Aurora 4x C# - Tutorial - How to build/refit multiple ship classes in a shipyard

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In this video we go over how to build/refit multiple ship classes in a shipyard and more!
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The significant difference that is overlooked slightly in the explanation in the video is that REFIT cost plays a substantial role now where before in VB it played a lesser side role as the calculation is now being multiplied against refit cost rather than a static value. So if you have two designs of 28, 000 tons and a BP difference of just 100BP, a shipyard will still not be able to support both classes if the differences between the two designs requires more than a certain refit cost value difference which is very unforgiving once you move away from smaller designs into larger later game 20, 000+ ton military designs.

Prime example that will often be encountered is having a 'Command Ship' class with a jump drive and multiple active sensors, and then a copy of that design with the jump drive and actives removed in favour of more weapons. As jump drives, active sensors and weapons are typically high cost items any significant changes involving any of those 3 component categories can frequently invalidate the copy of the design from being compatible with a shipyard tooled for the original design.

Whilst in VB, it was relatively practical to take such a approach with larger designs. In C# the functionality has more been nudged to the side to be something that caters more to making minor role adjustments to already versatile designs or alternatively more moderate design changes done to things like the 10, 000 ton examples shown in the video.

Using the mechanic to make more diverse adjustments to medium to large military designs like we used to in VB has been removed in the C# approach.

Tiki
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If I understood this video, I should be able to refit to a ship that is +/- 20% in cost and size, but experimentation in my game implies 10%.


My shipyard is tooled for:
Arenig Fach class Freighter 103, 846 tons 257 Crew 930.7 BP TCS 2, 077 TH 1, 188 EM 0

My updated design is:
Arenig Fach Mk1 class Freighter 103, 719 tons 291 Crew 1, 048.6 BP TCS 2, 074 TH 1, 000 EM 0

If i understand the info in this video correctly, the shipyard should be able to refit up to 124, 615 tons and 1, 116 BP or down to 83, 077 tons and 745 BP (+/- 20%). But my new design is not showing up in the class selector for construction or refit orders.

I can however the following 2 do work:
Arenig Fach Mk1 class Freighter 103, 622 tons 265 Crew 960.8 BP TCS 2, 072 TH 1, 125 EM 0
Arenig Fach Mk1 class Freighter 103, 942 tons 283 Crew 1, 018.6 BP TCS 2, 079 TH 1, 063 EM 0

So this does not work:
Size -0.12%; Crew +13%; Cost +13%
And this does:
Size -0.22%; Crew +3.1%; Cost +3.2%
Size -0.09%; Crew +10%; Cost +9.4%

I of course made the newbie mistake of building a couple freighters without Cargo Shuttle Bays and am now trying to remedy that as cheaply as possible.

TrabberShir
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Further confusion.

Shipyard tooled for
R. Brent Tully class Geological Survey Vessel 2, 571 tons 46 Crew 321.7 BP TCS 51 TH 80 EM 0
Can build
R. Brent Tully Mk3 class Geological Survey Vessel 2, 983 tons 43 Crew 321.3 BP TCS 60 TH 51 EM 0
But not
R. J. Reynolds class Gravitational Survey Vessel 2, 983 tons 43 Crew 321.3 BP TCS 60 TH 51 EM 0

The latter 2 differ only by the first having geological survey sensors and the second having gravitational survey sensors. They are the exact same cost and size. Why can the shipyard build one but not the other?

TrabberShir
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That's brilliant info, thanks! Is there somewhere you can see a list of all ships that are compatible with the currently selected one? I'm sure I remember that being a thing in VB6 but can't find it in C#

Edit: In the ship designer tab, not in an already tooled shipyard.

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