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Version 7.00

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Revision as of 19:00, 8 January 2016 by Mor (talk | contribs) (Created page with "<noinclude>{{av}}</noinclude> All the various updates for v7.0 are listed bellow: ==Low Level Fleet Training== All combat vessels will slowly gain fleet trainin...")
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All the various updates for v7.0 are listed bellow:

Low Level Fleet Training

All combat vessels will slowly gain fleet training points even if they are not involved in training exercises. A combat vessel is defined as one with PPV > 0. During fleet training exercises the annual rate of points gained is the Crew Training Skill of the Task Force Commander plus the operations bonus of the Operations Staff Officer. So if the task force commander has crew training of 200 and the operations officer has an ops bonus of 30%, annual crew training points would be 260. This is further increased by the grade bonus of the ship being trained. A ship has to gain 500 training points to have 100% fleet training skill.

For low level training, which is assumed to be gained through general experience and perhaps simulators, the annual training rate is 30. This is also modified by crew grade. The low level training is to counter the issue of long-serving ships responding just as slowly as newly constructed ships if neither has had any fleet training. In reality, the long-serving crew should have some advantage in that situation even without formal training. Of course, fleet training still be far more effective in terms of creating crews that quickly respond to orders in combat situations.

Chance of NPR Generating a New NPR

Currently you can set the chance of an NPR appearing on a potentially habitable planet during system generation.

In v6.50 when creating a new game, or editing an existing one, there is an additional parameter for the NPR generation chance when a system is generated by an NPR rather than a player race.

A second new on/off parameter sets whether spoiler races can be generated in new systems discovered by an NPR.

The two above parameters allow players to create a game where the chances of NPRs becoming involved in combat against non-player forces are significantly reduced, which in turn reduces the overall number of slowdowns where the player is uninvolved.