Broken Stars and No Free Lunches!

Also Linux Mint here (21.3 Virginia). Can’t say I’ve had this error. I’m no expert, 2 ways I can maybe help, anyway I can:

  1. Maybe tweaking setup?:

-AuroraPatch w/ dark theme, run on Wine. Also winetricks library with bunch of other libraries (command = apt install wine*). Works well for me.

-Lutris, which Walter shared

-Steam+Proton, https://aurora4x.com/t/how-to-run-on-linux-with-steam/

  1. I agree with your suspicions about design or wrecks. To be clear, by system view you mean general view (‘tactical map’) or F9 screen with system body info?

Concerning the DB, “858” looks an awfully specific value for Aurora to look up for in dictionary. What I mean, it could help narrow down tables which it might refer to - for example, lots of them have values starting 1, 2, 3…; FCT_SystemBody has 5-digit values, etc. I looked up few tables with similar ranges, maybe in them you have a value/row causing problem:

FCT_Race + FCT_Species

FCT_Contacts

CFT_HullNumber

FCT_KnownRuinRace + FCT_RuinRace

FCT_MissileSalvo

FCT_ShipComponentTemplate

FCT_ShipyardTask

ForeignAid

sqlite_stat4

Also: FCT_Missile, FCT_Lifepods, FCT_PopComponent, FCT_Prisoners would be in order due to warfare going on.

Sidestepping, last month in AAR was rough, nice to see your different tries in getting ahead. Fingers crossed and thanks for the entertainment :wink:

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Outrageous that they’re able to fire so quickly after exiting the gate. I am salty.

This is so painful. Is it because I don’t have ECCM on these missiles?

Screaming crying throwing up. Oh God.

Salty does not begin to describe this. WTF? At the very least we destroyed one and got a surrender, but how was it that they were able to dive in and out of the system so quickly? What???

God. The fact that I’m genuinely considering keeping this instead of scrapping it for tech goes to show just how tenuous the situation in Xavier is. These people scare me.

So much unknown tech…

We really are equipped with peashooters, huh?

We get until December of the same year of peace until the Varaldur send a scouting group into Sol, which has apparently jumped in just out of our firing range. Great.

We kill the ships, but I’m very much not happy with the damage the Arum takes.

Coincidentally, her commander shares the same first name as the far more decorated commander of the Berberis, just with a k instead of a c. Neat!

In all honesty I think it’s pretty easy to see the writing on the wall here. With jump-gate combat becoming increasingly common, and combat jump drives being integrated into enemy fleets more frequently I think it’s obvious that the original idea I had when designing the Series II simply isn’t going to work. We’ll keep the ships we’ve already built/started to build operational as long as possible, but I’m officially marking the design as obsolete. We need size, power, and extreme violence if we’re to keep up. Something hard to do with our current resource limitations!

This is just about the best I could come up with. The Xavier Defender class is less a proper raiding ship and more a test of just how much violence we can fit on a single design and still be able to build it in the same shipyard as our Makir designs. The lack of armor hurts, but that’s a tradeoff I’m willing to make in exchange for the boarding capacity. If things go south fast I want to be be able to land marines as fast as possible on their large ships before being destroyed. If we can’t win then we can at least make it a Pyrrhic victory.

Our marines have been getting rather good.

Hilariously, right after we finalize the design we get the tech for 12cm lasers from the Varaldur ship we captured and scrapped. Ah, well. The damage per hit is a bit higher, but we won’t be able to pack in as many guns and I’m not willing to make the trade right now. Maybe for a different design later on!

Finally we’re getting somewhere, despite running into an unfortunate vendarite shortage back on Earth.

Things have been very slow after that, but after a few years of quiet the Varaldur push another scout through the jump gate.

Looks like the Varaldur are on the move in Victory again.

Unfortunately they arrive a bit before whatever minor reinforcements I can scrape up. I’ll have to fire off whatever missiles I can manage – I didn’t realize how outdated the forces we had stationed there were and those Treebiter-class ships are extremely dangerous. At the very least we have marines stationed there so there’s a fairly decent chance we can take those ships even if we lose the fleet.

