible penalty, but it is still pretty bad if you camp out in their capital system. As their opinion of you goes down they’ll withdraw any treaties that they have previously agreed to, and if it gets bad enough they’ll go hostile.

In order for your people’s opinion of them to go up, they need to build a diplomatic ship and send it to your territory. Sometimes the AI manages this, other times it doesn’t, or perhaps it decides not to. (Naturally, the two are indistinguishable to the player.)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 03, 2024, 02:12:06 PM
Which are the reasons to prefer stabilisation of the JPs, instead of using ships with jump engines, or doing viceversa (apart the cost of the jump engines)?
I never used stabilisation in my previous games, so I decided to use it in the current one.
I am at the beginning of the game (only 2 JP explored), so maybe I still haven't met the limit of the stabilisation.
But it seems easy to me to use it, and I like I can send around not "jump-able" ships.
Please, let me know your ideas about it.
Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 03, 2024, 02:28:30 PM
I mean, the cost and space of jump engines is very much one of the reasons to prefer stabilization.

If you're putting your jump engines on jump stations (instead of on the ships themselves), stabilization also allows you to change the size of your ships without breaking everything. If all the jump stations in your empire can only handle 10,000 ton ships, and you increase the size of your military ships to 11,000 tons, you've got to refit and redeploy all your jump stations before your military can leave the system.

Really, the only arguments against stabilization are that they take a long time to set up and that once they're up, you can't unstabilize them - like, say, if you discover a hostile alien fleet and don't want them to be able to transit all the way back to Sol.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 03, 2024, 03:52:19 PM
Civvies will only use stabilized jump points as well, so without it you can't use them to help you bring stuff to extrasolar colonies.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 03, 2024, 04:55:07 PM
Thank you all of the hints!
Very helpful!

For unfriendly aliens: all the NPRs I met in my games had jump engines, so unstabilise a JP would not be effective.   :o
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 03, 2024, 05:01:54 PM
For unfriendly aliens: all the NPRs I met in my games had jump engines, so unstabilise a JP would not be effective.   :o
If you blow up the jump ship(s) without stabilizing the jump point, the rest of 'em can't escape.  (https://i.imgur.com/myIYn8p.gif)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 04, 2024, 09:16:41 AM
One of my ships is in danger, because of engine and crew modules failure and low remaining MSP to repair it.
I would like to recover the crew somehow, before they die.
In a salvaging ship, I don't remember which module I need (if any) to transfer the crew from one ship to another one, and which module for keeping the salvaged people. Can I use extra crew modules or passengers/colonists ones?
Or can I transfer MSP to the damaged ship, and let the crew repair it? Again using which module to transfer the materials?
Thank you for the help!!!   :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on February 04, 2024, 01:02:23 PM
One of my ships is in danger, because of engine and crew modules failure and low remaining MSP to repair it.
I would like to recover the crew somehow, before they die.
In a salvaging ship, I don't remember which module I need (if any) to transfer the crew from one ship to another one, and which module for keeping the salvaged people. Can I use extra crew modules or passengers/colonists ones?
Or can I transfer MSP to the damaged ship, and let the crew repair it? Again using which module to transfer the materials?
Thank you for the help!!!   :)
you can either:
1. Select the ship in the fleet tab, and go to the Miscellaneous tab. There is an abandon ship button. Pressing that will have all the crew and officers evacuate via escape pods then destroy the ship, at which point any ship can pick up the life pods. Fastest option and ensures the crew won't die as long as you pick them up before the life pods expire in two weeks
2. A ship set as a supply ship can transfer MSP using a cargo shuttle module.

- There is no way to transfer crew between ships, aside from picking up life pods. Rescued crew can be kept in colonist modules, or having extra crew modules works too, but is less space-efficient.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 04, 2024, 02:21:26 PM
Thank you, captainwolfer!
Really appreciated!   :) :) :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 04, 2024, 06:24:27 PM
Cryo Module - Emergency is the one you want on your rescue shuttle/lifeboat.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Mr_yourface13 on February 04, 2024, 08:10:14 PM
What does the Auto Fleet FC button on the Naval Organization page do? Trying to figure out a one-click option for auto-assigning commanders to ships without having to enable auto-assign for all ships as well.  <3
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on February 04, 2024, 09:02:06 PM
What does the Auto Fleet FC button on the Naval Organization page do? Trying to figure out a one-click option for auto-assigning commanders to ships without having to enable auto-assign for all ships as well.  <3
That automatically assigns fire controls for ships

I dont think there is a button that does what you want, just the normal auto-assignment that applies to all ships. Maybe marking ship designs as "No officers" or whatever?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 05, 2024, 01:16:27 PM
Does make any difference to have a beam fire control of 6400km of range or 10000(or more) if we speak about PD against missiles? As far as I remember laser in PD fires in the last 10000km before the missile hits, so, is ineffective a laser that fires at 6400km?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 05, 2024, 01:33:52 PM
Does make any difference to have a beam fire control of 6400km of range or 10000(or more) if we speak about PD against missiles? As far as I remember laser in PD fires in the last 10000km before the missile hits, so, is ineffective a laser that fires at 6400km?

A BFC with less than 10,000 km range will not be able to fire at 10,000 km, thus no PD fire. Additionally, the longer the BFC range is, the better the accuracy at 10,000 km will be, scaling as (10,000 km / BFC range in km). In fact, a BFC with exactly 10,000 km range should have 0% accuracy for PD fire.

As long as the weapon has at least 10,000 km range (which I think all of them do unless you're screwing around with the DB), weapon range will not affect the accuracy for PD fire, only the BFC matters. Though particularly with lasers you may want added range to deal with stand-off/laser warheads.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 05, 2024, 01:48:01 PM
Does make any difference to have a beam fire control of 6400km of range or 10000(or more) if we speak about PD against missiles? As far as I remember laser in PD fires in the last 10000km before the missile hits, so, is ineffective a laser that fires at 6400km?

A BFC with less than 10,000 km range will not be able to fire at 10,000 km, thus no PD fire. Additionally, the longer the BFC range is, the better the accuracy at 10,000 km will be, scaling as (10,000 km / BFC range in km). In fact, a BFC with exactly 10,000 km range should have 0% accuracy for PD fire.

As long as the weapon has at least 10,000 km range (which I think all of them do unless you're screwing around with the DB), weapon range will not affect the accuracy for PD fire, only the BFC matters. Though particularly with lasers you may want added range to deal with stand-off/laser warheads.

Thanks a lot NS, so for a turret laser of max 30000km designed for PD, I may want a BFC for at least 30000km to maximize chance of hit.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 05, 2024, 02:45:30 PM
Thanks a lot NS, so for a turret laser of max 30000km designed for PD, I may want a BFC for at least 30000km to maximize chance of hit.

