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Topic Summary

Posted by: Kaiser
« on: Today at 04:21:45 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.
Posted by: Steve Walmsley
« on: Today at 04:14:21 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.
Posted by: welchbloke
« on: Yesterday at 04:29:55 PM »

I have a number of planets/moons that were previously occupied by spolier races but have been 'liberated' by the gloriouis forces of the empire. I had to duke it out from orbit with some pretty significant STO forces before invading. This has obviously left some dust and radiation in the atmosphere. Consequently, I'm now getting 'Unrest increasing' messages for those worlds. The thing is there is literally nothing on those planets at the moment, just an empty colony to allow me to send xenoarcheology and construction forces to exploit. It doesn't really make sense to me that there is any unrest to increase on these empty colonies. What happens when the political stability drops low enough? Am I going to get an insurrection appear on an empty colony?

Welchbloke
Posted by: db48x
« on: Yesterday at 03:26:30 AM »

If you check the help text that appears when you mouse over the number of systems, it states that doesn't apply to Known Stars games.

I think I’ve requested this before, but would it be worth thinking about the design of the New Game screen some? It could use a few improvements.

For example, the Known Stars option is a big choice that really defines how the rest of the game feels. When enabled, it causes several other options to be ignored. Perhaps this should be a big hint that should inform the design of the screen. Imagine having radio buttons to select between Random Stars and Known Stars. When Random Stars is selected, the options that only apply to Random Stars game are enabled and those for Known Stars are disabled, and visa versa. For easier comprehension, these options should be visually arranged so that the association is obvious at a glance. Or see the attached picture. Of course it is a GTK Assistant window rather than a Windows Wizard window, so it looks different.
Posted by: nakorkren
« on: June 02, 2024, 08:38:10 PM »

Is there a way to make the system names pull from the System theme in random order, instead of alphabetical order? I'd swear there was supposed to be a check box for randomizing it, but for me it always run alphabetically which is kind of boring, and as a result I manually rename every system.
Posted by: nuclearslurpee
« on: June 02, 2024, 05:00:10 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.
Posted by: Caesar
« on: June 02, 2024, 04:53:09 PM »

Cheers! I'll use temporary waypoints, then. :)
Posted by: lumporr
« on: June 02, 2024, 12:09:23 PM »

Hiya!
1. I wondered where I can see the transponder status for my ships.
2. Am I correct in assuming that the only way to toggle transponders on/off is on a command moving the ship somewhere (including for instance a waypoint)?

In the naval organization screen, if you click on a fleet, the ships in the ship list on the right will have an F in the status column if the friendly transponder is toggled on, and a T if the regular transponder is toggled on. And yes, as far as I know, there's no way to toggle transponders without orders, which require a location.
Posted by: Steve Walmsley
« on: June 02, 2024, 11:39:31 AM »

Checking "Known Star Systems" in the game settings overrides any racial naming convention (System Theme) with the actual star name (or constellation name if that setting is also enabled) as each system is discovered by matching the KnownSystemID used for system generation to the Name (or ConstellationName) in DIM_KnownSystems. However, this also bypasses "Maximum Number of Systems" for some reason rather than using 0 as infinite and as my galaxy reaches 1500 systems in FCT_System I would like to limit further generation for the sake of simulation time. I don't believe there's a way to force-limit the galaxy size with known stars, however.

Thus my problem: unchecking "Known Star Systems" to force "Maximum Number of Systems" to be respected reverts to naming newly-discovered systems with the race's System Theme (even if the system was previous generated by another race) rather than the actual star/constellation name connected to the KnownSystemID that the system was generated with. While that behavior is surely intended, I'd like to continue my theme of using each star's real name. Is there a System Theme that uses the correct star/constellation name or will I need to rename more than 1100 systems as I find them to their real names by cross-referencing FCT_RaceSysSurvey, FCT_System, and DIM_KnownSystems?

I've slowly worked the System Theme list and tried some of the most likely suspects (and some longer shots) with no luck so far:
- "No Theme" names newly discovered systems "System #X" where X is the KnownSystemID; DIM_KnownSystems is still in use just not for the correct name
- "Stars (Proper Names)" names newly discovered systems from a list of star names but does so in alphabetical order rather than using the correct name
- "Class Name Only" is a blank theme that delivers systems names as "System #X" again, the same as "No Theme"
- "Name Plus Number" is another blank theme that also delivers systems names as "System #X" just like "No Theme"
- "Stars and Planets" draws from a preset list in alphabetical order as you'd expect from a System Theme
- "Stellar Class" is another preset theme using a small collection of "Stellar <noun>"

In retrospect I can check populated preset lists by using "Select Name" from the System Generation and Display window but the three empty sets were worth a try. Any ideas or am I stuck sorting names out of the database for 1100+ systems?