The battle actually turned out to be quite a bit easier than expected. Man I cannot wait until our new designs are rolled out. Stupid vendarite crunch. But! At least we know their max jump distance.

A good recovery from a deeply frustrating period.

End date is August 28th, 0049.

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I’ve been running the Solaris theme via aurorapatch and running the game via proton, yes. I’ll have to open the database and see whether or not I can fix it at a later date (testing with a copy, of course). I’ve gotten the 3186 value randomly (and usually in small clusters) well before Wreck Thad got bricked, and I suspect this was from when new NPRs we haven’t met yet were generated. The errors in Wreck Thad start to appear from the moment its dropdown is selected in the general view, even before the actual system loads. I think there’s at least a dozen errors before the view actually switches. I do appreciate all the help from you and Walter. I’m definitely not the most tech savvy!

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Beautifully, we manage to research better capacitors almost entirely through captured Varaldur tech, and we update the lasers and microwaves of the relevant designs. At this point in time I’m favoring rate of fire over the size of shot. Importantly, this also means that our microwaves can fire every single increment. The idea of corvette swarms…well, it looms.

It’s a very minimalist ship with no real redundancy beyond segmented fuel tanks. Its entire purpose is to get in fast and break as many sensors and fire controls as possible. Losses are to be expected, but with luck we’ll be able to disable significant portions of an enemy fleet before it becomes a real issue. If the microwaves were swapped with lasers and a more appropriate fire control I have no doubt that it would provide excellent short-range anti-FAC coverage as well.

The trade-off for the capacitor changes, however, is that the Xavier Defender class can no longer be built in the same shipyard as our Makir designs. We’ll have to majorly invest in increasing our shipyard capacity.

I’m also very pleased to announce that not only have we (finally!) finished constructing the last of the ground troops needed to retake Finisterre, we also finally have a shipyard suitable for building the first of our heavy cruisers. The Da Nang class is intended as a short-range bully capable of extended engagements where they’re more heavily outnumbered. These designs have a lot of redundancy, and while we won’t be able to build very many of them I’m confident they’ll be able to rip apart anything within range.

A very very short update this time because aside from some freighter scrap gifted to us by the Varaldur nothing much has actually happened!

End date is November 28th, 0054. A bit of a bigger time jump from the last one, but…everything’s in place for us to retake Finisterre. Onto the next update!

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You know, I’m kinda convinced at this point they’re spying on us. The moment we have the majority of our fleets stationed in Xavier in preparation for an assault they move into Sol with the biggest warfleet we’ve seen in years. These designs are proven to be dangerous and extremely long-ranged. We can’t take any risks here.

Annoyingly the Chroest Empire witnesses the end of the battle, but our keylock worked fantastic. We killed their engines and sensors pretty quick, shipkilling two and capturing the remaining four with out marines. We lost a handful of marines and nothing else. We didn’t even take damage! You cannot argue with these results!

They also push though what I’m assuming to be a scouting force into Xavier while we position our forces around the gate, which I’m…hoping? isn’t a prelude to anything major.

Now…onto the main show.

I’d be a little much to just give a handful of very basic reports like I’ve been doing, so I’d like to go into a bit more detail than usual. I put my hair in a ponytail for this.

It is March 14th, 0055. Bluntly speaking it’s likely the wrong time of the Finisterre-year for this kind of assault. Every day she gets just a little bit closer to the Clinger gate, and Varaldur reinforcements become considerably more likely to get there fast. We’ll also have considerably less time to settle in to the position once we retake the planet. But, if you recall, the Finisterre-year is about 4.7 Earth-years long, and I’m not willing to wait another six (minimum) years for her to return to the most optimal position. So the assault needs to happen now for the best results. You win some you lose some.

First things first: scouting and troop basing.

This is going to take the longest. Our captured Varaldur troop transports (remember those?) are far slower than I’d like, and dropping our invasion force will take two trips, plus a third to transport the STO which will give us a better chance of holding Finisterre when we take it.

