V3.0.0 Changes Discussion Thread

Please post any comments or feedback on the v3.0.0 patch list in this thread.

This has been renamed from the v2.8.0 patch

I really like the OBS changes, it should help improve the impact that OBS has without really mitigating its cost as more shots means more dust.

I’m curious though, will we see mechanics to replace the CAS that will be removed in 2.8.0 or will OBS just be the sole mechanism with which starships contribute to ground combat?

I plan to have air units. I think it will probably be on the lines of nuclearslurpee’s suggestion in the old forums where ‘flying’ becomes a capability for vehicles. So you can design different sizes and types of air units, with maybe some new flying-only’ components. I just haven’t go around to it yet.

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On the Light Tactical, will it apply for a (CAG for the modern term) position with a trickle down to the parasite formations under the Mothership, or is it just a Fighter/Bomber/LAC/FAC applied ability?

Its just a light naval capability, so anything of 1000 tons or under. There is no benefit for CAGs.

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Hi Steve!
Thanks for the new forum!
Which is the difference between deleting and scrapping a ground formation?
If we delete it, will we lose the minerals, instead with scrapping we get back something?

When scrapping you regain some minerals. Deleting just removes the formations.

Thanks Steve.

I’m always low on minerals, so I think I’ll prefer scrapping. :slightly_smiling_face:

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This bullet here from the 2.8.0 notes stands out

‘Inactive Lab’ is no longer an interrupt event

Is this a necessary result of the addition of “No research projects” races?

This interrupt has saved me multiple times from losing more than 5days worth of research when I forget to reassign ALL my labs.

Yes, that was mainly the reason.

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I’m really looking forward to a no research game it’s one of the two most common styles of game for me.

If you could just give me an option to have a stupid number of wrecks spawn (bonus points if you let me tractor beam them) I could run a scrap man empire game without a silly amount of SM mode lol

AuroraSteve
Yes, that was mainly the reason.

Not to belabor the point, as I’m sure you already thought this through – but would a retirement/death of a Scientist with an active research project just pass right by without an interrupt, leaving the research facilities un-utilized until the next interrupt?

Yes, although if you see that event appear, you can press F12 and stop the increments.

I have to try to strike a balance. I get more suggestions about removing interrupts, than adding them, so I am trying to find the right mix.

For a long time I have resisted giving players the option to decide which events are interrupts, because I was concerned about missing interrupts causing bugs, or players (especially new ones) reporting ‘bugs’ that were just an effect of no interrupts, like turning off ‘new alien race’, or ‘hostile contact’, etc. and then being attacked without the chance to do anything.

However, I recently realised I should have three categories. In effect ‘interrupt off’ that can be turned on, ‘interrupt on’ that can be turned off (ship construction, jump point detected, etc.) and fixed interrupts that cannot be turned off (new hostile contact, new alien race, etc.) because of the scope for problems. That would add player flexibility while minimizing those problems. It is possible something like that could make it into v2.8, if I get the time.

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“I plan to have air units. I think it will probably be on the lines of nuclearslurpee’s suggestion in the old forums where ‘flying’ becomes a capability for vehicles. So you can design different sizes and types of air units, with maybe some new flying-only’ components. I just haven’t go around to it yet.”

Flying Bolos here we come! :joy: :smiling_face_with_horns:

Just saw the new post in 2.8.0, seeing as this is how you went with it. Could you make it possible to have higher rank’d individual to take lead of a ship or “Fleet/Subfleet/Squadron” instead of only “One Rank Higher”?

As you wrote

I have added a Ship Senior CO checkbox that applies only to a single ship. That ship will be assigned a commander one rank higher than normal for the class, allowing you to designate a flagship for a fleet or sub-fleet. This is addition to any senior CO flag for the class. You can do this for as many ships as desired, although having multiple Ship Senior COs in the same fleet would make it more difficult to ensure a particular ship is the flagship.

Because the ship is commanded by an officer one rank higher, it will always be the flagship (assuming no higher-ranked ships are present)

It’d be nice to not be restricted by only being able to have someone be One rank above the “normal” rank be the “Senior CO”, so you can have Rear Admiral or Vice Admiral be in charge of these Fleets, Subfleets/Squadrons (Who can then also Die or be ejected into life pods), so there’d be more roles for these higher ranked individuals besides purely NACs.

Wish this was a separate individual as there’d normally be a “Flag Captain” in charge of the ship while the Commodore, Rear or Vice Admiral were incarge of the Squadron or Fleet

Here’s the Royal Navy’s Squadron list with who was in charge and their staff officers


Above is a screenshot of the website, you can see when they served and their rank.

