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11
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on Today at 04:57:40 AM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

If its been requested a few times then and not implemented it means there is more involved to implement it or it will cause issues with other systems or its just not in Steve's eyeline. Which is fair enough.
But If it was a bonus balancing issues I would be prefectly happy excluding any addtional bonuses more officers would cause. I want it purely for RP reasons, Career history,Medals ,Career XP and natural promotions. I like seeing that the Grand Admiral of my fleet started out as simple Fighter Pilot that worked his way up with loads of medals from command of a varity of ships.   

I seen on some of your posts also that other players have issues with having enough officers, so it would be cool also if the additional officer slots had a lower priority then the main ones like Captain or whatever. This would help prevent an officer being put into a useless RP role where they could have been better used commanding a war ship.

I dont know if its possible but if you take the bridge module for example with one slot for Captain. Could it be changed to allow up to say 3 slots with decending priority. Captain,Helmsman and Navigator for example. The last two dont provide any additonal bonuses and would only be filled if all other Captain slots in the fleet had been filled.

The other modules would have similar like Science Officer, Junior Science Officer etc/

Senior Army officers are generally always an issue for me also but I thinks thats becuase i leave Army build up to late. I usually have 100s of the lowest rank army officer with nothing above. I know i can just promote but RP wise i dislike this, mostly because of the aformentioned lack of history ha.
12
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by papent on Yesterday at 02:55:04 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

Basically it boils down to the following:
Quote
A minor suggestion and an expansion of the Misc component Idea

Miscellaneous Ship Officer Stations
You design the components on the Create Research Projects window by:
Choosing a size (from 1 HS to 10)
giving the component a name
Choosing an Officer Type ( Naval, Ground, Admin, Scientist)
Choosing an Officer Skill That will be the Primary selection Criteria
For Naval/Ground/Admin only: Rank Required

  • Cost is equal to size in HS and the mineral requirements are split between 20% Duranium and 80% Corbomite.
  • The HTK is equal to the square root of the size.
  • The officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component.


two example Officer Stations

Code: [Select]
Internal Security Control
Cost 100   Size 100 tons   Crew 15   HTK 1
Officer: Ground Force Officer
Rank: Major
Skill: Ground Combat Defence
Base Chance to hit 100%
Materials Required: Duranium  20    Corbomite  80   

Code: [Select]
Civil Logistic Liaison
Cost 200   Size 200 tons   Crew 30   HTK 2
Officer: Civilian Administrator
Rank: Admin Rating 1
Skill: Logistics
Base Chance to hit 100%
Materials Required: Duranium  40    Corbomite  160   
13
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Tavik Toth on Yesterday at 07:33:51 AM »
Man, every change I see makes me more excited for when v2.6 comes out
14
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on July 01, 2025, 03:32:27 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 
15
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Zax on July 01, 2025, 02:17:04 PM »
Wait, there's TWO "Steve"s in this end of the thread! Whom are you damning?

And even if we can change "starting age" does that mean commanders still get old at "the same age" or at "the same time from graduation"?
16
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Unclemestor on July 01, 2025, 11:36:28 AM »
v2.5.1 Issue:  Combat drop medals ID 34, 36 Auto Assignment not working
Assumption: 5 combat drop medals 35, 37 also not working [More difficult to test I think]

Prerequisites:
[not required, but shows nothing user related should be impacting this test]
Create brand new aurora folder
Extract Aurora1130Full into folder
Extract Aurora250 into aurora folder, overwriting db and exe
Extract Aurora251 into aurora folder, overwriting exe
Default game loaded by ... default

Steps to reproduce:
Enable SM mode

Open up Commanders, enable Automated Assignments

System Generation and Display -> Select Mars -> Modify Body to habitable
(ex: .1 oxygen, .35 aestusium, 0 co2)

Still in System Generation and Display -> Create Race on Mars, leave left all settings as defaults

Save example game
Exit Aurora
Re-start Aurora

[You could create the New Race GU here, but I did it later.  Swap back to the Terran Federation "main" species here]
Turn back on SM Mode

Time skip 5 days (Maybe not be necessary, but I don't know if this is required to ensure the new species is working)

Open up Alien intelligence, set as hostile

Instant research Ground Combat - Troop Transport Drop Bay - Standard
Instant research power & propulsion -
 - Pressurized Water reactor
 - Pebble Bed Reactor
 - Gaseous Fission Reactor
 - Nuclear Thermal Engine
 - Nuclear Pulse Engine
 - Nuclear Gas Core Engine (Could go fewer techs but up to you)
Instant research Construction/Production - Shipbuilding rate fully
Instant research Energy Weapons
 - Visible Light
 - Near Ultraviolet
 - Ultraviolet
 - Far Ultraviolet
These EW techs aren't necessary, and they are the wrong ones to increase Racial Weapon Strength anyway!