For that purpose I’ve chosen the very angstily-named asteroid of Point Pain. It’s far enough away that we (probably) won’t be detected on sensors when building up our forces, but close enough that our landing window is relatively minimized.

As of now we have four Omaha-class surveillance frigates available to us: the Bendigo, Burnie, Rockhampton, and Starwell. They will, in no particular order, be stationed at positions 1, 2, 3, and 4. Position 1 monitors the gate back to Xavier, 2 Point Pain, 3 Finisterre proper, and 4 the gate the Clinger to give advance warning of any potential reinforcements. No surprises this time. Once the battle has started and troops landed position 3 will withdraw to position 5 (fuel depending) to monitor the gate to Overcast, and once all troops are landed on Finisterre position 2 will withdraw to position 6 and join our support vessels there.

image

Our naval forces are divided into two portions: Gate Guard, which is lead by Captain Casey Yauger, and Battlefleet, which is lead by the untested Captain Elizabeth Laffey. Both groups will progress initially to position 6 along with the troop transports and wait for refueling. Once our scouts are in place and a general idea of enemy forces established our troop transports will begin landing forces on Point Pain. This is the first phase.

The second phase involves direct fleet action. Once scouting is completed and troops positioned Gate Guard will begin moving into position directly on the Clinger gate. Once they reach roughly the halfway point Battlefleet will move against Finisterre. I am expecting extreme fleet resistance, and destruction of any fleets in orbit is their primary goal. Once all fleets in orbit have been destroyed or otherwise driven off we will begin landing troops to establish a beachhead, shifting our forces into a ground-based fire support role as appropriate. All that’s left to do is fuel up. Let’s go.

They appear to have abandoned the system. Phase one is being accelerated and phase two started early. Gate Guard will move to the Clinger gate immediately while Battlefleet moves to Finisterre until troops are landed. The Stawell will be repositioned at the Overcast gate while the Rockhampton will withdraw back to Xavier Fortress. Out of all the things I was expecting it well and truly was not this. It’s too bad I don’t have any defense clusters prepped, otherwise I’d lock down the system entirely.

Ah. Of course we couldn’t see them with passive sensors. I think what caught me up is the lack of STO emplacements. Curious how they never put them there. But in any case, it’s time to do what any self-respecting navy would do when given total space superiority over a foe: bombard the shit out of them.

Killing them has to come in three phases because we simply run out of maintenance supplies before we can get them all in one go. STO emplacements are really important, guys!

Oh but it is so glorious. The rubble of Finisterre is ours again! A bit of an anti-climatic conclusion to what is, at the point, the seventh battle we’ve had over this planet. I’ll send Battlefleet over to guard the Clinger gate once their done resupplying. With luck we’ll be able to ambush their counterstrike soon. I’ll also send the Bendigo through the gate to see what’s up.

Interesting. Well, losing the ship was to be expected. Hope they had good life insurance.

I’m also making the decision to start moving the Sol-Xavier defense cluster up to the Xavier-Victory gate along with a spare resupply base we haven’t been using. We’re not in a position to do so now (this fleet action has drained most of our fuel and we need a few more maintance bases) but once this incursion has concluded we’re keylocking the system. If we’re able to hold the system after that it might be worth considering some some attempts at homeworld strikes.

I forgot to share this from right after we stopped shooting, but Finisterre sure does have some dust right now.

Months later and no sign of Varaldur ships or anything resembling a countersrike. I’m pulling all naval vessels out of the system for some well-deserved rest and overhauls.

Some of our captains are getting quite decorated.

End date is February 24th, 0056. God it feels good to remove their flag.

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Dhaka

You have a typo in “Dakka” :grinning_face:

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It’s very interesting how the Varaldur only attempt to enter the system the moment our forces are moved out of it. I’m a bit hesitant, but I think I’ll have to wait before redeploying our fleets into this area. We’re at the end of our deployment cycle already.

The raid is smacked down with extreme force.

Years later the Varaldur start poking around in Sol again.

