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Topic Summary

Posted by: Steve Walmsley
« on: Yesterday at 04:26:06 PM »

In the Movement Orders tab of the Naval Organization section, is there any way to sort asteroid names alphabetically? This would make it easier to look at a survey ship on the system map and give it orders to survey asteroids near its current position.

Just give it a standing order to survey next five system bodies and it will find them by itself. It requires a huge amount of micromanagement to survey using manual orders.
Posted by: Antonin1957
« on: Yesterday at 04:07:08 PM »

In the Movement Orders tab of the Naval Organization section, is there any way to sort asteroid names alphabetically? This would make it easier to look at a survey ship on the system map and give it orders to survey asteroids near its current position.
Posted by: doublerobz23
« on: Yesterday at 08:27:14 AM »

Hello guys, I was wondering I can get some advice from people.

So my empire is by now quite spawling and I have the idea to deploy traffic control buoys to the more remote or less travelled systems in case spoilers or NPR's are trying to sneak.

To this end I designed a quick built a small ship with a missile launcher and magazine to travel to the points to deploy buoys with active sensors. However there must be something wrong with my method or buoy design as they quickly disappeared, or didnt even seem to fire at all? (saying 0 x traffic buoy for example.

Here is my buoy design for example
Missile Size: 1 MSP  (2.5 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 1,600 km/s     Fuel: 0     Flight Time: 0 seconds     Range: 0 km
Active Sensor Strength: 0.46   EM Sensitivity Modifier: 6
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 4,350,566 km
Cost Per Missile: 0.776     Development Cost: 139
Chance to Hit: 1k km/s 16%   3k km/s 5.3%   5k km/s 3.2%   10k km/s 1.6%

Am I missing something here? Any help would be greatly appreciated.
My backup plan is to build tiny civilian stations with the sensors on and just drag them to the locations with a tractor beam.

Missiles with an engine will disappear once their fuel runs out. As this missile has no fuel, that will be immediately. It's easier to remove the engine, making it into a buoy with unlimited endurance, and then use the 'Launch Ready Ordnance' movement order to deploy it.

Ah Thank you Steve!, I missed the no engine button on the missile design screen, thats done it!
Posted by: Steve Walmsley
« on: Yesterday at 07:47:31 AM »

Hello guys, I was wondering I can get some advice from people.

So my empire is by now quite spawling and I have the idea to deploy traffic control buoys to the more remote or less travelled systems in case spoilers or NPR's are trying to sneak.

To this end I designed a quick built a small ship with a missile launcher and magazine to travel to the points to deploy buoys with active sensors. However there must be something wrong with my method or buoy design as they quickly disappeared, or didnt even seem to fire at all? (saying 0 x traffic buoy for example.

Here is my buoy design for example
Missile Size: 1 MSP  (2.5 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 1,600 km/s     Fuel: 0     Flight Time: 0 seconds     Range: 0 km
Active Sensor Strength: 0.46   EM Sensitivity Modifier: 6
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 4,350,566 km
Cost Per Missile: 0.776     Development Cost: 139
Chance to Hit: 1k km/s 16%   3k km/s 5.3%   5k km/s 3.2%   10k km/s 1.6%

Am I missing something here? Any help would be greatly appreciated.
My backup plan is to build tiny civilian stations with the sensors on and just drag them to the locations with a tractor beam.

Missiles with an engine will disappear once their fuel runs out. As this missile has no fuel, that will be immediately. It's easier to remove the engine, making it into a buoy with unlimited endurance, and then use the 'Launch Ready Ordnance' movement order to deploy it.
Posted by: doublerobz23
« on: Yesterday at 05:58:16 AM »

Hello guys, I was wondering I can get some advice from people.

So my empire is by now quite spawling and I have the idea to deploy traffic control buoys to the more remote or less travelled systems in case spoilers or NPR's are trying to sneak.

To this end I designed a quick built a small ship with a missile launcher and magazine to travel to the points to deploy buoys with active sensors. However there must be something wrong with my method or buoy design as they quickly disappeared, or didnt even seem to fire at all? (saying 0 x traffic buoy for example.

Here is my buoy design for example
Missile Size: 1 MSP  (2.5 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 1,600 km/s     Fuel: 0     Flight Time: 0 seconds     Range: 0 km
Active Sensor Strength: 0.46   EM Sensitivity Modifier: 6
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 4,350,566 km
Cost Per Missile: 0.776     Development Cost: 139
Chance to Hit: 1k km/s 16%   3k km/s 5.3%   5k km/s 3.2%   10k km/s 1.6%

Am I missing something here? Any help would be greatly appreciated.
My backup plan is to build tiny civilian stations with the sensors on and just drag them to the locations with a tractor beam.
Posted by: Froggiest1982
« on: October 14, 2024, 05:24:20 PM »

How is terraforming done?