Create Project for Engine - Nuclear Gas Core EP125 (50% power, 25HS)
Instant the Project so it is available immediately

Go to Ground Forces -> Unit Class Design
instant design Unit Class VEH - CAPx2
instant design LVH HQ10, noncombat
[Note, any unit should do, but I'm trying to make something "real"]

Create formation template: 236x VEH - CAPx2, 1x LVH 10k HQ
Change created Formation Template Rank to lowest possible (Major, assuming default game)
Put the ~10k template in an Organization, and instant org 10 on Earth

Class Design - Create Drop Ship design
2 Troop Transport Drop Bays - VL
some number of engines to move it

Medal Management - Create medals for automated assignment for
-Participate in Combat Drop - Formation
-Participate in Combat Drop - Transport

Economics -> Shipyard ->
Use free retool biggest commercial shipyard (Santone Dockyard if on default game)
Build 2 of the new ship designs, pass time until Mid Feb

After ships built:
Validate commanders are assigned to ground units and ships, assign manually if not.

Switch to the New Species
Instant Create Unit Class Design PWL Infantry to get shot
Instant Create Unit Class LVH HQ10, noncombat (because even sacrificial lambs deserve a HQ)
Create Formation of 3312x PWL Infantry, 1x HQ
Put the ~10k template in an Organization, and instant org 5 on Mars
Switch back to the Terran Federation Race

Open Naval Organization, select fleet with Dropships
Create colony on Mars
Select earth, load up all 10 Formations
Select Mars, Orbital Drop all ground units

Advance time until drop and invasion is complete.

tldr; steps for repro
Create medals for Orbital Drop, create race in-system, give them some GU, Orbital Drop invade them

Expected Result:
Medals for Orbital Drop - Formation and Orbital Drop - Transport are awarded appropriately

Actual Result:
No Medals for Orbital Drop - Formation and Orbital Drop - Transport are awarded for naval commanders or ground commanders.

Even doubling the invasion forces to clear the surrender requirements doesn't result in anything.
17
General C# Fiction / Re: Terran Alliance - Journey to the Stars
« Last post by ruifac on July 01, 2025, 10:59:45 AM »
The Beagle and Woodlark's Maiden Voyage

2106.12.22
Category: Exploration
Location: Sol System, departing from Earth Orbit near the Lunar Shipyards
Participants: Geo Survey Ships: Beagle and Woodlark; Commanders: Lucia Vilena and Joaquina Camelo; Crew: 90 personnel across both ships including scientists, engineers, and security officers
Outcome: Success

The day has finally arrived as the Beagle and Woodlark, our pioneering Geo Survey Ships, have completed their construction and are now ready to embark on their historic maiden voyage. Stationed at the bustling Lunar Shipyards, the ships are the first of their kind, designed to probe the mysteries of our own solar system, seeking out mineral-rich asteroids, surveying planetary bodies, and uncovering secrets hidden within the cosmic expanse. Commanders Lucia Vilena and Joaquina Camelo, both seasoned officers with exemplary records, have been entrusted with leading this crucial mission. As their ships glide gracefully from the shipyard, the crew, a handpicked team of 50 experts including scientists, engineers, and security officers, prepare for the unknown. This marks the beginning of humanity's earnest push towards interplanetary exploration, and the Sol System holds its breath in anticipation of what they might discover in the vastness beyond our home planet.
18
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on July 01, 2025, 07:03:43 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other  words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(

More free time to play Aurora!!   ;D
19
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Droll on July 01, 2025, 05:38:52 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(
20
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on July 01, 2025, 04:26:34 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)
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