Questions Not Worth Their Own Thread

We previously had a thread of this title/intent, and it was super helpful for not only new players but even experienced players who thought they understood how something worked, but didn’t.

I’ll kick things off… The tooltip for “Gauss Cannon Launch Velocity” tech says “Speed at which the gauss round leaves the cannon. Higher velocity provides better accuracy at long ranges”. Is that actually true, does this tech improve accuracy for gauss? For other Direct Fire Weapons, it only reduces damage drop off at range, so I’m wondering if this tooltip was left over from a prior version and is no longer accurate.

As it stands, assuming that’s not actually true, there’s minimal reason to research longer range of gauss cannon (other than protecting yourself from fighters with cheap 10cm railguns, I suppose)

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Thanks, corrected. Would be awful to have a long-running thread have a typo in the title.

Until you face missiles with laser warheads, which detonate at a distance.

Gauss doesn’t get great distance no matter what, so would still probably need laser turrets to counter missiles with laser warheads. Or your own 10cm railgun fighters for PD, like Steve did in that one campaign.

You don’t need “great” distance to combat laser warheads.

Gauss range goes up to 10km per level of tech. You’ll spend 5k to reach 30km, goes up from there. You’re right that low level of gauss range tech is enough to counter laser warheads that detonate just barely outside of Final Defensive Fire (which occurs at 10km), but Steve ran into larger missiles with big warheads that detonated more like 80 to 100km out, which would take a very, very high investment in gauss range tech to reach. I’d argue that laser warheads are an effective counter to gauss-based PD at tech parity, forcing you to go to railgun or laser turret PD (or fighter-based PD) if you’re running into laser warheads.

All that said… does anyone know if the tooltip is actually true, i.e. the claim in the tooltip that gauss range tech improves accuracy?

I don’t think gauss range influences accuracy at all. The main things that can affect accuracy is:

  • ECM of the inbound and the ECCM of the FC.
  • The max range of the FC.
  • The size modifier of the gauss.
  • Effective tracking speed of the gauss (ship/FC/turret tracking)
  • Crew (Tac officer, crew grade)

You mean the Point Blank Defensive Fire mode for point defence? Or something else?

Yes, meant Point Blank Defensive Fire.

In my current game, an alien ship has appeared in the Sol system and is attacking Earth and the ships in orbit. I’ve never encountered aliens before in Aurora, and my total military force consists of just 6 ships. Unfortunately, all 6 are in the Procyon system.

While the alien ship destroys the helpless civilian ships and my empire’s helpless freighters around Earth, the game is advancing only in increments of 5-10 seconds.

Is there any way to get increments back up to 1 day or 5 days?

Surely, your enemy has fire controls activated, to open fire against your ships, so time increments are tied to this.
When fire controls will cease fire, time progression can return to the value you select.

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Don’t forget to build STO and/or missile fighters (satellites) to protect the Earth.

Missile satellites are easier to upgrade with improved techs by simply replacing their ammunition with a new one. STO has no ammunition limitation, but the firing range is extremely important.

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Is beam weapon range limited to the range of your fire control system? In other words, if a newly developed laser weapon has a range of 400,000 km, but your best fire control system has a range of 40,000 km, would your laser weapon be limited to 40,000 km?

Yes, you cannot target anything past the range of the fire control.

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That is true for Beam weapons but partially untrue for missils unless it has been fixed and I havent noticed.

You cannot target any Active Contact outside your FC range, however, you can target anthing else (planets, asteroids,waypoints, etc). If your missile/probe has enough fuel/range, it will get there regardless.

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I have deployed some mines around a point in the space, from where I saw some Raiders appear. But I cannot see these mines in the System Map.
How can I see them?

A neutral NPR has installed a colony on a planet where I have a colony too.
So, I sent an ELINT ship there: does it collect information, even if it is in orbit of a my colony?

You can check the Missile Salvos tab of Naval Organization to see if those mines still exist. There’s no option to select or deselect missile salvos from displaying in the system view, so I would guess that if you can’t see them, they don’t exist, which suggests they weren’t created properly and expired when their fuel ran out (I have nothing to offer regarding proper vs improper creation of mines).

It should. You should also send some military ships there because that NPR will not be neutral for long.

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Thank you!
Check done: I can see only one mine, at the location of a waypoint.
I placed the others (that I can’t see) to WPs that I then removed.
Could it be a bug?

In the Missile Design window, when I select a decoy that I designed (and researched), I receive this message


Moreover, if I select another missile before, and then the decoy, the values of the characteristics shown in the window don’t change, remain the ones of the missile.
But the decoys are listed in the developed missiles in the View Technology window.
The message doesn’t appear if I select a decoy that I salvaged from a NPR (and then researched).