Personally, depending on your BFC tech I would go for a longer range. If you set it to 48,000 km (1x base range at the 4,000 RP tech level) you'll have about 80% accuracy (before accounting for other factors like speed, missile tracking bonus, etc.) and if you set it to 96,000 km (2x base range, or 1.5x base range at 8,000 RP) you'll get close to 90%. At some point you reach diminishing returns with the BFC in terms of cost/tonnage vs range but I think 80% to 90% is a good target.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 06, 2024, 01:30:44 AM
Is there a jump shock after a Squadron Jump?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on February 06, 2024, 01:38:27 AM
Is there a jump shock after a Squadron Jump?
AIUI Yes, but less of it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 11, 2024, 02:52:12 PM
Please, just a couple of confirmations.
To move around troops (e.g., to garrison locations), I need ships with troop transport module, not a simple cargo ship, do I?
And a shuttle bay to unload from the ship, right?
Thanks!!!

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Rince Wind on February 11, 2024, 03:06:31 PM
Yes, you need troop transport bays and a shuttle bay. More shuttle bays will increase the load/unload times. (you also need the bay to load the ship)

I think you could get away without a shuttle bay if you have a spaceport, but I doubt you'll have one everywhere. And the bays would still speed up the loading process.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 11, 2024, 03:10:50 PM
Please, just a couple of confirmations.
To move around troops (e.g., to garrison locations), I need ships with troop transport module, not a simple cargo ship, do I?
And a shuttle bay to unload from the ship, right?
Thanks!!!
Correct, you can use Troop Transport Bays or Troop Transport Drop Bays to move your troops around. Drop bays require more mass per carried troop toonage but will allow you to deploy your troops pretty much instantly to the planet's surface. In your mind's eye you can imagine the drop pods as they scream down through the atmosphere :)
Shuttle bays will reduce the time required to load/unload.

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on February 11, 2024, 03:18:54 PM
Perfect!
Thank you both!
welchbloke, were you thinking to Starship Troopers?!   ;D ;D ;D
At the moment, I haven't to invade enemy bodies. Simply move troops to my colonies. To redo some geosurvey... and calm some populations!!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 11, 2024, 03:59:12 PM
Perfect!
Thank you both!
welchbloke, were you thinking to Starship Troopers?!   ;D ;D ;D
At the moment, I haven't to invade enemy bodies. Simply move troops to my colonies. To redo some geosurvey... and calm some populations!!
Well I do have a Drop Inf division consisting of 'the most on the bounce cap troopers where everybody fights and no one quits'.... :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pbhead on February 11, 2024, 11:15:38 PM
My survey vessels have stopped surveying.   Like.   they sit on 00:00:00 ETA.  .  .    and do nothing.     


They worked fine earlier.       The exact same ships mind you.         Could this have something to do with the fact that they are surveying a system that a friendly NPR found first, and has been in for a while?

A save file (needs renaming) https://www.dropbox.com/scl/fi/8x4uhgyuna07kjwyz8g5r/AuroraDB2.db?rlkey=zjha5bnf7xq9j1023styll1g8&dl=0

Id post in the bug report section, but I want to rule out "me being stupid" first.     

Edits: I used spacemaster mode to spawn a brand new copy of the ship, and sent it to a different system, and the copy is surveying fine there.   But when I spacemaster the OG ship to the same different system. . .  It doesnt survey.  Which makes me really think it is a buggers.  Or I could still be dumb somehow.   At least I have a work around: delete the old ones and spawn new ones.  i guess.

Also, why the hell are spaces appearing after periods? It is breaking my links.   and making my sentences look stupid.
Fixed link. It's an anti-spam feature. -Garf
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 12, 2024, 01:42:33 AM
This ship only has a GEO sensor. To scan Survey Points you need a GRAV sensor. :)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pbhead on February 12, 2024, 07:57:46 AM
wow.  yep.  I am dumb.    I set my geo fleet to grav survey, and my grav fleet to geo survey.   And not only that, but I had double checked it and set them backwards a second time.  Thanks.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on February 12, 2024, 05:04:09 PM
I would never make the mistake of giving the wrong survey orders  :). Coincidentally I use survey ships with both sensors
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 14, 2024, 01:54:23 PM
Is the time for a Xeno Ground team to examine alien ruins dependent on the ruins themselves?  Like, if it's taking forever, does that mean it will be a higher "tech level" or something?

(I plopped my Xeno Team... 38 vehicles... on a Ruined Outpost 30 years ago.  I was getting tired of waiting, so I tripled the count, and waited another 20 years.  It's getting a bit aggravating ;p )
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 14, 2024, 02:21:23 PM
Is the time for a Xeno Ground team to examine alien ruins dependent on the ruins themselves?  Like, if it's taking forever, does that mean it will be a higher "tech level" or something?

(I plopped my Xeno Team... 38 vehicles... on a Ruined Outpost 30 years ago.  I was getting tired of waiting, so I tripled the count, and waited another 20 years.  It's getting a bit aggravating ;p )
Are you sure that you didn't miss the message that they finished? The Xeno team just IDs the name, tech level, and number of buildings of the ruins - you need construction vehicles to actually start pulling goods out.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 15, 2024, 04:25:28 AM
Are you sure that you didn't miss the message that they finished? The Xeno team just IDs the name, tech level, and number of buildings of the ruins - you need construction vehicles to actually start pulling goods out.

My "Xenoteam vehicle" is 1Xeno module and 1 construction module.

I'll keep watching... my galaxy has stalled-ish at the moment
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 15, 2024, 07:29:28 AM
I just started a new conventional campaign and writing an AAR on another forum (playing as the USA in 1960, now I am in 1972) coz there are a lot of guys interested in Aurora but always scared of the learning curve.

The game is a conventional start with all the other default options, the questions is: how interesting can be from a gameplay perspective if I add via SM another or two neutral NPR on Earth to simulate the technological handicap, for example UK and URSS always conventional?

Are they going to construct ships, colonize and all the other stuff a human player may expect?

I do not have any experience with SM, how should I procede to add two neutral conventional NPR on Earth?

Thanks
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 15, 2024, 08:19:16 AM
NPR cannot do conventional starts. You can create a neutral faction that is completely passive and only produces colonists that you can convince to immigrate to your colonies via your own colony ships, but that's it. If you want to have NPRs on Earth, they start with the normal TN-start. Also, keep in mind that they will not hesitate to nuke Earth if/when war happens.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 15, 2024, 09:54:58 AM
My "Xenoteam vehicle" is 1Xeno module and 1 construction module.

I'll keep watching... my galaxy has stalled-ish at the moment
That's far, far longer than I'd expect; although I'll note that your initial xeno team was only ~19% as large as my typical team (100 Xeno x2 Trucks).

My only suggestion would be to ramp up your presence on the planet - make some xeno-only vehicles, put together as many as can fit on your transport, and - if you're not doing this already - give them an appropriately-sized HQ unit, and assign a commander with +Xeno abilities.

Even so, 50 years is a long time not to see progress.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 16, 2024, 07:01:26 AM
Even so, 50 years is a long time not to see progress.

That line sums up almost everything I do in this game ;p.

Still, 67 years after initial Xeno-landing, I finally breached it... and it was extraordinarily not-special.  Lame.

