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Difference between revisions of "VB6 Aurora:Tips for beginners"

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(→‎Various Things You Might Want To Know: Added a tip for event screen ~~~~)
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Shift & Left click, then drag the cursor in the system map to '''measure distances'''.
 
Shift & Left click, then drag the cursor in the system map to '''measure distances'''.
  
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Clicking on '''Set To Default''' in the '''Event Updates''' window will give every event a distinct colour.
 
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If you are confused about the '''Galaxy map''' at first, you're not alone. That's mainly because the systems are not automatically placed. Shift-click and drag the star systems to a position of your liking, then click the SysPos button and save that layout, or your changes are lost when you exit the game.
 
If you are confused about the '''Galaxy map''' at first, you're not alone. That's mainly because the systems are not automatically placed. Shift-click and drag the star systems to a position of your liking, then click the SysPos button and save that layout, or your changes are lost when you exit the game.

Revision as of 17:26, 28 July 2014

Various Things You Might Want To Know

Aurora is a work in progress. That means that once in a while, a bug might find its way into the code. All game info is stored in Stevefire.mdb in the Aurora directory. Currently there is no autosave function, so make it a habit to create a backup every day you play Aurora. Just in case.


Don't start a game with Invaders unless you know what you're doing! These aliens are not only pretty nasty, but they tend to explore like crazy, thereby creating new star systems, thereby new NPRs, thereby making the game slower and slower. You won't notice it at first, but the long-term effects are serious. You can switch off the creation of new Invaders (and Precursors and Star Swarms, but those aren't as problematic), but the existing ones will continue expanding the universe. You've been warned.


Remember that not all open game windows are updated when you change data in one of them. So you could e.g. start a new colony on an asteroid or planet, but the Economics window wouldn't list it unless you advanced the time or closed and re-opened it. Likewise, after creating a new component, e.g. a laser or an engine, the technology dropdown in the Research window might not yet show it. Select another tech area from the dropdown, then the one where your new design should appear.


In many listboxes in the game, you can select multiple items at once by Ctrl-clicking on them.


In the beginning, the most important minerals to look out for/keep an eye on are

  • Duranium - most things you're going to build consist of 50% other stuff and 50% Duranium. Call it the steel of the 21st century. You'll need loads of it, and then some.
  • Sorium - refined into spaceship fuel. You have a lot of fuel on your home planet, but keep an eye on your fuel stocks. If you run out of Sorium, you are in trouble.
  • Corundium - needed to build mines and automines.
  • Mercassium - makes your scientists smarter. You'll want to grow your research capabilities ASAP, so you'll need a lot of this.

How to fight faster battles - see Game Slowdown.


Shift & Left click, then drag the cursor in the system map to measure distances.


Clicking on Set To Default in the Event Updates window will give every event a distinct colour.


If you are confused about the Galaxy map at first, you're not alone. That's mainly because the systems are not automatically placed. Shift-click and drag the star systems to a position of your liking, then click the SysPos button and save that layout, or your changes are lost when you exit the game.


You can train your promising young scientists by assigning them a research project and one lab. It'll take them forever to get it done, but they increase their skills faster when working on an actual project.


Finally, reading the FAQ might be a good idea if you're a new player.

Top Tech for Beginners

The most important techs to research in the beginning are the ones that increase economic growth - mining, production, research. This is probably the stuff you need to get started. In no particular order:

Top Economic Techs:

  • Higher construction rate +++
  • Higher research rate ++++
  • Higher mining rate +++
  • Small jump gate (the big ones require huge ships your shipyards probably couldn't handle)
  • Improved Command and Control (to build a Sector Command HQ)

Top Military Techs:

  • Missile reload rate (most important defense tech)
  • Missile Engines, whenever you develop a new engine tech
  • EM Sensitivity + Active Sensor strength (affect your Active Search Sensor range)
  • One or two Armor tech levels (armor gets lighter, thereby making your ships faster)

Top All-round Techs:

  • Power plants (Reactor Tech), to get better engine tech +++++ An absolute must
  • Don't ignore Engine Power +5/10/15% (faster engines, when fuel economy doesn't matter that much)
  • Fuel efficiency (also gives longer missile range)

Techs you can safely ignore until mid-game

  • Cloaking
  • Shields
  • Most non-missile weapons (gauss guns for missile CIWS, some players also recommend carronades and railguns)
  • Biology Techs & Terraforming rate & Colonization Cost Reduction (too expensive in the beginning)
  • Laser size reduction, laser warheads (broken in v5.60), radiation warheads (of dubious value, according to some)
  • Ground units