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Not the most useful planet anymore. But perhaps there are minerals?
 
Not the most useful planet anymore. But perhaps there are minerals?
It's a bit radioactive, yeah.

But jeeze... BANANAS are radioactive. I don't hear people whining about THAT.
 
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The Aurora forum is back up.


Trying to find info on my bug... or on Colliers generally.
 
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So unless we can isolate this bug and fix it, our invasion plans will need an extra step added:

=> After winning the Naval battle, bring in ten transports loaded with an Ordnance Transfer Station. Unload it on some rock... an asteroid or comet will do. Then unload all the Colliers onto the rock. It can then operate as an ersatz Naval Base, right there in the enemy system.
 
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Man... this is getting confusing...

Let's start a "Things to do" list.



Things to do:

1) Explore our newly-conquered system. - ESN Marshal Murat is visiting each planet in the system, and an Explorer is on its way to look for minerals.
2) Link the new system into the Gate network. - The Gate constructor is in-system working at it now. About five more months to go.
3) Scrounge the wrecks. - After we're linked in, yes.
4) Figure out what's going wrong with the Colliers. - I'll set up some experiments.
5) Assume it's a bug and work around it. - I'll build some more Ordnance Transfer Stations and more Fast Freighters.
6) Redesign our ground troops and STO. - Those Space Marines we used were from 1978. More than 30 years behind.
7) Re-engine our Civilian ships. - Most of them are again thirty years obsolete.
8) New Fighters. These ones are at least a generation behind.
 
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That's quite a list.

Does radioactivity have a half-life in this game?
 
That's quite a list.

Does radioactivity have a half-life in this game?
Yes, it does. And I'll check out the decontamination equipment.

We've researched most of the ground unit options, but I'm not sure about that one.
 
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That orbital bombardment turned the atmosphere of Klandathu breathable for Humans!

It was flagged as "Poisonous to Humans" before because of the 4% CO2, but the intense nuclear winter that our bombardment created has dropped the temperature below the freezing point of CO2 and it all fell out of the atmosphere are snow.

The air is now breathable!
 
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I'm organizing a test for those Colliers.

I'm going to verify that it does indeed hand over size-1 missiles, and I'll see if it will transfer size-6 single stage missiles.
 
Collier testing:

I'm using some of my obsolete missiles for this, to find out whether the bug affects only two-stage missiles or all missiles.

Loaded a Collier with both Rapiers (an old model of size-6 missile) and Spartans (size-1 missile).
Emptied a Carrier and set it to receive Rapiers. Emptied an Admiral and set it to receive Spartans.
Put all three ships in the same formation. Sent it off to an empty asteroid, so that Earth's infrastructure will not bias the test.
Ordered the Collier to resupply the ships in its own fleet.
 
Hmmmmmm...



After one hour:

sb-929.jpg


... the Collier is filling the Admiral first, with Spartans.



After four hours:

sb-930.jpg


It filled the Carrier with size-6 missiles! The Admiral stopped at 41% full because the Collier ran out of Spartans to give it. The rest of the load is Rapiers.



Well... that worked exactly the way it's supposed to. No sign of the bug. Works great.

So I'll bring the fleet back home and try it again with Penetrator two-stage missiles... the ones that it actually refused to transfer.
 
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OK... we're back out at the asteroid, with the same three ships. This time instead of a mixed load of Spartans and Rapiers, we've brought a mixed load of Spartans and Penetrators. That's exactly what the Collier in Lalande 21185 was carrying.

Here's the set-up. The Admiral is set to receive Spartans, as before. The Carrier is set to receive Penetrators.

sb-931.jpg


Now I'll tell the Collier to replenish its fleet buddies.
 
Huh. The bug didn't happen. The Collier transferred missiles to both ships just as its supposed to.



You might think that the "5-second increment rounding error" explanation covers it... but what about the periods when our Sabres were out of combat, re-stocking with spare parts inside their tenders, and I was advancing the clock an hour at a time? The Colliers STILL didn't transfer anything to the Carriers.

But it works fine here in the Sol system? Just like the "Alien Emu" bug went away as soon as we towed the shipyard back into the Sol system?
 
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A horrible thought just struck me...

Could the bug have disappeared because I reloaded the game? I played the whole battle as a single session, but I saved after the planet was conquered.

