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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by Migi on Today at 05:12:17 PM »
The way to get rid of them is to spawn a hostile ship to destroy them, the functionality to remove them 'the easy way' hasn't been implemented in C#.
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General Discussion / Re: Is my Fleet about Average?
« Last post by Zap0 on Today at 04:16:08 PM »
My game was killed by an invasion of a jungle rift-valley world with 40k tons of defenders spotted from orbit. After that the save's size ballooned and everything became significantly slower, especially saving.

Sounds like an issue with too many logs in the DB. The amount of logs created during large ground combat increases more or less quadratically with the amount of defenders present, and defensible terrain lengthens combat even more.
You can try to delete ground combat logs (or just every log older than x months, as an alternative), vacuum the DB, and see if that helps performance.

Re: Topic
No, I've generally played smaller games. Conquer maybe one homeworld, a million tons or military ships or so.
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by froggiest1982 on Today at 03:10:23 PM »
I unintentionally left my mine-layer firing and lay down a strip of sensor buoys across a solar system. In theory I should be happy to have that stripe between two jump points, but in reality the vomit of cyan text is just too much clutter. The buoys do not show up as targets for may mine-layer so I am wondering if there is even a way to get rid of them.

Unfortunately not at the moment and it is not planned for 2.0 either.
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General Discussion / Re: Is my Fleet about Average?
« Last post by kilo on Today at 01:38:15 PM »
Would you be willing to sell your beefed up PC?

 ;D ;D ;D ;D ;D

I think your fleet is above average because i have a good PC and my games just slow to a crawl by this point.

My game was killed by an invasion of a jungle rift-valley world with 40k tons of defenders spotted from orbit. After that the save's size ballooned and everything became significantly slower, especially saving.

But now back to topic. With your population you should easily be able to support a large economy. If you get those people enough jobs in manufacturing and mining. The productivity and build cost seems to grow at the same pace in my games. So I would think these fleets should be affordable. The problem I am seeing is a fast expansion of the navy without sufficient support infrastructure. That can really break one's back. During war times it might have happened to me as well that I underestimated fuel requirements or galicite demand.

I have never played a round for so long though. I do not see how you may have failed to build sufficient transports for mineral transportation though.
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General Discussion / Re: Is my Fleet about Average?
« Last post by RougeNPS on Today at 01:19:47 PM »
Would you be willing to sell your beefed up PC?

 ;D ;D ;D ;D ;D

I think your fleet is above average because i have a good PC and my games just slow to a crawl by this point.
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Aurora Videos (C#) / Re: aurora 4X C# Youtube Videos
« Last post by AJS1956 on Today at 11:46:31 AM »
Good evening all,


A new home but the same service!

We have four new videos in the past five days!

Firstly, in version 1.12 (or later) news.

Liquidor has posted the next four parts of his 'United Terran Federation' playthrough (parts 4 to 7).

So, for version 1.12 we now have 466 videos with a total running time of 15 days, 6 hours and 3 minutes.

Next, for other/unknown versions.

All videos posted were for version 1.12 (or later).

So, overall, we now have a total of 974 videos with a total running time of 28 days, 14 hours and 58 minutes.

As usual, I have added the latest copies of the spreadsheets to the first post.

I am aware that there has been a short series created covering Quasar 4X. I will consider creating a Quasar 4X sheet if other creators start posting or if a longer 'Let's Play' type series is posted. If so, I will leave a comment here and create anew topic in the Quasar 4X forum.

Andy
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Droll on Today at 11:42:54 AM »
Basically, anything to allow removal of water vapor and hydrosphere without the start-stop and notification spam would be much appreciated by many.  :)

Yes, I can understand that frustration. I haven't had to remove water in any of my games or that would have been sorted by now :)

For v2.0, if you are removing water vapour, the process will no longer terminated due to a lack of water vapour in the atmosphere, unless the hydro extent is zero.

and there was much rejoicing!
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Droll on Today at 11:42:11 AM »
I had the same thought the other day (didn't know C# did it that way).  It does seem wrong to me that scrapping ships recovers components which can then be scrapped for materials but refitting just deletes them.  I'll wait to see if anyone has any objections to preserving scrappable components on refits, then eventually add the feature probably.

I'm pretty sure the whole scrapped components can be scrapped thing was reported as a bug on C# and fixed as it allowed people to receive more minerals than the initial cost of the ship.
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The Academy / How/Can I destroy my own sensor buoys?
« Last post by Fistandantillus7 on Today at 10:51:30 AM »
I unintentionally left my mine-layer firing and lay down a strip of sensor buoys across a solar system. In theory I should be happy to have that stripe between two jump points, but in reality the vomit of cyan text is just too much clutter. The buoys do not show up as targets for may mine-layer so I am wondering if there is even a way to get rid of them.
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