At least during all that time the NPR became "allies" with me and my 0 rating, allowing me to actually send my diplo ship closer to one of their colonies and start actually building THEIR rating so I could return the favor.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on February 16, 2024, 12:56:38 PM
I'm having an issue using Orbital Habitats to create colonies on high-colony cost worlds. I designed an Orbital Habitat with 5x Ark Modules:

(https://i.imgur.com/jbTK9qE.png)

I created a colony on Venus, and then had a tug tow it to Venus. The tug fleet released the habitat in orbit, and the resulting fleet shows it as "orbiting Venus." However, the Venus colony still says Supported Population 0m/0m, and if I actually unload colonists on Venus it now shows a growth rate of -540%. I also tried ordering the fleet orbiting Venus to again Move to Venus, which it did, but no change. If I advance time, the landed colonists start to die.

How do I get the Orbital Habitat to actually work and provide population to Venus? I also tried towing the Orbital Habitat back to Earth and ordering it to Load Colonists at Earth, but despite orbiting Earth it never actually loads anything and just sits there with the "Load Colonists" order.

What am I missing? Thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Black on February 16, 2024, 01:44:14 PM
If there is no space port or cargo transfer station on Earth the habitat is not able to load colonists as it does not have cargo shuttles.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ChubbyPitbull on February 16, 2024, 01:50:34 PM
If there is no space port or cargo transfer station on Earth the habitat is not able to load colonists as it does not have cargo shuttles.

Understood! However, this is both a Spaceport AND a Cargo Transfer Station on Earth.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 16, 2024, 02:11:38 PM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 16, 2024, 02:30:33 PM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 17, 2024, 04:43:29 AM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

Are you on version 2.5.1?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 17, 2024, 05:29:51 PM
Is the time for a Xeno Ground team to examine alien ruins dependent on the ruins themselves?  Like, if it's taking forever, does that mean it will be a higher "tech level" or something?

(I plopped my Xeno Team... 38 vehicles... on a Ruined Outpost 30 years ago.  I was getting tired of waiting, so I tripled the count, and waited another 20 years.  It's getting a bit aggravating ;p )

My "Xenoteam vehicle" is 1Xeno module and 1 construction module.

I'll keep watching... my galaxy has stalled-ish at the moment

Ok, let’s refamiliarize ourselves with the mechanics:

Ground-based Xenoarchaeology

Xenology Teams do not exist in C# Aurora.

Instead, a new ground unit component (100 tons) provides 0.5 xenoarchaeology points. Ground units with this component may be added to ground formations to provide a xenoarchaeology capability. All formations at the same population with a xenoarchaeology capability will combine their xenoarchaeology points.

The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).

Your vehicles have 0.5 points each, giving your entire formation 19 points. That gives you a 19% chance of successfully exploring the ruins in any given year. But the real mechanic is that you really get 19/73% = 0.26% chance every construction cycle. These checks are all independent of each other, except for the fact that once the ruins are identified they stop looking. Thus we should really compute the probability that the team still has not succeeded after a certain period of time. The formula for this is (1 − P)N, where P is the probability per construction cycle and N is the number of construction cycles elapsed.

(1 − (0.19/73))^(30*73) = 0.003321195 = 0.33%

So the chance that you would have to wait 30 years for your initial team to finish the job is pretty small. Of course it doesn’t tell you how much longer you will have to wait; they’re not saving up progress from cycle to cycle so the checks are still independent from each other.

Then you tripled the number of vehicles to 114, giving you 57 points. That is 0.78% chance per construction cycle

Still, 67 years after initial Xeno-landing, I finally breached it... and it was extraordinarily not-special.  Lame.

What is the probability that you would need to wait another 37 years?

(1 − (0.57/73))^(37*73) = 0.000000000638 = 0.0000000638%

That’s pretty darn unlucky.

I always recommend that people aim for a lot more points than they think is reasonable. The yearly percentages are misleading because breaking it up into multiple smaller checks actually results in a lower chance per year. Of course even then you can still get unlucky.

Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 17, 2024, 11:04:36 PM
I'm having an issue using Orbital Habitats to create colonies on high-colony cost worlds. I designed an Orbital Habitat with 5x Ark Modules:

(https://i.imgur.com/jbTK9qE.png)

I created a colony on Venus, and then had a tug tow it to Venus. The tug fleet released the habitat in orbit, and the resulting fleet shows it as "orbiting Venus." However, the Venus colony still says Supported Population 0m/0m, and if I actually unload colonists on Venus it now shows a growth rate of -540%. I also tried ordering the fleet orbiting Venus to again Move to Venus, which it did, but no change. If I advance time, the landed colonists start to die.

How do I get the Orbital Habitat to actually work and provide population to Venus? I also tried towing the Orbital Habitat back to Earth and ordering it to Load Colonists at Earth, but despite orbiting Earth it never actually loads anything and just sits there with the "Load Colonists" order.

What am I missing? Thanks!

Having just done exactly the same as you - you don’t take the colonists off the station that’s what the arks are for - imagine them been shuttled to the surface to work in their mines and shuttled back again at the end of the day - they live on the arks and work on the planet - Venus’ surface is no place to live

I have 8 ark stations around Venus providing 8m miners work in 160 mines


Afaik if the load colonists button is there and you have enough on earth it’ll work - took about 10-15 days to load my arks


Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 18, 2024, 05:25:50 AM
Do note that you need long enough time pulses for loading to happen. If you're just pressing 20 minutes or 1 hour repeatedly, nothing might happen.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on February 18, 2024, 06:59:56 AM
Can someone guide me through the latest versions' ground force upgrade procedure? In the past it was extremely bothersome to have to obsolete most of your standing forces on every major tech step instead of just upgrading/retraining them with new equipment, though I did like that I had to research their newest iteration.
I vaguely remember reading a year ago that Steve wanted to change it into auto-upgrading, so you'd neither research and forces just get all tech progression immediately like in VB6? Well, if so, then that isn't implemented as I just tested, but maybe I just remember it wrongly.
Can the troops be upgraded later in some way? Through the series line perhaps? But I don't see any buttons/dropdowns that would make it possible to select formations to upgrade or anything.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 18, 2024, 11:14:44 AM
Sadly we still do not have a way to upgrade existing formations, we can update templates but still no automation for formation upgrading.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 18, 2024, 12:53:05 PM
I think I know the answer, but is there a way to test the STO designing a ship as target? So far I was able to test ship Vs ship but for the STO there doesn't seem to be this possibility because they fire automatically.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 19, 2024, 05:51:49 AM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

Are you on version 2.5.1?

2.4.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 19, 2024, 05:52:59 AM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.

What if it's not a... uhhh... regular NPR?  (also, as per Steve's question below this, it's version 2.4.0)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 19, 2024, 01:07:09 PM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.

What if it's not a... uhhh... regular NPR?  (also, as per Steve's question below this, it's version 2.4.0)

The constant NPR jumping back and forth was fixed in v2.5.1 by adding jump shock to NPRs.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: themousemaster on February 19, 2024, 04:32:49 PM
Tactical question:

What do most people do to deal with a fleet guarding a jump point, and doing the "jump dance" (since they apparently aren't affected by jump shock) to prevent me from being able to assign FC and fire before they leave again?

