Ahora me estoy peleando con el nuevo sistema de avituallamiento de naves. Las naves grandes ya no pueden aterrizar en planetas (sólo fighters y crafts), con lo que se require una cadena de fábricas de suministros-> cargo shuttles para subir los MSP a la órbita del planeta -> bases orbitales / naves de avituallamiento para distribuir los MSPs entre las flotas en órbita. Y ahora puedes avituallar naves granes con bases de avituallamiento más pequeñas, con un penalizador eso sí.
Con este sistema es más fácil desplegar grandes flotas a lugares remotos si es necesario, bien aceptando los penalizadores que te dará avituallar una nave de 100.000 t en una instalación preparada para naves de 25.000 (75% a la probabilidad de fallo en los sistemas) o crear un flota de avituallamiento para apoyar este tipo de operaciones (caro, pero si la necesidad lo justifica...)
Enlace imprescindible para lidiar con todo lo que ha cambiado (y para lo que es lo mismo, para quien empieza de cero):
http://aurorawiki.pentarch.org/index.ph ... opic_Index
Ha salido ya la versión 1.9.5
Changes List
- Next Engine Size tech is now available in Create Project with Next Tech clicked.
- Prototypes now have 'Prototype Created' messages rather than 'Research Completed'
- PPV bug fixed. The bug was in the class design display rather than the Economics and Naval Org windows.
- Cancel button working correctly on Select Name.
- Underway Replenishment Fixed.
- Anomalies now deleted when using random ruin and only one can be created per body.
- DSTS occasionally displaying twice for one population is fixed.
- Passenger Liner movement bug fixed.
- Interrupt added when maintenance failure causes loss of component.
- STO will no longer appear as an option unless weapons and active sensor tech are both available.
- Fixed various ground combat bugs regarding ground support fighters and AA.
- Selecting a previously designed buoy no longer causes an error.
- Fire control range no longer permanently affects particle beam range.
- Fixed connections for random stars
- Planet retains existing minerals if race generation is cancelled.
- Naval and ground rank requirements fixed for Academy Commandant
- The code can now handle someone creating a retool task and then deleting the class involved.
- Classes with no ships will not appear in the Refit From dropdown.
- Restricted the maximum projected time for task completion to 1000 years (to avoid errors with dates above 9999)
- Colony Fleets will use Max Items
- Load Installations and Load Minerals will use Fleet-level pickup failure messages, rather than ship-level.
- Fleet windows refreshes after increment.
- Renaming an alien class will retain total units and hull in the node text.
- Standing orders and civilian colony ships will respect planetary capacity.
- Ground formation templates with associated construction tasks cannot be modified.
- New formations use same rank requirement as parent template.
- Refit tasks cannot be created if they have a zero cost (refitting a class to an exact copy).
- A new SM-only Add Extra button on the commanders window allows you to add a specified number of additional commanders.
- Player ground forces won't attempt to capture NPR populations unless there is something to capture.