Perhaps today's reload of that post-conquest save cleared up a temporary glitch?
 
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A horrible thought just struck me...

Could the bug have disappeared because I reloaded the game? I played the whole battle as a single session, but I saved after the planet was conquered.

Perhaps today's reload of that post-conquest save cleared up a temporary glitch?

Seems quite possible. C# doesn't leak memory the same way as C of VB would, but that doesn't mean objects can't end up in weird states.
Apparently the old computer advice "when in doubt, reboot" applies to Aurora, too.
 
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So, 17.600 radiation .. a bit of guesstimating puts it at 1000 radiation after 27-ish years, after which it will take a further 10 years to get reduced to 0.

Those 100 vehicles from that other post would reduce that to 22-ish years, but after that the rate would be essentially flat - another 10 years to get it down to 0.
If we however spam a 1000 vehicle fleet at it, the rate goes up to 30% and we'd reach that same 1000 radiation after just 9-ish years.

Now, I don't know what radiation level is still tolerable. And how worthwhile it is. If we wait 37 years that planet will be a veritable paradise at any rate!
 
I've found myself unable to participate in this thread for a bit over a month, so I'm not 40 pages behind... Well, I'll try and catch up, and try not to ask too many questions which aren't of general importance.

Only to exploit/enslave them too, I'm sure? (Or barring that, blow them up/exterminate, sure.)
Why wuld there be some we can't enslave?

May 31st, 2002.

View attachment 1119431

Our first set of upgrades to the new PD Frigate equipped with the 2001-model Gauss Cannon.

Each turret fires 16 shots per 5-second impulse. More dakka.
What's grade points?

We are now shipping another set of turrets (anti-ship and PD) out to 25 Ursae Minoris, to set up a third comet mining operation in that system. This is the star system beyond Tau Ceti that we are mining for Uridium.

Comet Delta has Duranium, Tritanium, Uridium and Gallicite. Currently holds 546 mines and our Naval Base.

Comet Epsilon has Duranium, Neutronium, Boronide and Uridium. Currently holds 441 mines.

The new mine will be on Comet Phi, which has Neutronium, Boronide, Uridium and Corundium. That's where we're sending the third set of turrets.

We will also have to shift our mineral-hunting focus... now that our Uridium supply is secure, our next big problem will be Corundium.
Do we have defences at all mining sites?

Not good enough. We observed Galapagonian warships moving at over 7,700 kps.
Why would it matter whether a scout ship can move faster than the enemies it looks at? If it's not discovered th speed shoudlnt' matter.

View attachment 1119641

Nice.

I sense a Missile re-design coming up soon. The same Scientist is now researching on-board ECM for missiles.

We've been putting more emphasis on Gunships, rather than Missile Boats.
What's MSP?

Our main mining priority is now Corundium.

Here's a Geology report:

View attachment 1120017

We're already mining Comet Able in AX Microscopii and Comet Phi in 25 Ursae Minoris. We used to mine Halley's Comet in the Sol system, but withdrew our mines to richer sites once the accessory minerals ran out. It may be time for a return to Halley's Comet. There's a good site in Alpha Centauri and one or two more in 25 Ursae Minoris.

Those two rich sites in Iota Ursae Majoris are unfortunately placed, several jumps from Earth, out beyond AX Microscopii... but perfectly do-able.
Is there a reason Xi-Bootis-A wasn't an option?

Normal (ie: non-Laser-warhead) missiles will bite a wedge-shaped chunk out of the target ship's armor. It penetrates one layer of armor for each perfect square in the warhead strength... so a strength-1, 2 or 3 missile penetrates one layer of armor, a strength 4, 5, 6, 7 or 8 missile penetrates two layers of armor, a strength-9 to strength-15 missile penetrates three layers of armor, and so on.
For that wedge, am I then understanding correctly that it'll always be only one block wide at the top, so if it's 3 deep it'll also be 3 wide at the base?

So this version would be slightly slower than our current missile (-3%), slightly worse to-hit (-1%)... but would improve the BANG from Strength-4 to Strength-9 and would still keep all of the current generation's bells and whistles (retargeting capability, ECCM and active homing).
Why would a slower missile ever be bad, btw?
Like , it'd still be way way faster than any ships we can meet (at least any we can meet and have any reasonable hope of beating).