(I don't see any connections to allow me to send in another fleet from the other side to cover both ends of the JP)

This was supposed to be fixed in a recent patch so that NPRs would no longer avoid jump shock and you should have a chance to shoot at them. If this is still happening I think it merits a bug report.

What if it's not a... uhhh... regular NPR?  (also, as per Steve's question below this, it's version 2.4.0)

The constant NPR jumping back and forth was fixed in v2.5.1 by adding jump shock to NPRs.

Noted.  I still need to figure out a way to breach the other side... but this at least lets me keep them out of mine for the moment.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Arkrider on February 20, 2024, 02:37:12 PM
When designing fighter pods for ground support, the options to add sensors, terminal guidance, retargeting and laser warheads remains, and add weight to the ordinance if added.

Do those actually do anything for fighters? Say I make an autocannon pod.  Does retargeting benefit it somehow? And how in the world would a laser warhead work on it? If some of these features do nothing, which features do add a function? Or should I ignore all of them?

Thanks in advance
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 20, 2024, 06:16:54 PM
I haven't tried them but AFAIK those were all added in 2.2 which did not see any changes to GSF so I would assume they are all pointless for GSF pods.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: DrBladeSTEEL on February 21, 2024, 08:11:23 AM
Is there a way to randomly generate the home system, or do I need to take a massive space hammer to Sol for my xenos campaign? Alternatively, would it be easier to transplant my homeworld to another system?

I'm not playing with known stars.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 21, 2024, 08:40:37 AM
couple of quickies, i hope.........

1. ruined outpost and left behind alien infrastructure - does one just go recovery it and take it back to earth, are there any secrets to be unveiled?

2. Same with alien wrecks - do you just take them back to earth and have their internal doings revealed to you?

TIA
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 21, 2024, 09:12:19 AM
Is there a way to randomly generate the home system, or do I need to take a massive space hammer to Sol for my xenos campaign? Alternatively, would it be easier to transplant my homeworld to another system?

I'm not playing with known stars.
There's a couple of good guides around, but the jist of it is that you create a new game, then go into SM mode and generate new systems, when you find one that you like, create a new race, mark it as a player race, then delete Sol.

couple of quickies, i hope.........

1. ruined outpost and left behind alien infrastructure - does one just go recovery it and take it back to earth, are there any secrets to be unveiled?

2. Same with alien wrecks - do you just take them back to earth and have their internal doings revealed to you?

TIA
Anything that you dig up from alien ruins becomes just regular stuff that your colonists can use as per normal. If you don't need infrastructure on the planet where it was dug up, you can transport it where needed.

A salvage module (when in a ship that either has a cargo bay or is paired with a freighter) will allow a ship to reduce a wreck into raw minerals, along with a % chance to recover intact modules. The modules can then either be disassembled on a planet with a lab for technology (if you don't know the tech), broken down into minerals, or can be put into your own ships (check the "use alien tech" box when designing.)
 
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on February 25, 2024, 01:19:01 PM
Is the switch to using a dot as the decimal separator still a thing in v2.51 for French/Latin-language users?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 25, 2024, 01:55:01 PM
Is the switch to using a dot as the decimal separator still a thing in v2.51 for French/Latin-language users?

It is still a thing and will probably be a thing until either (1) the heat death of the universe, or (2) Steve gives the code to someone else who changes it. The former is far more probable.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 26, 2024, 09:28:50 AM
Had a successful interception of some nefarious aliens passing thru my Sol system - 3 salvos of 10 missiles each and the ship been escorted was taken down - 140k tonnes - what the hell could this be?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on February 26, 2024, 01:17:19 PM
Civilian ship of some sort. Gate constructors are often on the front line of NPR expansion
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 26, 2024, 01:39:14 PM
Could also be a salvage ship or a troop transport, depending on if it's just a random NPR or a spoiler race.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 27, 2024, 08:35:46 AM
Scavenge the wreck to learn more about it.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 27, 2024, 11:04:56 AM
Scavenge the wreck to learn more about it.

On my way 👍
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 27, 2024, 11:50:48 AM
What does a red box round a jump point mean
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on February 27, 2024, 01:05:19 PM
What does a red box round a jump point mean

Danger, danger, Will Robinson!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 27, 2024, 01:05:55 PM
What does a red box round a jump point mean
Pretty sure it's "stabilized, but not by you."
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 27, 2024, 02:04:55 PM
What does a red box round a jump point mean

Danger, danger, Will Robinson!

That’s where the little bas£&@:s are getting in
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pbhead on February 28, 2024, 12:29:35 AM
Ok.    I may be stupid again.    But I will ask.   Because I dont get it.   

  Enemy shoots 9 missiles at me.    ok.    My fighters on area defense miss every shot.   ok.   well they hit some decoys.   still, ok. 

My 4 (2x4) cwis say they have 8 shots (shouldnt they have 4*8 =32?), and shoot down 22 missiles !!!! with a 275% kill rate! incredible!

all 9 missiles hit.   


Now I know there were some changes with missiles giving them multiple warheads.  .  .   but if they were using multiple warheads, i wouldnt expect 9x strength 8 hits every time.   

SO.   am I stupid?


edit: it looks like in the bug report section some guy had the same problem, but Awesome dev guy said he fixed it for 2. 5. 1. . . .  which is the version I thought I was playing. . .  given that the . exe file i am using was created on 1/25/2024.   so maybe i should post over there huh.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on February 28, 2024, 08:34:34 AM
edit: it looks like in the bug report section some guy had the same problem, but Awesome dev guy said he fixed it for 2. 5. 1. . . .  which is the version I thought I was playing. . .  given that the . exe file i am using was created on 1/25/2024.   so maybe i should post over there huh.

The bug report is for 2.5.1, so will be fixed in 2.6. Right now CIWS doesn't work.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 28, 2024, 11:00:50 AM
What does a red box round a jump point mean

Danger, danger, Will Robinson!

Is it possible they’ve just stabilised the jump point and this isn’t their home?

I can’t find them anywhere in the system - assuming the point is stabilised at the end I can see and not on the other side of the jump
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 28, 2024, 05:16:50 PM
Yes, a stabilized JP does not necessarily mean that there is an alien homeworld on the other side. But further speculation should go to the Spoiler sub-forum.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on February 29, 2024, 02:31:39 AM
I have a few questions for you fine connoisseurs of the game!

I see it's not possible to make NPRs start as pre-TN. Too bad, and I guess it's because the additional code necessary for the transition would be too much work for the reward. In your mind (and I know I'm somehow comparing apples and oranges here), what would be the rough ratio of power (economic and research) between a non-TN and a TN so that the non-TN can catch up within 10 years with the TN. I would be the non-TN starting on Earth, with several other power blocks starting as TN on Earth too, so I prefer to err on the safe side and be too weak rather than too strong.
Let's say, if I start with 1600 CI and 16 RL, at 35% research speed, what should I give to the starting TN so they are not overpowering and I'm able to catch up with them within 10 years?