I have searched the forum for terraforming ship ideas, but still I'm confused. The designs I see have an intended deployment time of 3 months, but the terraforming modules produce very tiny amounts of atmosphere each year. Would the ship have to stay in orbit until the job is completed?

Or, would it work to just produce a terraforming unit on Earth and drop it onto a planet or moon? I have done this on Luna. First I declared Luna to be a colony, then dropped infrastructure and colonists onto it. Now I have dropped 1 terraforming unit onto Luna. What comes next? Do you have to activate the unit?

Terraforming can be done both in orbit or on the ground. In orbit, the ship or ships must be all the time in the planet's orbit, the mechanic is no different than the one of the harvesters. You always need to create a colony to terraform, although it can be empty of colonists for as long as you wish, if you are using terraforming installations you must have people as they require population to be operational. Rules over requirements have been changed in the latest version and you can see the updated here: https://aurora2.pentarch.org/index.php?topic=12523.msg160538#msg160538

In the latest version of Aurora, if you haven't played the VB6, rules for terraforming have also changed and you can access to the new ones here: https://aurora2.pentarch.org/index.php?topic=8495.msg102115#msg102115

The reason you require a colony is to have access to the environmental tab as per below



The way it works is to set the required quantity of any gas you need, then you thick add gas if you want to add, or leave it untick if you want to remove the gas. There is a lot more into it, but you may be able to find some hints here and there.

In my example I am removing some gas from the atmosphere.
Posted by: Andrew
« on: October 14, 2024, 05:11:22 PM »

All civilian ships have an endurance of 3 months and it effectively unlimited
Put the terraformers in orbit around a colony.
Go to the environment tab of the colony data sheet , set the desired value of the gas there and wait. If you are adding not removing a gas tick the add gas button or nothing happens
Posted by: Antonin1957
« on: October 14, 2024, 05:01:36 PM »

How is terraforming done?

I have searched the forum for terraforming ship ideas, but still I'm confused. The designs I see have an intended deployment time of 3 months, but the terraforming modules produce very tiny amounts of atmosphere each year. Would the ship have to stay in orbit until the job is completed?

Or, would it work to just produce a terraforming unit on Earth and drop it onto a planet or moon? I have done this on Luna. First I declared Luna to be a colony, then dropped infrastructure and colonists onto it. Now I have dropped 1 terraforming unit onto Luna. What comes next? Do you have to activate the unit?
Posted by: Kaiser
« on: October 11, 2024, 03:34:19 PM »

They retire, die and get sick, they have accident and die. You can promote, demote  or discharge them.
Posted by: Antonin1957
« on: October 11, 2024, 03:28:38 PM »

Do officers age and eventually die? Do they ever resign, or do you have to manually retire them? If you decide to roleplay an oppressive regime, is it possible to arrest and imprison your officers?

I only recently started to pay attention to officers. It seems that having them in the game gives you a very broad canvas upon which to roleplay.
Posted by: Garfunkel
« on: October 09, 2024, 07:29:55 PM »

Only for RP.
Posted by: Antonin1957
« on: October 09, 2024, 06:04:02 PM »

Do the personal characteristics of officers have any impact on their effectiveness? If, for example, if you have an officer who has a high mining rating, if he or she is also "arrogant" and "selfish," does that mean anything? Or is it just for roleplaying purposes?

Along those lines, do you reject commanders for having unpleasant personalities? I have tended to not choose officers for command who are insubordinate or lazy or arrogant.
Posted by: Andrew
« on: October 07, 2024, 11:55:49 AM »

Not in the current version
Posted by: Pury
« on: October 07, 2024, 05:44:39 AM »

I recall there being a possibility to define missiles as part of the same family, which would allow you to specify not a given missile for a ship class, but a family of them. SO If you had 1000 MARK.1 and 300 MARK.2, It would first load
MARK.2, and if MARK.2s would run out, it would keep loading MARK.1

I cant seem to find how one would do that here. Was it implemented in C#? Perhaps I remember it from the old Aurora
Posted by: Kiero
« on: October 07, 2024, 01:23:14 AM »

Was I Dreaming or did I see a post somewhere about random system names, when exploring?