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Messages - Steve Walmsley

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C# Aurora / Re: Aurora C# Screenshots
« on: Today at 12:22:59 PM »
Not had a screenshot for a while, so here is the Standing Orders sub-tab of the Fleet tab on the Naval Organization window. This isn't the final list of order types and conditions but is sufficient to show the layout.

C# Aurora / Re: Screenshots published so far
« on: Today at 12:22:38 PM »
Not had a screenshot for a while, so here is the Standing Orders sub-tab of the Fleet tab on the Naval Organization window. This isn't the final list of order types and conditions but is sufficient to show the layout.

C# Aurora / Re: C# Aurora Changes Discussion
« on: Today at 10:29:21 AM »
I mean, you realise the currently released version has auto-lagrange point stuff right?

Yes, it does :)

Although in VB6, the program calculates the closest target item (system body, jump point, etc.) and then checks if the shortest route is via a Lagrange point. in C#, the program calculates the closest target item, taking into account any potential routes via a Lagrange point.

C# Aurora / Re: danger ratings for systems
« on: Today at 09:53:40 AM »
Well, there's two problems here. The first is that for some systems you really want to more or less indefinitely keep them from being used by civilians. Like with Jumpgate linked systems when there's [spoilers] or an NPR making a mess of it when you've got colonies at either end. It would be inconvenient to have half your civilian cargo fleet commit suicide because the danger rating lapsed but you haven't managed to clear out the threat.

That could be handled by having danger rating not reduce automatically, but only when your own warships are in the system and there is no sign of enemy contacts. So you have to be in effective control for a while before civilians would consider entering.

C# Aurora / Re: danger ratings for systems
« on: Today at 05:01:35 AM »
Governments have denied access to civilians to (potentially) dangerous areas for a long time though. It should be possible to declare a system off limits, adding any allied PPV in system to the Danger Rating, and if possible add the PPV on the other end of a given JP as well for routing calculations.

Agree that governments have restricted civilian traffic. However, in this case that could be abused to exactly direct civilian traffic to a desired destination bu placing every other route out of bounds. If you can come up with a mechanic to implement your suggestion on an emergency basis without the potential for full-scale abuse, then I will add something on those lines.

C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Today at 04:50:58 AM »
Could we have multiple tractor units per ship?

I'm trying to avoid that due to complexities of tractor chains.

C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Today at 04:49:58 AM »
This is almost more of an idle thought than a fully-weighed suggestion, but-

At present, the only hard distinctions between ship classes are as follows: Whether a ship has military or commercial drives for the purposes of using jump drives, whether a ship is military or civilian for maintenance and morale purposes, and whether a ship is a fighter or literally anything else.

That last one sticks out to me as the most 'arbitrary' of them. Whether you're a conventional empire, a fledgling TN race, or someone with mastery of the stars strong enough to challenge the [spoilers]- a fighter factory can only produce designs up to 500 tons, across the entire span of the game. Your industrial base and shipyard tech might reach the point where you have gargantuan warships as your standard combatants, but a fighter will only ever be 500 tons or less.

So, my suggestion is to add a new tech line that determines the capacity of your fighter factories. It can be an extremely expensive tech, but I feel like allowing even a bit of wiggle room in the flexibility of those factories would jive well with overall progression.

The 500 ton limit has meaning in C# Aurora. Trans-Newtonian ships operate mainly in the Aether dimension, so larger vessels cannot get too close to any real space system bodies due to the latter's disruption of the Aether within a hundred kilometres of their surface. That is why cargo can no longer be transferred to a planet without cargo shuttles and construction factories need a spaceport in order to build space stations. Ships with a small enough mass (500 tons or less) can operate close to system bodies (in support of ground forces) and can even be produced on the surface (by fighter factories).

BTW I really should wrote a full TN technobabble post

C# Aurora / Re: C# Aurora Changes Discussion
« on: Today at 04:42:47 AM »
I look forward to watching someone's million ton fleet base explode when a few missiles slip past the defense platforms :p

Jokes aside, I think it's an awesome change. Was C# going to have the coding changed to allow for deep space production as well?

Deep space maintenance / recreation, etc is possible. Not coded anything yet for factories, shipyards, etc. and probably won't for the first release. However, I have coded C# in such as a way that it will be possible to have populations away from system bodies in the future.

C# Aurora / Re: danger ratings for systems
« on: Today at 04:40:35 AM »
Will we be able to manipulate it in some way like increase or degrees it.

So we can set certain systems to be of limit?

It is intended to portray a reluctance by civilians to enter dangerous areas so it won't be player controlled, as that would provide too much control over civilian traffic.

C# Aurora / Re: C# Aurora Changes List
« on: Yesterday at 06:23:45 PM »
Space Stations

The rules on construction factories building spacecraft are changing in C# Aurora. Any class with a Structural Shell instead of armour is classed as a Space Station. Space Stations can be built by construction factories at any population that includes a Spaceport. Note this means you no longer need an orbital habitat in order to use construction factories, which means you can create huge deep space logistical bases, terraforming stations or small observation platforms, or anything in between, using construction factories.