For the second question, in the same setting, if several races start in the same system and each has several bases in the same system, including on the same planet, what should I expect relations-wise when the truce period is over? A slow degradation of relationships? A fast one, immediate war? Everything is open, including staying friends?

Lastly, is it possible to make 2 NPRs like or dislike each other from the start, so that their relation evolves naturally either to alliance or war? That's to create some 'alignments' between different power blocks, and I would prefer not to see China befriend the USA against the EU, etc.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 05:02:25 AM
If I’m making a ‘command’ vessel to be like an awacs system for the battlespace but think it would be handy to stick some fuel storage on board to help any other ships that run low - does this vessel also need a tick in the tanker box
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 29, 2024, 05:27:27 AM
Yes, and refueling system
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 05:56:32 AM
Do maintenance facilities auto generate maintenance supplies because of their very existence or do they need minerals to make them

and which minerals do they use - im trying to produce some on a colony that has 50 MFs but keep getting the warning that i have a mineral shortage

TIA
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on February 29, 2024, 06:25:18 AM
On Colony Mining screen you can check how much minerals you need to produce MPS on that specific colony (a year).
Duranium, Uridium, Gallicite.

http://aurora2.pentarch.org/index.php?topic=11249.msg130583#msg130583
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 06:40:37 AM
i see it now - thankyou for your help

one last one for today if i may

i have finally produced salvage ships and have started pulling in the wrecks, soi now have a salvage ship with 8000 tons of wreck - i cant see any order to get this off the ship and take it to earth
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on February 29, 2024, 07:11:55 AM
i see it now - thankyou for your help

one last one for today if i may

i have finally produced salvage ships and have started pulling in the wrecks, soi now have a salvage ship with 8000 tons of wreck - i cant see any order to get this off the ship and take it to earth

Depending what you have salvaged, click on the planet you want to unload the stuff and then click on unload (minerals, ship components)...
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 07:36:22 AM
i see it now - thankyou for your help

one last one for today if i may

i have finally produced salvage ships and have started pulling in the wrecks, soi now have a salvage ship with 8000 tons of wreck - i cant see any order to get this off the ship and take it to earth

Depending what you have salvaged, click on the planet you want to unload the stuff and then click on unload (minerals, ship components)...

yeah, i dont have that - all the salvage ships show a certain amount of tonnage salvaged, and anything found from alien wrecks was auto uploaded from the site - so i cant tell if the total salvaged is a record of how much the ship has salvaged or its actually on the ship somewhere, but clicking on earth gives me no unload options
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 29, 2024, 07:47:05 AM
yeah, i dont have that - all the salvage ships show a certain amount of tonnage salvaged, and anything found from alien wrecks was auto uploaded from the site - so i cant tell if the total salvaged is a record of how much the ship has salvaged or its actually on the ship somewhere, but clicking on earth gives me no unload options

Does the salvage ship have cargo capacity? You need somewhere to put the stuff you salvaged - either on the ship itself, or (I believe this still works) a freighter that's in the same fleet.

Here's what one of my salvagers looks like:
Code: [Select]
Grogor class Salvager      33,000 tons       174 Crew       569 BP       TCS 660    TH 1,200    EM 0
1818 km/s      Armour 1-91       Shields 0-0       HTK 53      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 10    Max Repair 200 MSP
Cargo 6,500   
Knight    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Miserly Commercial Magneto-plasma Drive  EP240.00 (5)    Power 1200    Fuel Use 0.64%    Signature 240    Explosion 2%
Fuel Capacity 586,000 Litres    Range 501 billion km (3189 days at full power)

Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
EM Sensor EM1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 08:44:03 AM
Might have to chalk that up to experience, or inexperience!!

Didn’t have cargo space - I SM’d some onto on of the salvagers and I still can’t get the salvage counter to go down - I’m guessing that might be a service record display and the actual cargo has gone into spaaaaaaaaace
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on February 29, 2024, 11:32:46 AM
I've decided to add a new player race to my game and build it up to the point where it is a genuine threat to my main empire. I will then let them meet and let them have a nice gentle war of species survival. I haven't added a race in a very long time and don't know where the functions are to add a new player race. Can anyone prvide a quick synopsis or point me at another thread that explains what to do. The one thing I remember from the last time was that my original race had knowledge of the new race's home system (because of the way I'd created the new race) and I couldn't find a way to make my original race 'forget' about the new system.

Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 29, 2024, 04:29:20 PM
Might have to chalk that up to experience, or inexperience!!

Didn’t have cargo space - I SM’d some onto on of the salvagers and I still can’t get the salvage counter to go down - I’m guessing that might be a service record display and the actual cargo has gone into spaaaaaaaaace
Yes, the game does not stop you from 'wasting' salvage if you run out of cargo space or, like in your case, have none to begin with. So whatever you salvaged before is gone but at least now you know and knowing is half the battle.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on February 29, 2024, 04:39:22 PM
Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.

Welchbloke
AFAIK, that is not possible in-game currently, because you obviously cannot delete the system. People use a special SM-race at game creation to do this sort of stuff, which means that only the SM-race knows all the systems, the other races only know their home system. But if you don't have a SM-race, then you're out of luck.

I have a few questions for you fine connoisseurs of the game!

I see it's not possible to make NPRs start as pre-TN. Too bad, and I guess it's because the additional code necessary for the transition would be too much work for the reward. In your mind (and I know I'm somehow comparing apples and oranges here), what would be the rough ratio of power (economic and research) between a non-TN and a TN so that the non-TN can catch up within 10 years with the TN. I would be the non-TN starting on Earth, with several other power blocks starting as TN on Earth too, so I prefer to err on the safe side and be too weak rather than too strong.
Let's say, if I start with 1600 CI and 16 RL, at 35% research speed, what should I give to the starting TN so they are not overpowering and I'm able to catch up with them within 10 years?

For the second question, in the same setting, if several races start in the same system and each has several bases in the same system, including on the same planet, what should I expect relations-wise when the truce period is over? A slow degradation of relationships? A fast one, immediate war? Everything is open, including staying friends?

Lastly, is it possible to make 2 NPRs like or dislike each other from the start, so that their relation evolves naturally either to alliance or war? That's to create some 'alignments' between different power blocks, and I would prefer not to see China befriend the USA against the EU, etc.
That last bit is easiest - you cannot use SM to edit NPRs so unfortunately setting relations like that is impossible. The most common thing that will happen after the truce is nuclear war in few months but some people have reported that they were able to maintain peace with some of the NPRs. So really, it's either world peace, world war or some combination of peace and war depending on the number of NPRs. Do remember that an NPR will not hesitate to nuke Earth during a war so the risk of early game ending for your campaign is high. As for the size and difficulty settings for your own race, the only things that matter are the difficulty percentage and your starting population as the NPR creation is scaled based on those two factors. But there is still enough of a random element that it is difficult to predict what will be created.

