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Posted by: Snoman314
« on: December 16, 2024, 09:51:22 PM »

Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?

As far as I can tell, they should have the same effect against a missile with ECCM-0, as an ECM-1 decoy would against a missile with ECCM-1.

(Clicked thanks by accident while aiming for the quote button, ¯\_(ツ)_/¯ )
Posted by: nuclearslurpee
« on: December 16, 2024, 08:12:57 PM »

I think they are cycling between holding position and the "picket" order. Which is perhaps a bit of an artifact that could be removed or at least better hidden from the player.
Posted by: Kurt
« on: December 16, 2024, 04:36:03 PM »



This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

If you make contact, or re-establish contact, with a hostile ship, or something about the hostile contact changes, such as it engaging engines, the game will pause so you can react to it.

The ideas about being able to mark systems so that they don't cause interrupts are good, but I was looking at this more from the point of view of NPR activity.  These ships don't seem to be doing anything, just cycling their drives on and off for periods of time, until they stop.  And then randomly start up again, for a while.  They aren't going anywhere, near as I can tell. 
Posted by: Ghostly
« on: December 16, 2024, 02:59:54 PM »

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

I could see it working if it excluded the alien systems where player ships/populations were present and the systems adjacent to those systems  (if the player is able to detect an incoming jump incursion, he should certainly be notified). That being said, this sounds like a very unwieldy setting, and personally, I wouldn't use it for fear of missing something important. I think it would be far more beneficial to identify and eliminate root causes of NPR ships getting stuck to rid the player of inconsequential interrupts in the first place.

Also, since we're vaguely on the topic of buoys, I recall you saying you added a POI for buoys detected by a NPR, but it's not in the changelog. Could you please elaborate on how that would work? Am I correct in assuming that a buoy detected by a fleet operating under "Investigate POI" orders will be targeted immediately, but a buoy detected by an escorted non-combat group will not cause it to approach and will instead require another operational group to come take care of it?
Posted by: skoormit
« on: December 16, 2024, 02:56:47 PM »

Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?
Posted by: skoormit
« on: December 16, 2024, 02:11:42 PM »

An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

Maybe a reasonable solution is to have a per-system setting for contact interrupts, separate from the setting of controlling race.
Something like--
Generate Event Interrupts for (select one):
All Contacts
Neutral and Hostile Contacts Only
Hostile Contacts Only
Posted by: Steve Walmsley
« on: December 16, 2024, 12:34:43 PM »

An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.
Posted by: Ghostly
« on: December 16, 2024, 08:35:38 AM »



This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

Needs some context, is this a ship moving back and forth through a jump point? It must be stuck without a valid path towards is destination, I had an entire NPR fleet like that in my game presumably because it lost its jump capability while in hostile territory. "Solved" it by DB editing it into a different system so it could be stuck somewhere where I can't see it.

Simple question, because me too I have see this, and because always interrupts I just stop to use the strat. Is it possible on the galaxy map to say that detections for a specific system do not cause interrupts? (maybe in the new version  ;D)

An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.
Posted by: Lindi
« on: December 16, 2024, 07:49:38 AM »

Simple question, because me too I have see this, and because always interrupts I just stop to use the strat. Is it possible on the galaxy map to say that detections for a specific system do not cause interrupts? (maybe in the new version  ;D)
Posted by: Steve Walmsley
« on: December 16, 2024, 03:04:44 AM »



This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

If you make contact, or re-establish contact, with a hostile ship, or something about the hostile contact changes, such as it engaging engines, the game will pause so you can react to it.
Posted by: Kurt
« on: December 15, 2024, 12:47:13 PM »



This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying. 
Posted by: Froggiest1982
« on: December 12, 2024, 04:55:02 PM »

Thanks for the help. I'm finding learning this game is very confusing, and there really isn't anything much in the way of tutorials. What is usually reccomended for a player new to this game with zero knowledge of how things work or what to do? I dont wan't to spam the board with a million questions everytime i do somthing. Thanks

There are some very useful resources here: https://7w1.github.io

there is also a decent tutorial from zero to hero (well almost) here: https://www.youtube.com/playlist?list=PLfmOBFyOhyN3BU6lxWtHhT1gzWhiMDhM1
Posted by: alex_brunius
« on: December 12, 2024, 03:16:14 PM »

I am sorry broken language . I played every kind strategy game since 1997. I have never seen like Aurora 4X . This game do me mind orgasm so I love this game  :D
Pure poetry
Posted by: skoormit
« on: December 12, 2024, 09:42:06 AM »

This game do me mind orgasm so I love this game  :D

Best.
Review.
Ever.
Posted by: watchers78
« on: December 11, 2024, 02:12:36 PM »

I am sorry broken language . I played every kind strategy game since 1997. I have never seen like Aurora 4X . This game do me mind orgasm so I love this game  :D