The downside to this flexibility is no armour, no engines and no military systems, so space stations will require protection from defensive bases (which can be maintained by the space station if it has sufficient maintenance facilities). As an example, if you were channelling Starship Troopers (movie, not book) you could build the following station and deploy in deep space, near the Arachnid Quarantine Zone:

Ticonderoga class Fleet Base      823,223 tons       5,867 Crew       30,310.1 BP       TCS 16,464    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 708      Sensors 1/11/0/0      DCR 1      PPV 0
MSP 20,023    Max Repair 2400 MSP
Hangar Deck Capacity 20,000 tons     Magazine 10,000   
Commander    Control Rating 2   BRG  AUX   
Intended Deployment Time: 3 months    Flight Crew Berths 400   
Recreational Facilities
Maintenance Modules: 80 module(s) capable of supporting ships of 128,000 tons
Refuelling Hub - Capable of refuelling multiple ships simultaneously
Ordnance Transfer Hub - Capable of transferring ordnance to multiple ships simultaneously

Fuel Capacity 20,000,000 Litres    Range N/A

CIWS-200 (12x6)    Range 1000 km     TS: 20,000 km/s     ROF 5       Base 50% to hit
Perseus Anti-ship Missile (1200)    Speed: 32,000 km/s    End: 65m     Range: 125.3m km    WH: 6    Size: 4    TH: 106/64/32
Huron Anti-missile Missile (5200)    Speed: 31,700 km/s    End: 1m     Range: 3.5m km    WH: 1    Size: 1    TH: 137/82/41

Commercial Active Sensor (1)     GPS 2520     Range 42.3m km    Resolution 120
Commercial EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Yesterday at 04:09:21 PM »
For instance, it'd be great to have a cargo group setup to load materials from a colony once that colony hits a certain level.

You can already do this one in VB6. The move order is "Load Mineral when X available"

C# Aurora / Re: danger ratings for systems
« on: Yesterday at 04:07:08 PM »
In VB6 it is called Security Status and appears as red numbers on the galactic map. When a race suffers damage, it is added to the danger rating. The rating slowly decreases over time.

Civilians and default orders will avoid systems where the protection value of friendly warships is lower than the danger rating. That avoids commercial shipping moving into dangerous areas.

Forum Issues / Re: Somethin's a little off.
« on: Yesterday at 04:02:30 PM »
I was supplied a fix. It should have automatically fixed the threads we did not manually touch. Let me know if you find any that are still missing.

Will do. Thanks for all your work on this.

C# Aurora / Re: Default Orders for Harvesters and Miners
« on: Yesterday at 12:05:08 PM »
Nothing to say about Sorium/Mineral orders, but I was wondering how the "Move to System Requiring Geosurvey" works for systems with extremely distant bodies (ie: binary systems)? Will it take into account the same distance limit that the normal "Survey Next Five System Bodies" does? It sounds really useful and I'm looking forward to being able to use it.

Each system has a flag for 'Default Geo Survey Complete'. The default order for "Move to System Requiring Geosurvey" looks for systems where this flag is not set.

The flag is set when a survey ship with an order of "Survey Nearest Body" or "Survey Next Five System Bodies"  cannot find a system body within ten billion kilometres. it doesn't mean the system is completely surveyed, but that it is surveyed in practical terms. If you need to you can send a survey ship to a distant planet or star (more than 10b km) and it will still automatically survey everything within ten billion kilometres of the last surveyed body, but the earlier setting of the flag means that other survey ships will not arrive automatically to survey the very distant bodies.

C# Aurora / Default Orders for Harvesters and Miners
« on: Yesterday at 10:53:07 AM »
I've almost completed writing the default orders code (and associated path finding). There are one or two new orders, such as "Move to System Requiring Geosurvey", which you can set as a secondary order for "Survey Next Five System Bodies" (for example) and you no longer have to worrying about moving Geosurvey ships between systems. There is an equivalent for gravitational surveys. All the path finding takes into account whether the fleet is jump capable, the presence of jump gates and any danger ratings for systems.

Which leads me to "Move to Gas Giant with Sorium" and "Move to Mineral Source" (the latter being mainly for NPRs and the former for civilians and NPRs, although they are open to the player). The issue is (in both VB6 and C#) that default orders cause an order to be created when the fleet has no existing orders. However, that means whenever the fleet reaches the target, the default is triggered again (and again, and again). It isn't visible to the player because it is all happening behind the scenes.

So, when those two default orders get completed I am going to unset the default orders. Instead, I will add a construction phase check for civilian and NPR harvesters and miners without default orders, so if they are not harvesting / mining anything, the order is re-instated.

The only downside is that players would have to reset the order manually (assuming it is even being used). I'm mentioning that here in case there is an issue I haven't considered.

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