But dude, from your explanation, it seems that you are looking to make a pretty detailed campaign with diplomacy and other stuff that is almost impossible with NPRs. It is extremely unlikely that they will play in a manner that would fit your story. I'd recommend doing multiple player races instead of NPRs but of course, that means that you would have to play all of them yourself. Whichever way you end up going, please keep us updated!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on February 29, 2024, 06:02:50 PM
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on February 29, 2024, 06:04:22 PM
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place

The other option is Ark modules.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on February 29, 2024, 08:30:29 PM
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place
Or genemod your race with higher gravity tolerance.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on February 29, 2024, 10:09:39 PM
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place
While it may well be worth mining, note that past a certain point reserves are much less important than accessibility.

I'd much rather find 1 million at accessibility 1.0 than 100 million at accessibility 0.1
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 01, 2024, 01:25:18 AM
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place
While it may well be worth mining, note that past a certain point reserves are much less important than accessibility.

I'd much rather find 1 million at accessibility 1.0 than 100 million at accessibility 0.1


Indeed - they are all between .7 and .9
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: welchbloke on March 01, 2024, 01:40:13 AM
Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.

Welchbloke
AFAIK, that is not possible in-game currently, because you obviously cannot delete the system. People use a special SM-race at game creation to do this sort of stuff, which means that only the SM-race knows all the systems, the other races only know their home system. But if you don't have a SM-race, then you're out of luck.

Thanks, the SM race seems the obvious answer for future campaigns. I finalised realised what I was looking for was a VB6 Aurora feature called 'Forget System' which did what it said on the tin and removed knwoledge of the system for that race. Fortunately, I realised there was a way to modify the DB to remove the other race's knowledge of the system. Now all I need to do is expand the new empire using SM to make is a mature multi-system empire with good technology and a bad attitude - shouldn't take long  ;)

Welchbloke
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Vandermeer on March 02, 2024, 05:58:55 AM
I just noticed that you can do this with magazines:
(https://www.mediafire.com/convkey/c93a/1gtrti7chtiqfk2bg.jpg?size_id=5)
If I use Duranium Armor, I can have a -4 magazine, which is essentially a dull bulkhead type module of size 1HS but with 10HTK.
You can play with numbers and get it to -1mag as well, but then the HS:HTK ratio won't be as prodigious.

Has someone tried if this works? They shouldn't be able to explode, since nothing can be in them, right?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 03, 2024, 04:51:18 AM
What's the solution to not having most windows truncated, even on a large computer screen? I don't want to maximize each window really.
(https://i.imgur.com/KBZLpAp.jpeg)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Droll on March 03, 2024, 08:51:39 AM
What's the solution to not having most windows truncated, even on a large computer screen? I don't want to maximize each window really.

Most of those windows usually have a button labelled "wide view" or something which, although still might not show the entire width of the window (like on the system view) will at least manage to not look super truncated.
Those buttons should be on the bottom of the window but your screenshot looks weird, the area where the buttons are seems to also be truncated which I don't think should be possible unless windows are being resized.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on March 03, 2024, 09:28:18 AM
@vorpal
Do your Windows settings enlarge/magnify screen (larger than 100%)?
You can check this, and if so, you should set it back at 100% to revert Aurora windows to correct sizing. You will loose the "good" viewing for the rest of the programs you use, anyway.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 03, 2024, 02:02:08 PM
That's indeed the issue, I run fonts at 125% as I have a big screen. Reverting to 100% just for Aurora scrambles all icons on my desktop.

EDIT: Further to this, if I revert to 125% after my Aurora session, the icons are automagically replaced as they should, so good news. Changing fonts size back and forth requires login off and on though.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 07, 2024, 12:47:28 AM
I have searched the forum about what is known about the Truce, and it left me with some questions. Beyond the "prevent war from triggering between 2 races in the same system," here is what I'm not sure about:

1 - Does it prevent hostilities in all potential star systems in which two races have a settled body (population only)?
2 - Does it apply only in star systems qualifying from the start (possible exploit: drop some population in another system to trigger the Truce blanket in this system)?
3 - Does it prevent a formal DOW, degradation of relationships, any possible hostile act?

I'm envisioning a scenario with a Truce lasting 1000 years. If it applies only to initial systems, then that's fine; it would mean that a scenario with multiple Earth starts is under this condition, but only within the Sol system. This would allow for Colonial wars between these Earth-originated NPRs, which is precisely what I want! However, if it applies at any time, in any location, for any system where there are populations of 2+ from two different NPRs, then that scenario would not work for me.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on March 07, 2024, 05:43:23 PM
I've sent two Stabilization ships to create a Lagrange Point next Neptune, hoping they could work faster.
They started at the same moment, but one of them finished the process almost 30 days earlier the other one (maybe thanks of a better commander), and a LP was created.
When also the second ship ended, a second LP was there, almost at the opposite position of the first one respect the sun.
As I cannot create a LP if one is already present, is this behaviour WAI, or is it a bug?
Attached the list of the LPs (from the Naval Organization window).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 07, 2024, 07:23:34 PM
Were they in a fleet together or were they in two separate fleets?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on March 08, 2024, 04:54:12 PM
Two separate fleets.
When the first one finished the stabilization, just before clicking the time progress, I thought "now, it says that second ship has finished too".
When it didn't, "let me see what can happen now!".   :o :)

EDIT.
Reopening the game, the two LPs of Neptune are now in the same location, where it was the second one generated.   ???
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 10, 2024, 12:02:50 AM
I have searched the forum about what is known about the Truce, and it left me with some questions. Beyond the "prevent war from triggering between 2 races in the same system," here is what I'm not sure about:

1 - Does it prevent hostilities in all potential star systems in which two races have a settled body (population only)?
2 - Does it apply only in star systems qualifying from the start (possible exploit: drop some population in another system to trigger the Truce blanket in this system)?
3 - Does it prevent a formal DOW, degradation of relationships, any possible hostile act?

I'm envisioning a scenario with a Truce lasting 1000 years. If it applies only to initial systems, then that's fine; it would mean that a scenario with multiple Earth starts is under this condition, but only within the Sol system. This would allow for Colonial wars between these Earth-originated NPRs, which is precisely what I want! However, if it applies at any time, in any location, for any system where there are populations of 2+ from two different NPRs, then that scenario would not work for me.

Bumping my questions. I searched further into the forum:

A bug report:
NPR's in multi-NPR-earth-start do not follow truce countdown and WILL declare war as soon as the diplomatic relations decrease to around 500.

A supposition:
As far as I know the truce countdown does not "freeze" diplomatic relations - it merely prevents NPRs in the same system as you from attacking you for a certain amount of time no matter your relations (alternatively it may be that the countdown freezes only relations with NPRs. Since the other nations were controlled by you it didn't work). The main reason for this is to give your diplomats opportunity to get rolling - a good enough diplomatic team will prevent war once the countdown expires. I think.

And that's it. What do we know exactly on how Truce works?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 10, 2024, 06:02:25 PM
I don't think we know much, very few people use it as very few people do combined starts with NPRs in the same system.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 11, 2024, 04:00:04 AM
Your answer seems to imply that this would only work for races sharing the same home system, and not if, for instance, race B establishes a colony in race A's home system, which would then automatically enforce a truce between the two. I would be surprised if Steve left this loophole, so I will assume that's not the case.