Oh that’s a lot faster than I had thought. Maybe I won’t try and land marines immediately. Unfortunately that means the ship evaporates on the first real volley. Oh well.

I wonder whether or not this is a sign that things are going to start up again, years after I’ve retaken the planet.

image

The atmosphere is still pretty choked up with dust. I’ll slowly start getting the keylock for that gate into position even if they other isn’t exactly ready yet.

They won’t get there in time.

Oddly, they don’t seem incredibly interested in attacking the planet. I wonder what they’re planning. I’m not sure I feel 100% comfortable moving everything into position knowing that this fleet could pop out of the Overcast gate at any time. I take some time to think about it, but in the end decide to bring our three heavy cruisers to the gate alone. I’ll direct their support cluster to a waypoint far out of the way just in case anything happens.

Man you have got to be kidding me. No chances, time to magdump.

Oh this is gonna suck.

Sigh…

Always something with these people.

Of the Calotropis.

Of the Precatorius.

Of the maintenance base London 012.

Of the maintenance base London 010.

Of the Series II Miami II-class Anthurium.

Of the Islamabad-class Cambridge.

Of the Islamabad-class Paisley.

None of the officers of the Series II Miami II-class Pulsatilla survived.

She is battered.

Why does it feel like every time I try to make a significant move into Victory the Torokians come out of nowhere to absolutely ruin my day?

And now the Varaldur are sending more ships to us. I appear to have once again forgotten to load my ships up with marines. I really need to get better at that.

Perhaps one day we’ll actually make this place safe.

End date is July 29th, 0061. Not much has been happening!

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So this update is less based around gameplay and time progression and more centered around discussions of doctrine. Our tech base has improved significantly over the decades while our logistical network has been strained beyond belief. It’s gotten to the point where functionally all of the duranium we mine is going to the production of maintenance supplies and nothing else. What extra we’re able to get from the old dropship wrecks in Victory is used up extremely quickly for industry and shipyard expansion.

We’re rapidly approaching the point where our comet mines can no longer support us, and Io remains our only real hope for long-term production. Investing in the colony has been on the backburner for far too long. We’re also incredibly short on fuel due to our years-long fleet expansion campaign. It’s been very expensive, and I want to both both simplify our logistical networks and increase our ability to recover from losses like those in the most recent raid on the Wreck Thad jump gate.

Our keylock strategy has worked extremely well, and even in relatively costly victories we’ve come out considerably ahead. I want to start transitioning our overall defensive structure away from fleets and individual ships and towards a series of large fighter bases.

As of now this is my thinking. Technically this represents a reduction in our total supported combat tonnage, but given that more of said tonnage will be directed towards weapons I think it might end up being a relatively fair trade.

Unfortunately these all-in-one fleet bases are extremely expensive in duranium.

Rounding to an even 470 tons per fighter/breaching pod this allows us 85 fighters per keylock base. I want to think a bit more carefully on exactly how to split this space. I can’t imagine many electronics surviving a constant barrage of microwaves every five seconds.

The Torokians have a tendency to split their forces when exiting a gate (the Varaldur don’t do this), so to be safe I’d like to split our forces into several wings, perhaps eight of nine fighters each, with 13 breaching pods making up the remainder. I want to say a good ratio would be five laser fighters to 4 microwaves per wing. This would give us a good balance between direct damage and sensor destruction. The Torokians attack extremely quickly when exiting gates so rapid response is a priority and heavy losses are to be expected. With luck and with one wing per ship this composition will allow us to blind them relatively quickly while we rack up armor damage. Four microwave shots per ship every five seconds is no joke.

I want to think a bit more on this before I commit to anything as building the bases and the infrastructure to support them (fighter transports, etc.) is going to suck up all of our duranium for the foreseeable future, and losing an entire base would be a severe blow. I’d like some input!

Onwards!

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You know I was kind of expecting this to happen somewhat sooner. Ah, well. Let’s test our our weapons!

More than anything else I want to see how our heavy cruisers match up in point-blank combat, so even though we can control the range perfectly I still want this battle to be within visual range.

