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Difference between revisions of "VB6 Aurora:Time, Turns and Interrupts"

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(Created page with "Aurora is neither real-time nor turn based. Instead, the player clicks one of the Time Control buttons (5 seconds - 30 days) and the game then advances, until either the chosen t...")
 
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In v5.0 there are no NPR-related interrupts with the exception of detection events where a player race has been detected. This may lead to some weird NPR combats in the background but it is unlikely anyone is going to see them anyway. Interrupts still remain in force for all Player Races. However, only an interrupt for the currently selected race will end automated turns due to a Current Race Interrupt.
 
In v5.0 there are no NPR-related interrupts with the exception of detection events where a player race has been detected. This may lead to some weird NPR combats in the background but it is unlikely anyone is going to see them anyway. Interrupts still remain in force for all Player Races. However, only an interrupt for the currently selected race will end automated turns due to a Current Race Interrupt.
 +
 +
Events that interrupt a turn (examples):
 +
* a new ship contact
 +
* a task group completed its orders
 +
* a production item being finished
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* a ship being unable to carry out its orders
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and many others.
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 +
For a list of game events, see the Events Log window and click "Filter Events". There you can also configure which events not to see in the log by double clicking them (e.g. officer promotions).

Revision as of 12:51, 15 August 2012

Aurora is neither real-time nor turn based. Instead, the player clicks one of the Time Control buttons (5 seconds - 30 days) and the game then advances, until either the chosen time increment has passed, or an interrupt happens that requires the player's attention.

Aurora checks for industrial production, mining, research etc. once every five days. But

An interrupt means an event partway through an increment that ends the current increment at the end of the current sub-pulse. Only certain events are flagged as interrupt events so not every event causes an interrupt. An increment adjustment is where the program checks ahead before the increment takes place to see what is going to happen and makes the increment shorter as a result. This is not the same as an interrupt. An interrupt or an increment adjustment does not end automated turns. That only happens as a result of an interrupt for the currently selected race, so I think we need a term for that situation too. Perhaps a Current Race Interrupt.

In v5.0 there are no NPR-related interrupts with the exception of detection events where a player race has been detected. This may lead to some weird NPR combats in the background but it is unlikely anyone is going to see them anyway. Interrupts still remain in force for all Player Races. However, only an interrupt for the currently selected race will end automated turns due to a Current Race Interrupt.

Events that interrupt a turn (examples):

  • a new ship contact
  • a task group completed its orders
  • a production item being finished
  • a ship being unable to carry out its orders

and many others.

For a list of game events, see the Events Log window and click "Filter Events". There you can also configure which events not to see in the log by double clicking them (e.g. officer promotions).