How do you use 'copy colour' (singular) in the Logs panel? I would expect a 'paste' button, so it can apply to another entry?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 11, 2024, 10:06:17 AM
It automatically pastes it to relevant log event for other player controlled races, AFAIK.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 12, 2024, 05:12:25 AM
Is there a list somewhere of the various bridge departments and their benefits?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pedter on March 12, 2024, 05:29:05 AM
Is there a list somewhere of the various bridge departments and their benefits?

Best bet is the Command & Control rules:
https://aurora2.pentarch.org/index.php?topic=8495.msg101818#msg101818
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 13, 2024, 04:16:42 PM
Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: captainwolfer on March 13, 2024, 04:19:23 PM
Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.
Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: leomat on March 13, 2024, 07:26:04 PM
How can I create and use custom rank names (land and navy) for my game?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 13, 2024, 07:55:03 PM
How can I create and use custom rank names (land and navy) for my game?
Use the add/remove/rename buttons in the Commander view.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 14, 2024, 02:06:57 AM
Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.
Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
Not exactly what I'm asking  :-\
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kaiser on March 14, 2024, 02:13:51 PM
Was there not a 'no civilian ship names' feature in the past? I don't mind seeing the little blue dots, actually I like it, but the names just clutter the tactical view.
Go to the contacts tab, and uncheck Civilian. That will keep them from showing up on the map
Not exactly what I'm asking  :-\

That would be really useful, I personally like see the space "living" with ships even civilians, but an option to remove the names and the orders leaving the dots only would be nice.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 14, 2024, 09:29:59 PM
Oh wow, I did not even realize that we had lost that functionality. I was about to post that you can already do this, there's a button for it but that was VB6 Aurora. There does not seem to be a way to keep civilian contact blips while hiding their fleet names. Should add that to the Suggestion thread!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 15, 2024, 06:52:48 AM
Having realised the error of my ways and preferring to use automated mines over ark modules - I have 10 2.5m ton space stations on their way back to earth to take the 10 million miners off - is there a way to break these monsters down or how do I get rid of them
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on March 15, 2024, 07:52:00 AM
Having realised the error of my ways and preferring to use automated mines over ark modules - I have 10 2.5m ton space stations on their way back to earth to take the 10 million miners off - is there a way to break these monsters down or how do I get rid of them

You can always ude SM mode, to "teleport" them to your colony.

In game solutions:
- Use them in a different place.
- Take Miners off with Passanger Ships, and make a target practice for your fleet.
- Take Miners off with Passanger Ships, park empty passanger fleet for space station crew, abandon those space stations.
- Be patient! and abandon them above your colony.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 15, 2024, 09:34:52 AM
If they aren't too big, you can use shipyards to scrap them. Scrapping does not require retooling, just the size to be right.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 15, 2024, 09:55:39 AM
2.5m tonnes 😩
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: davidr on March 15, 2024, 12:04:00 PM
Is it possible to add a new ship and nomenclature to Steve's list of ship classes ? ( and if so how would I be able to do this ).

I want to make a small military ship with carronade to orbit planets with my colonies so as to add to the protection value.

I had this type of ship in my previous game but I cannot remember what design of ship from the drop down menu I used .

The penalty for  being old.

Thought I could add a new description myself if not too difficult.

DavidR
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 15, 2024, 01:14:20 PM
Just use System Patrol Craft or Monitor for that purpose. There is no need to add a new class to the list.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 15, 2024, 01:18:54 PM
Is it possible to add a new ship and nomenclature to Steve's list of ship classes ? ( and if so how would I be able to do this ).

I want to make a small military ship with carronade to orbit planets with my colonies so as to add to the protection value.

I had this type of ship in my previous game but I cannot remember what design of ship from the drop down menu I used .

The penalty for  being old.

Thought I could add a new description myself if not too difficult.

DavidR
Class Design window, New Hull button
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 16, 2024, 09:13:41 AM
In the mining window is the production value the annual amount?

That been said - is there an optimal size for an orbital mining platform?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on March 16, 2024, 12:03:17 PM
In the mining window is the production value the annual amount?

That been said - is there an optimal size for an orbital mining platform?
Yes - the production numbers on both the mining window and the empire mining window are per year.

Can't answer your second question - I don't use orbital platforms - my corundium production is all tagged for automated mines.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 16, 2024, 12:34:15 PM
Can't answer your second question - I don't use orbital platforms - my corundium production is all tagged for automated mines.

Aren’t orbital mines half the corundium cost of automated mines for the same level of production?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Pedroig on March 16, 2024, 01:38:12 PM
Automated mines and a mass driver can be used universally though, and with the limited amount of minerals on most asteroids, easier to simply stop off on the way to somewhere else for a bit, rather than build an entire ship (which can easily negate the Corundium savings)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: AlStar on March 16, 2024, 02:28:50 PM
Can't answer your second question - I don't use orbital platforms - my corundium production is all tagged for automated mines.

Aren’t orbital mines half the corundium cost of automated mines for the same level of production?
Possibly! I ignore asteroid miners so that I can save myself research and shipyard space. I've also read that they can be a bit finnicky.

Automated mines work - doesn't matter if the target is a comet or a superearth; just drop them off with my freighter fleet and they do their thing.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 17, 2024, 04:22:02 AM
It’s entirely my fault for trying to see all the toys in the game, that and having the baddies kill 20 million miners in their arks leaves me nervous to have humans floating in space again

Don’t go to Venus in my game - I can’t imagine the scene
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 17, 2024, 06:44:33 AM
I can't find where you et the min nav officer rank for a ship? It's straightforward for a unit, but ship?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 17, 2024, 09:08:27 AM
It’s entirely my fault for trying to see all the toys in the game, that and having the baddies kill 20 million miners in their arks leaves me nervous to have humans floating in space again

Don’t go to Venus in my game - I can’t imagine the scene
It'll look fine. The high temperature highly corrosive atmosphere will have got rid of the bodies really fast
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 17, 2024, 09:21:44 AM
It’s entirely my fault for trying to see all the toys in the game, that and having the baddies kill 20 million miners in their arks leaves me nervous to have humans floating in space again

Don’t go to Venus in my game - I can’t imagine the scene
It'll look fine. The high temperature highly corrosive atmosphere will have got rid of the bodies really fast

😂
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 17, 2024, 02:21:21 PM
I can't find where you et the min nav officer rank for a ship? It's straightforward for a unit, but ship?

You cannot set the rank manually, it is automatically set based on the ship design and components, following the rules in this Steve dev post. (http://aurora2.pentarch.org/index.php?topic=8495.msg101818#msg101818) The one exception is the "Senior C.O." checkbox which bumps up all required ranks by one grade.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 18, 2024, 11:42:11 AM
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on March 18, 2024, 04:58:34 PM
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 18, 2024, 05:51:01 PM
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?

Yup, i stabilised my side so it could get through, planted the diplo ship and then was 🤦‍♂️🤦‍♂️🤦‍♂️
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 18, 2024, 06:37:16 PM
Don't worry, we've all been there  :P I've left surveyors and once, even my battlefleet, stranded like that!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: pedter on March 18, 2024, 07:42:59 PM
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?