If you check the help text that appears when you mouse over the number of systems, it states that doesn't apply to Known Stars games.

Known Stars uses the actual stars near Earth - about 65,000 of them. Fixed system games use randomly generated stars and the 'number of systems' is used to define the available system numbers (which are used instead of the known stars list), so for 1000 system, the 'location' of each system is a number in a list from 1-1000, rather than a 3D point in space.

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.
Posted by: Caesar
« on: June 02, 2024, 07:45:22 AM »

Hiya!
1. I wondered where I can see the transponder status for my ships.
2. Am I correct in assuming that the only way to toggle transponders on/off is on a command moving the ship somewhere (including for instance a waypoint)?
Posted by: pedter
« on: June 02, 2024, 04:55:38 AM »

Checking "Known Star Systems" in the game settings overrides any racial naming convention (System Theme) with the actual star name (or constellation name if that setting is also enabled) as each system is discovered by matching the KnownSystemID used for system generation to the Name (or ConstellationName) in DIM_KnownSystems. However, this also bypasses "Maximum Number of Systems" for some reason rather than using 0 as infinite and as my galaxy reaches 1500 systems in FCT_System I would like to limit further generation for the sake of simulation time. I don't believe there's a way to force-limit the galaxy size with known stars, however.

Thus my problem: unchecking "Known Star Systems" to force "Maximum Number of Systems" to be respected reverts to naming newly-discovered systems with the race's System Theme (even if the system was previous generated by another race) rather than the actual star/constellation name connected to the KnownSystemID that the system was generated with. While that behavior is surely intended, I'd like to continue my theme of using each star's real name. Is there a System Theme that uses the correct star/constellation name or will I need to rename more than 1100 systems as I find them to their real names by cross-referencing FCT_RaceSysSurvey, FCT_System, and DIM_KnownSystems?

I've slowly worked the System Theme list and tried some of the most likely suspects (and some longer shots) with no luck so far:
- "No Theme" names newly discovered systems "System #X" where X is the KnownSystemID; DIM_KnownSystems is still in use just not for the correct name
- "Stars (Proper Names)" names newly discovered systems from a list of star names but does so in alphabetical order rather than using the correct name
- "Class Name Only" is a blank theme that delivers systems names as "System #X" again, the same as "No Theme"
- "Name Plus Number" is another blank theme that also delivers systems names as "System #X" just like "No Theme"
- "Stars and Planets" draws from a preset list in alphabetical order as you'd expect from a System Theme
- "Stellar Class" is another preset theme using a small collection of "Stellar <noun>"

In retrospect I can check populated preset lists by using "Select Name" from the System Generation and Display window but the three empty sets were worth a try. Any ideas or am I stuck sorting names out of the database for 1100+ systems?
Posted by: nuclearslurpee
« on: June 01, 2024, 12:17:15 PM »

What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.

It usually means that the contact is displaying only a part of the information you know about it. Usually this happens when you have a passive contact but no active sensor lock, I suppose in this case it might indicate that you have thermal and active contacts but no EM signature if that contact has known sensor or shield emissions.
Posted by: nakorkren
« on: June 01, 2024, 11:35:56 AM »

What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.
Posted by: Caesar
« on: May 28, 2024, 06:59:23 AM »

Hi! It's been a while since I played, but I'm getting back into the game again. I wanted to read up on the mechanics, when I noticed the wiki doesn't work. I think I read that it may be a temporary issue but I couldn't find a good post on it. Does anyone have a clearer idea what's going on with the wiki?

Thanks in advance!

Did anyone have any information on the wiki?

It is still a temporary problem, just longer-lasting than initially anticipated.

You can read up on a lot of the mechanics in the c# changes thread.
You can also find FAQs and ask questions in the Aurora discord.

Cheers! Both for the info about the wiki and the good referrals. :)
Posted by: skoormit
« on: May 28, 2024, 06:45:25 AM »

Hi! It's been a while since I played, but I'm getting back into the game again. I wanted to read up on the mechanics, when I noticed the wiki doesn't work. I think I read that it may be a temporary issue but I couldn't find a good post on it. Does anyone have a clearer idea what's going on with the wiki?

Thanks in advance!

Did anyone have any information on the wiki?

It is still a temporary problem, just longer-lasting than initially anticipated.

You can read up on a lot of the mechanics in the c# changes thread.
You can also find FAQs and ask questions in the Aurora discord.