And besides, this visual is very funny. Very, very funny.

Total combat time? 15 seconds. One ship gone in the first five, another ten seconds in, and the last two polished off right afterwards. Amazing. You love to see it. Are large ships the future, then?

Our captains are starting to get some polish. I think I’ll bring the support cluster over to the Clinger gate after all.

I have a supicion that part of the reason the resistance against us has been relatively minimal is in part because the Chroest Empire has begun moving into the space. Almost certainly they’re using it exclusively for fuel production. I’m going to move the keylock group stationed on the far side of the Xavier gate up to Overcast and lock the system down. I want to establish a firm presence so we can justify asking the Chroest to leave, and also so we can keep the Varaldur out of this space for good.

And of course, days after I give the orders the Torokians poke their head out.

Literally guys, please just leave me alone.

In any case, I finally, officially, and for good this time…reopen Victory for colonization.

Oh but it is so glorious. At long last it’s mine.

We now have enough of a presence in the system to justify a small naval admin command.

Some time later the Varaldur make another big attempt into Sol.

We slam out our missiles, taking out one of their ships and damaging scores more.

The Myrtifolia takes the brunt of the damage from the initial volley, losing three out of her four fuel tanks, while the Datura takes a few isolated armor impacts.

Unfortunatly we lose the ship, but we capture three of their GenJeFT class ships, destroying the rest while one dives back through the jump point and escapes.

This is the commander of the now-former Myrtifolia. Hopefully this incident doesn’t end up leading to her retirement.

While we work on shifting things around and fixing up our captured ships we get another incursion into Victory, which get lucky and jump in out of our combat range. The second we close the distance, however, it’s over in ten seconds. God I love these ships.

I think I’m going to push through my apprehension, take the plunge, and begin constructing the large keylock bases. I just can’t shake the idea that this will be a far more efficient use of our resources, and free up a huge amount of naval power so we can actually start conquering places from the Varaldur instead of just retaking old territory.

Ships continue to come through the jump gate in a slow trickle, and the Maddalena/Col de Larche is starting to get quite battered.

Her captain is getting quite decorated. I’ll need to think about upgrading the design and making more of these very soon. It’s been an incredibly successful design so far.

End date is December 20th, 0063. Onwards!

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I’m making the decision to be far more aggressive towards the Varaldur, at least in terms of gate combat. I’ve cycled the Clinger keylock in and out of Earth for repairs and I’ll send a replacement force to the gate just in case anything goes horrifically wrong. They’ll get there in three weeks.

This is just a small, in-and-out gate raid solely for the purpose of testing their defenses and I’m not expecting very much.

That sure is a lot of missiles.

The Maddalena/Col de Larche is brutalized immediately but manages to hold on for another 15 seconds before being destroyed.

The Col du Mont Cenis also takes extreme damage primarily from smaller secondary volleys and their railguns but remains operational from the sheer volume of redundant systems we have installed. Once their Makir designs are taken out of their fight destroying the rest of their fleet becomes a mere formality. Their time between volleys is far too long to have any hope in engagements at knife range.

Losing one of our heavy cruisers hurts, but you know what? I’ll take the trade.

The Col du Mont Cenis didn’t exactly have the best time.

The Lukmanier, however, performed very well.

I really can’t complain about these designs. Big really is the way to go. I’ll send a prisoner ship to pick up our POWs once they’ve been dropped off at the support cluster and send the remaining two heavy cruisers back to Earth for repair.

I really need to get around to fixing these bugs. I’m leaving so much intel on the table.

What a beautiful sight to see.

The Chroest Empire also, despite us not even knowing where their colonies are, decides to grant us trade access. Neat! We might want to think about building more survey ships soon so we can find them.

I’m going to start developing a series of combat mechs so we can better tailor our assaults against the Varaldur. Victory is well-fortified as it is and I’d like to start turning my attention towards conquering Thorn.

The system is only partially surveyed, but from what little we do know? This will solve our duranium issues functionally forever. We just have to take it.

End date is August 14th, 0066.

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