Yup, i stabilised my side so it could get through, planted the diplo ship and then was 🤦‍♂️🤦‍♂️🤦‍♂️

Having done this plenty of times myself, I'm now a big fan of a commercial jump drive vessel: take a minimum-tech 3-50 jump drive with tonnage rated for whatever it may need to escort, add some engines to keep up with whatever needs to be jumped, then assign it to any commercial fleet that looks like it'll need one for standard transits. My bulk haulers all sit at 275kt; the jump escort is technically rated for 281kt (just in case I get crazy enough to have a tug tow a 280,465t orbital miner outside the jump gate network) but only masses 22.5kt itself. Much easier to build and I only need to keep a couple around because not every bulk hauler mission requires a jump drive.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 19, 2024, 02:02:41 AM
I'm trying to streamline my survey process, but I'm still very much new to it. I'm using a military tender to transport shuttles (fighters) with geosurvey.
- 1 -
Surprisingly, shuttles can be refueled from the tender, even if it does not have a refueling system. So I'm wondering what will happen if a shuttle has an engine failure and I scoop it into the tender, will the tender's MSPs be used to repair the engine?
- 2 -
If I assign the shuttles to the tender as their mothership, I can make them return at 50% fuel to it automatically. So far so good. But is there a possibility to automate further and auto-launch them for another round of geo-surveys? It seems only manual here.
- 3 -
One of my shuttles has been in clock rewind/overhaul over Ceres, which has enough Maintainance facilities but no MSP. I'm surprised, are ships not using MSPs for regular upkeep / OV, just credits?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 19, 2024, 06:10:27 PM
1.
Yes, a military hangar will refuel, rearm and repair any parasite inside it as long as the mothership has enough fuel, missiles and MSP to do so.

2.
No way to automate them further and that is actually good as otherwise you'll forget your surveyors.

3.
If there are no MSP, it sounds like there are no minerals there or alternatively, there are not enough colonists to run the facilities.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 20, 2024, 01:41:57 AM
Thanks for your efforts Garfunkel, I know it might be a bother at times to reply to these stupid noobish questions constantly!  ;D

About 3, I'm pretty sure my shuttle was duly overhauled, even without minerals or MSP at Ceres. Am I hallucinating?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Ulzgoroth on March 20, 2024, 02:43:51 AM
About 3, I'm pretty sure my shuttle was duly overhauled, even without minerals or MSP at Ceres. Am I hallucinating?
Did it complete the overhaul? Or did it assume the overhaul state but not actually prove able to wind back the clock? I'd expect the latter.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 20, 2024, 07:57:56 AM
I tried again and the clock continued to progress, so I must have been hallucinating. All is working as expected then, thanks guys.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: CaiusIuliusCaesar on March 21, 2024, 08:47:08 PM
Hey guys, I've just returned to Aurora after a couple of year of hiatus. Can you guys quickly remind me of the cool tool that lets you simulate and optimise ship designs? Many thanks!
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Kiero on March 22, 2024, 04:28:49 AM
Hey guys, I've just returned to Aurora after a couple of year of hiatus. Can you guys quickly remind me of the cool tool that lets you simulate and optimise ship designs? Many thanks!
https://aurora2.pentarch.org/index.php?topic=10999.0
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: ty55101 on March 22, 2024, 11:04:20 PM
If you start a new game with two player races is the size of NPRs based on the first one you enter or the largest? (I put in the wrong value on the first and didn't realize until later while looking over a screenshot)
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Andrew on March 23, 2024, 05:40:24 AM
Reasonably certain its the first
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 23, 2024, 09:06:51 AM
NPRs are based on the average size of existing player races.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: paolot on March 23, 2024, 09:18:48 AM
In the list of the survey sites, is it possible to see also the ones already scanned, and eventually the results of the scanning?
I have some geo- and xeno- surface units on some planets, but I don't remeber why they are there, as those locations are not in the survey sites list (if they even were there!).
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: db48x on March 25, 2024, 09:58:20 AM
There’s an event in the event log when the surveys finish (for both geo and xeno), but aside from that, no.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 25, 2024, 09:59:18 AM
is there a way to set up an orbit of a planet at a certain distance?

ive finally found the limit of some baddies missile range and have created sensors longer than that - my plan now is to sit 105m km off the planet and see what glorious treasures await
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 25, 2024, 10:02:26 AM
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 25, 2024, 10:46:35 AM
is there a way to set up an orbit of a planet at a certain distance?

ive finally found the limit of some baddies missile range and have created sensors longer than that - my plan now is to sit 105m km off the planet and see what glorious treasures await

You can set up an order to follow an enemy contact at a set distance. That will use fuel though, and you would need to be careful of orbital mechanics. Might be better to find a stationary location, or another body, that remains outside the required distance while remaining inside sensor range.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Steve Walmsley on March 25, 2024, 10:48:13 AM
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?

You can use Delete Pop. Although I would remove anything of value, such as colonists, first.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 25, 2024, 11:39:40 AM
There’s an event in the event log when the surveys finish (for both geo and xeno), but aside from that, no.
To add to this, if you can't see it, increase the number of events until you do.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 25, 2024, 12:03:10 PM
having set up a small moon as a colony due to ancient ruins ive recovered and pillaged all i need to - this colony is now no use - is there a way to 'un-colony' the moon?

You can use Delete Pop. Although I would remove anything of value, such as colonists, first.

Ahh there’s no one on it now the survey team has left but the planet shows up in my ‘colony’ list
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: vorpal+5 on March 26, 2024, 08:14:22 AM
The change in minerals from mass driver always shows 0 for Earth, even the day after a packet arrives from a CMC. Is it normal?

EDIT: Disregard, it shows as recent for 12 hours, then disappears, so it's ok, but can look like not working if you run one day each time.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 27, 2024, 07:55:40 PM
I’m currently standing 95m km off an alien occupied planet which is in range of my passive, active and thermal scanners which can see 100m km - I’m trying to avoid his 90m km range missiles

I’ve been there 6 months now - at what point should I be receiving intel on the planet and population or do I need to get closer?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: nuclearslurpee on March 27, 2024, 09:41:08 PM
I’m currently standing 95m km off an alien occupied planet which is in range of my passive, active and thermal scanners which can see 100m km - I’m trying to avoid his 90m km range missiles

I’ve been there 6 months now - at what point should I be receiving intel on the planet and population or do I need to get closer?

It is possible - especially if the aliens are spoilers - that you cannot gain passive intel if the alien race is sufficiently xenophobic.
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: undercovergeek on March 27, 2024, 11:45:19 PM
Ah that may explain it

Close my eyes and invade?
Title: Re: Questions Not Worth Their Own Thread: C# Edition
Post by: Garfunkel on March 27, 2024, 11:52:43 PM
You should be getting updates in less than 12 months. But as Nuclearslurpee said, spoilers might not give you anything and even a normal NPR with a really high xenophobia will not reveal much. So wait a little longer if you're not in a hurry, otherwise invade.