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Posted by: nuclearslurpee
« on: Today at 08:40:26 AM »

A quick question.  I set up my ground military without really paying attention to my officers, and just set it to auto-assign.  When I went back and checked it I realized that that was a mistake, as the base level unit was set to too high a rank and the rank structure was all screwed up.  So I went in to the ground forces screen, formation template tab, and manually reset the ranks for the various units to the rank that I needed it to be to make the rank structure work.  I assumed that officer auto-assign would take care of the shake up over time so went back to focusing on other things.  However, there was no real change.  I then decided to manually assign officers of the appropriate rank to the correct ground commands, but Aurora won't let me.  The base level battalion unit can be assigned to the lowest ranking officer, but the next level HQ is requiring a rank two levels higher than what I've set in the Formation Templates screen to be assigned. 

Example:
Battalion, required rank is major, actual required rank is major
Brigade, required rank is lieutenant colonel, actual required rank is lieutenant colonel
Division, required rank is colonel, actual required rank is major general
Corps, required rank is brigadier general, actual required rank is lieutenant general

I've saved and closed, advanced time, waited for it to work itself out, to no avail.  I assume that I'm doing something wrong, rather than this being a bug.

For already existing ground formations there is a button to change the required rank for the selected formation on the Order of Battle tab. Bottom-right I think.

Don't feel bad as you're not the first person to miss this button. I suspect it works this way because once built, a formation is not tied to its build template (which would otherwise specify the rank) aside from the replacements mechanic, since formations can lose units or have them added to make a custom OOB. Ground unit are quite different from ships in this way.
Posted by: Kurt
« on: Today at 08:19:21 AM »

A quick question.  I set up my ground military without really paying attention to my officers, and just set it to auto-assign.  When I went back and checked it I realized that that was a mistake, as the base level unit was set to too high a rank and the rank structure was all screwed up.  So I went in to the ground forces screen, formation template tab, and manually reset the ranks for the various units to the rank that I needed it to be to make the rank structure work.  I assumed that officer auto-assign would take care of the shake up over time so went back to focusing on other things.  However, there was no real change.  I then decided to manually assign officers of the appropriate rank to the correct ground commands, but Aurora won't let me.  The base level battalion unit can be assigned to the lowest ranking officer, but the next level HQ is requiring a rank two levels higher than what I've set in the Formation Templates screen to be assigned. 

Example:
Battalion, required rank is major, actual required rank is major
Brigade, required rank is lieutenant colonel, actual required rank is lieutenant colonel
Division, required rank is colonel, actual required rank is major general
Corps, required rank is brigadier general, actual required rank is lieutenant general

I've saved and closed, advanced time, waited for it to work itself out, to no avail.  I assume that I'm doing something wrong, rather than this being a bug. 
Posted by: nuclearslurpee
« on: Today at 07:33:36 AM »

Can bombardment-capable units in formations placed on front-line defense or front-line attack still contributes to the battle? The base combat rules imply yes, but I thought it best to be sure.

Yes. They will simply fire as normal units in this case, although given the extra tonnage bombardment components take up this could be considered somewhat inefficient.
Posted by: Jovus
« on: Today at 06:56:40 AM »

Can bombardment-capable units in formations placed on front-line defense or front-line attack still contributes to the battle? The base combat rules imply yes, but I thought it best to be sure.

For clarity, I'm attempting to design an 'integrated' light infantry regiment that contains its own sub-elements, intended primarily for front-line defense and bulk, to be placed in a divison that itself will have dedicated support and command formations. So far it looks something like this:

Quote
Light Infantry Regiment
Transport Size: 9,999 tons
Build Cost: 208.5 BP
1755x Rifleman
50x LMG-5 Platoon
25x 5-76mm Mortar Team
1x Batt HQ Van
1x Supply Truck Detachment
Posted by: nuclearslurpee
« on: Yesterday at 09:15:57 PM »

A quick mechanics question I realized I don't know the answer to like I thought I did:

Planetary terrain modifies the maximum fortification of ground units, according to Steve's dev posts. Suppose I have 12,000 tons of INF or STA ground units which have reached their maximum fortification level (let's assume the CON units did this and then went somewhere else). On a "normal" terrain with no multipliers this would mean 6x fortification, and a 2,000-ton signature to ship active sensors.

Now suppose the terrain gives a 2x fortification modifier, so the maximum fortification of the same units is now 12x. Does the terrain fortification modifier affect the active signature of the ground units, i.e., will I observe a 2,000-ton signature or a 1,000-ton signature?

I used to assume the former but re-reading the mechanics posts make me think it could be the latter, which is important to know before it becomes important...
Posted by: ChubbyPitbull
« on: June 07, 2024, 09:24:58 AM »

EDIT: Solved, I have to overhaul at the fleet orbiting the DSP, not at the DSP itself.

Had a question about overhauls, caveat up-front that I've modified the database to add more space-efficient maintenance storages.

Can maintenance ships be used to overhaul ships? I'm spying on an NPR who is several jumps from my borders. I setup a Deep Space Population far out of the shipping lanes in a backwater system not too far from their capital and other populated systems, so my small Intelligence  Corvettes have a close safe-haven for maintenance and fuel, with a small stealthy defense force in case things get spicy.

