Aurora 4X Discussion Thread

...Okay, who gave my ground troops stupid pills? The enemy is right there, but they refuse to accept that they could possibly be a target.:facepalm::rage:
 
*Engineers dig up hostile robot soldiers and fighting erupts*

Welp! Time to continue poking at the ruins men!

*sounds of combat heard in background as the engineers keep digging*
 
*Engineers dig up hostile robot soldiers and fighting erupts*

Welp! Time to continue poking at the ruins men!

*sounds of combat heard in background as the engineers keep digging*
Do you have any units with attack on hand, or is it all engineers? I'm not sure about this, but ground forces with 0 total attack may not be allowed to initiate attacks. (And even if you can, it's a terrible idea.)
 
Do you have any units with attack on hand, or is it all engineers? I'm not sure about this, but ground forces with 0 total attack may not be allowed to initiate attacks. (And even if you can, it's a terrible idea.)
No, I have a substantial garrison there and it's gotten a workout.

Although there was the one time I had to replace them in SM mode because something glitched out hard... It said I lost the colony, conquered a colony, and all my units were gone but the infrastructure and population stayed intact. :confused:
 
Hmm. Is it just the two populations on the planet; yours and the robots? There used to be some weird issues involving conquering the robot army's containing colony and then spawning more robots.

If it comes down to it, you could just nuke the bots and SM the colony back into shape.
 
No, everything just kinda disappeared following that episode, then I SMed everything back.

And now I have to ragequit because a frigging bunch of campers are on the jump point I'm trying to attack through and my game just started it's 'lol weapon hit errors' again!
*spews angrish*

Oh yeah and they can't do anything about it.
 
Are you using Squadron Transit or Standard Transit? Because with standard, your sensors take a couple of minutes to come back online and for your crew to recover.
 
Are you using Squadron Transit or Standard Transit? Because with standard, your sensors take a couple of minutes to come back online and for your crew to recover.
I tried making a miitary jumpdrive once, and had no idea why it was being obstinate as the ships I was trying to transit were under the limit.


In other news, I made a carrier and it worked. While it's squadron is made up of 800 ton FACs instead of ~300 ton fighters, they still snuck up on a pair of Precursor slag-if-I-knows (they had drop modules in them o_O) and maaay have slightly overkilled them.
Still, 8 Size 6 missiles apiece on 12 parasite craft? Fun times.
 
Also, i had to delete that fleet doing the attack because otherwise my ships would have kept happily firing AMMs from Size 6 launchers because of terminal incompetence. I mean, f***ing really guys! I literally told you not to do that, and now you're back to suiciding uselessly! Keep your missile and target assignments!

*more angrish*
 
I tried making a miitary jumpdrive once, and had no idea why it was being obstinate as the ships I was trying to transit were under the limit.
Was your ship carrying the jump drive larger than the ships it was trying to transit?
Also, i had to delete that fleet doing the attack because otherwise my ships would have kept happily firing AMMs from Size 6 launchers because of terminal incompetence. I mean, f***ing really guys! I literally told you not to do that, and now you're back to suiciding uselessly! Keep your missile and target assignments!
Don't auto-assign ships with mixed batteries of missile launchers, it doesn't work.
 
IDK, but usually this is because the jump ship has to be the same size as the jump drive in order to make full use of its rating.
Yeah, I think the effective max size of a jump ship's drive is the size of the ship, even if the drive would work on a larger jumpship. Unless that got fixed at some point.

Also, did you make sure to put each jump ship in a separate squadron? You can't put two jumpships in a squadron to double the squadron size; they have to jump separately.
 
Yeah, I think the effective max size of a jump ship's drive is the size of the ship, even if the drive would work on a larger jumpship. Unless that got fixed at some point.

I believe this is WAD, the idea being you shouldn't be able to make a "ship" that's all jumpdrive and not much else.
 
Is Fleet Headquarters a valid option? Other than that, it looks like you say.
Yeah, fleet headquarters is an option. Did you assign officers to all the task force officer slots? I believe the task force commander's training skill determines how fast the task force trains up.

Also, it's really slow. Like, multiple years of nonstop training to get up to 100%.
 
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