System Body Modification window (SM mode on) - it is possible to add None as gas to the atmosphere of the planet through this window.
When completing a research project with another nearly-completed project queued the RP remaining can go negative instead of completing the project.
The fleet order “Load Assigned Ground Templates” appears to be looking at the OriginalTemplateID of ground formations to find matches for the ground unit loadout of the ship class.
Instead, the order should look at the ReplacementTemplateID of ground formations.
Otherwise, after the target ground unit formation template is upgraded, and the ship class default loadout is updated to use the new formation template, ships of that class using that order will not load formations of that template that existed prior to the formation template upgrade.
When such formations need to be loaded, the workaround presently is to either give individual orders to load each formation (which in my case can be hundreds), or temporarily change the ship class default loadout back to targeting the original formation template, which is also cumbersome, especially if a player obsoletes the original formation template after using the “Copy + Upgrade” feature (because obsolete formation templates aren’t available for ship class loadouts).
Let me just check I understand what you mean here.
Lets assume you have a template called Infantry Regiment (IR). You build a few IR and have a troop transport with IR as the default loadout
Then you upgrade tech and create IR2 and set all IR to have IR2 as the replacement template.
Then you change the loadout for your troop transport to be IR2.
What you are saying is that as things stand, the transport would only load newly built IR2. Whereas you would like it to also load IR or IR2, whatever was available. Is that correct?
New guy here but enjoying Aurora immensely. I have noticed a few things but I’m not sure if they are bugs or not.
Single Weapon direct fire control will give a message and prevent you from adding a 2nd weapon even if the 2nd one is the same type of component as the 1st one. But if you select “all” you can load as many weapons on that same FC as you have on the ship.
Just had a freighter fleet of 5 ships with 100,000 tons of cargo space each that was queued up with several repeat orders. One the first leg of their orders one of them was destroyed so the fleet was down 20% of its cargo space. When the orders were completed several game weeks later, they completed the entire cargo job. I expected that it could carry 20 cargo units each trip for a total of 100 cargo over the entire set of orders. Since the ship was destroyed on the first leg, I thought it would only deliver 80, but instead all 100 were delivered.
Both bugs are in my favor so I’m not the least bit annoyed they exist. I just hope I don’t annoy people that have counted on these “features”.
I’ve only played 2.7.0 and 2.7.1 and first bug was on both versions. The second one was only noticed for the first time on 2.7.1
Single weapon fire controls are intended to control one weapon.
The loss of a freighter should also mean the loss of its cargo - I have never seen that bug before. Is it possible you repeated more times than you thought?
In either case, Aurora is a single-player game, so no one else will judge how you play or be ‘annoyed’. You may find exploits and decide to use them, but then you can already use SM mode to add more ships or anything else you want. It depends on what experience you want from the game.
Specifically, when you use the “Copy + Upgrade” button to update the IR formation template, IR2 is created (with updated tech), and the replacement template for all existing IR formations is automatically changed to IR2.
But yes, your recap is correct.
Yes, but that change would pick up any formation with the updated template, even if it was manually set. I don’t think its a bug to use the original template. Otherwise you could end up with a formation with older tech instead of the one you wanted. Maybe it could be an option though.
Yes, I see that now.
Perhaps the simplest solution is to allow us to select obsolete formation templates in the class loadout.
Yes, agree - that is an oversight. I’ve added an ‘Obsolete Templates’ checkbox for v3.0.
In that same system, I just got a notification about a wreck disappearing (via Alien Salvage).
Maybe we need to not learn about that until we next visit the system?
When a fleet has a transit order followed immediately by an order to refuel or resupply a stationary fleet parked on the other side of the JP, the refuel/resupply order often does not execute (and no event is created to indicate the failure).
If instead the refuel/resupply order is given a delay (3 hours seems to do the trick for me; might need longer if doing 5 or 30 day increments), the order will work.
I suspect that the code which executes the refuel/resupply is looking for the target fleet in the list of fleets that are in the same system as the source fleet, but the “system of record” for the source fleet has not been updated despite the JP transit (and probably gets updated at the start of the next subpulse).
So, maybe this is as simple as adding a “system of record” update immediately after transiting a JP?
There is a chance that I miscounted something. Thanks!
My ELINT efforts just obtained detailed information about an active sensor.
Thing is, I already had the details on that sensor.
So that seems like a bug. Or maybe redundant sensor intel over time is intended?
Notes:
I have only observed this sensor on one NPR class, and I have previously captured a ship of this class…but I don’t know if I captured the ship before I gained details on this sensor via espionage, and I don’t know if capturing a ship automatically adds all previously unknown active sensors to the “Classified Active Sensors” list for the NPR. I only know that this sensor was already in that list prior to this most recent ELINT result.
If capturing a ship does not add such sensors to the known list, then I either learned about it through ELINT or through interrogation of POWs…but I don’t know if that matters.
Situation:
a) CMC set to purchase minerals, with a mass driver destination set.
b) For some mineral that is being mined, the specified reserve level is higher than the current stockpile level.
Expectation: The mass driver will not include this mineral in packets until the stockpile level reaches the reserve level, at which point the mass driver will begin to include an amount of this mineral equal to the stockpile overage.
Observed result: The mass driver includes this mineral in each packet, in an amount equal to the production of the civilian complexes for that con cycle.
In other words, the mass driver won’t touch the existing stockpile, but it also won’t allow the CMC output to go to the stockpile.
Not sure if it is a bug, but surely an annoying behaviour.
Sometimes, a newly discovered system appears at the same position of Sun, but below of this. So, I have to move before the Sun and then the new system. As said: annoying.
It happened already in previous versions (surely in 2.5.1).
Have you tried to move the Sun on the galactic map? As far as I understand, it is initially located at coordinates 0:0, and in these same coordinates appears all new systems, which did not have enough space around the system where they were discovered. So if you move the Sun to coordinates 1:1, it will be easier to drag new systems. Theoretically, I didn’t check it yet.
Thanks, CopyOfSatan.
I’ve moved all the galaxy, to maintain the relative positions of the systems.
I’ve never noticed this. It seems to happen randomly. I’ll verify.
Yes, they normally show up at 0,0 when no space near the system they were discovered from on your map is the behavior I have observed.
Here’s a super quick and easy one. The shipping line tax rate field in the wealth tab of the economics window is editable, but the change doesn’t stick unless the edit tax rate button is used.