If you want a higher rank involved, you can use an admin command in conjunction with a flag bridge.

Generally, you might have a senior captain or commodore commanding a ship and assuming responsibility for a small squadron. A rear admiral wouldn’t command a ship. They would have a flag bridge that gave them command over a fleet, but the ship on which they were based would still have a commanding officer.

So you can have all the options

  • Normal ship with a captain and no other responsibilities
  • Normal ship with a commodore (Ship Senior CO), who would be senior to captains of other similar ships
  • Normal ship with a captain who has no other responsibilities, plus a flag bridge with a rear admiral commanding the fleet.
  • Normal ship with a commodore (Ship Senior CO), who would be acting as a flag captain, plus a flag bridge with a rear admiral commanding the fleet.

You wouldn’t see a rear admiral directly commanding a ship.

100% Agree you’d never see a Commodore or above in charge of the ship ever, why I made my suggestion post as I want to see Rear Admirals, Vice Admirals, Admirals and above on the ships so they can also die in action, be ejected and rescued and whatnot. Give more roles besides purely NACs :smile:

With NACs you can’t really make Subfleet with a “Rear Admiral” in charge unless you forcefully separate them into new “fleets” with NACs in control, meaning you’d have a lot more units to order around and move, instead of one large Fleet to control and you can detach/reattach Subfleets or Squadrons as you needed.

Rear Admirals OR Vice Admirals were not always in charge of fleets, they were primarily in charge of Squadrons, mostly Cruisers, Battle Cruisers or Battleships, while Commodores where in charge of Destroyer Squadrons.

While Admirals or Fleet Admirals were in charge of either Fleets themselves or Sectors that contained Squadrons.


I guess to make a TLDR:

I personally wish to see more Higher Ranked individuals in fleets, instead of only 1 individual in charge of a “fleet”, since you’d normally have like 5-10 Rear or Vice Admirals in a single fleet, 20+ Commodores and a endless amount of captains or Commanders in control of ships, depending on how large of a fleet you’re looking at (Me basing this on US Navy & British Royal Navy between 1910s - 1950s)

A rear admiral in a flag bridge using a NAC can die in action. Please read this post.

Just to make sure to say this, I am never trying to write or sound anything in a negative light. Texting is a really bad communication medium, I see this as a normal healthy discussion or debate :smile:

From my POV I think you’re missing my point which is fair, let me rephrase it into this.

I want a single fleet to have 1x Admiral, 1x Vice Admiral, 5x Rear Admirals, 10x Commodores.
With the current system in Aurora, how can I achieve this to happen?


  • 1x Admiral in charge of 1st Fleet
  • 1x Vice Admiral in charge of Battle Squadron
  • 5x Rear Admirals in charge of 1st, 2nd, 3rd, 4th and 5th Cruiser Squadrons
  • 10x Commodores in charge of 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th and 10th Destroyer Squadrons

All squadrons are “Subfleets” within the 1st Fleet, with a NAC that has a Admiral in charge of the Fleet.

I don’t know how much you have played Aurora campaigns, but you are very rarely going to deploying something the size of the Grand Fleet at Jutland in a single location.

You will very likely be deploying much smaller fleets spread out across many systems, with detachments even within the same system once combat begins. I currently have an Empire with 170 systems in known space, with fourteen battleships, nineteen heavy cruisers, a couple of dozen light cruisers and maybe 40 destroyers, built on a 1890 British Empire model. I started with double build points in 1890. It is now 1909.

I struggle to get half a dozen capital ships and a few escorts in the same location, because of all my various commitments to colony protection, frontier defence, commerce raiding etc.

I have ten administrative fleet commands for my warships, with naval HQs in seven different systems, plus many other admin commands for commercial vessels. So far, I haven’t needed a single flag-bridge-based admin command, although I probably will in the future.

In the unlikely event I did decide to concentrate everything in a single location in a single system, with a couple of battle squadrons and a few cruiser squadrons, the new ship senior CO option would mean I could assign flagships to sub-fleets if needed, plus a flag bridge with an admin command in each squadron if really needed, although probably just at the fleet level or for detached squadrons

I understand your theoretical point, but given my limited free time I have to prioritise those changes that will have the most impact in a practical way. The Ship Senior CO gives 80% of what you need and is already done. I am not going to spend a lot of time completely changing the way the command hierarchy works to gain an extra tiny theoretical benefit when I have never encountered the situation you describe in over twenty years of playing the game.

I’m sorry if that comes across badly, but I have to prioritise mechanics I will use myself, or that are easy to add and will have a significant impact in either case.

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