At the DSP I have Maintenance Ships with ship-based maintenance facilities, and the DSP population correctly shows the maintenance capacity provided by the orbital ships (Maintenance Capacity is significantly higher than tonnage maintained). The maintenance vessels have a large reserve of maintenance supplies and are flagged as supply ships. I also have a recreation ship, a fuel tanker, and a commercial ammunition carrier there for shore leave and refueling/reloaded.

I have my first intelligence corvette due for service, but when I order it to the DSP, I don't get an option to being overhauls on the ship. Is it not possible to overhaul via orbital maintenance facilities, or is there something else I'm missing?

Thanks!

Designs below:

Code: [Select]
Gryphon class Maintenance Vessel      120,000 tons       1,155 Crew       5,006.2 BP       TCS 2,400    TH 10,000    EM 0
4166 km/s    JR 3-50(C)      Armour 2-216       Shields 0-0       HTK 162      Sensors 5/14/0/0      DCR 1-0      PPV 0
MSP 150,026    Max Repair 1,250 MSP
Baron    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Maintenance Modules: 14 module(s) capable of supporting ships of 28,000 tons

J12-C120K Commercial Jump Drive     Max Ship Size 120000 tons    Distance 50k km     Squadron Size 3

Commercial Inertial Fusion Drive  EP5000.00 (2)    Power 10000    Fuel Use 0.28%    Signature 5000    Explosion 5%
Fuel Capacity 615,000 Litres    Range 330 billion km (916 days at full power)

EM Sensor EM1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Maintenance Ship for auto-assignment purposes

Code: [Select]
Goblin class Intelligence Corvette      2,000 tons       48 Crew       557.7 BP       TCS 40    TH 250    EM 0
6251 km/s    JR 3-50      Armour 1-14       Shields 0-0       HTK 15      Sensors 5/14/0/0      DCR 1-5      PPV 0
Maint Life 17.04 Years     MSP 5,174    AFR 32%    IFR 0.4%    1YR 34    5YR 505    Max Repair 280 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

J12-2000(3-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 3

Inertial Fusion Drive  EP250.00 (1)    Power 250    Fuel Use 10.0%    Signature 250    Explosion 10%
Fuel Capacity 280,000 Litres    Range 252 billion km (466 days at full power)

Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Electronic Warfare Jammers:   Sensor 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
Posted by: nuclearslurpee
« on: June 06, 2024, 04:04:40 PM »

Do STOs offer PPV, or no?

No. As ground units they offer some (minimal) policing points instead.

Mechanically, this is because PPV is a system-wide quantity, so ships anywhere in a system contribute to PPV for all colonies in the system. Since STOs are limited to a single planet it would not make sense for them to contribute system-wide PPV - colonists on Titan get no protection from STOs on Earth or Mars, after all.
Posted by: Jovus
« on: June 06, 2024, 02:47:24 PM »

Do STOs offer PPV, or no?
Posted by: gpt3
« on: June 05, 2024, 08:13:51 PM »

I have a question regarding civilian shipping - say I want 50 (and only 50) automated mines total on a body that currently has zero.  So I demand 50 AM through the civilian shipping tab.  While this is happening, some military freighters are freed up, and I ask them to ship 20 automated mines to that same body.  Will those 20 shipped by the navy count towards the 50 AM total demanded? or would I end up with 70 AM at the end of the day?
You'll end up with 70 AM (assuming that your AM source has at least that many available). Civilian contracts ignore government shipping.
Posted by: samitch0754
« on: June 05, 2024, 07:21:50 PM »

I have a question regarding civilian shipping - say I want 50 (and only 50) automated mines total on a body that currently has zero.  So I demand 50 AM through the civilian shipping tab.  While this is happening, some military freighters are freed up, and I ask them to ship 20 automated mines to that same body.  Will those 20 shipped by the navy count towards the 50 AM total demanded? or would I end up with 70 AM at the end of the day?
Posted by: Steve Walmsley
« on: June 04, 2024, 02:45:42 PM »

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.

Yes, the NPRs already do this :)

I'll add an option to the game window to allow themes for player races.

Thanks Steve! Will this allow a mix, e.g., humans from Earth use the real star names but Reticulans from Zeta Reticuli use a custom name theme, or will it be all-or-nothing?

As currently coded, its all or nothing. It was an easy change. I probably should change to be race-specific.
Posted by: nuclearslurpee
« on: June 04, 2024, 08:43:13 AM »

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.

Yes, the NPRs already do this :)

I'll add an option to the game window to allow themes for player races.

Thanks Steve! Will this allow a mix, e.g., humans from Earth use the real star names but Reticulans from Zeta Reticuli use a custom name theme, or will it be all-or-nothing?
Posted by: Kaiser
« on: June 04, 2024, 08:02:26 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.

Ah ok, the race Intel Points in the Intelligence Window.
Posted by: Droll
« on: June 04, 2024, 07:32:36 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.

Do intelligence points gained get modified by the communication status with the race of the capture/rescue?
Posted by: Steve Walmsley
« on: June 04, 2024, 04:26:24 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.