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Messages - Steve Walmsley

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1
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.

The following users thanked this post: serger, Rye123

2
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.
The following users thanked this post: TMaekler

3
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
The following users thanked this post: Bremen, MarcAFK, Tristitan, TMaekler, Nori, Rye123

4
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"

The following users thanked this post: Nori

5
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.
The following users thanked this post: serger

6
C# Aurora / Re: C# Aurora Changes List
« on: Yesterday at 10:36:13 AM »
Orbital Habitats

This is a copy of a post in the VB6 7.2 Changes List. I didn't release the updated VB6 version so this is still a change from the released VB6 Aurora.

The population capacity of orbital habitat modules has been increased from 50k to 200k. In combination with the new 'No Armour' option this significantly reduces the cost of building orbital habitats. For example, the habitat shown here supports a population of one million for a cost of 1145 BP. To support one million colonists with infrastructure on a colony cost 2.0 world with acceptable gravity would cost 400 BP, so the colony cost would have to be approaching 6.0 before the Orbital Habitat became cheaper. For low-gravity worlds it is comparable with the cost of low-gravity infrastructure and it is the only option for high gravity worlds or small bodies with low population capacities.

Sidon class Orbital Habitat      1,252,970 tons       162 Crew       1144.7 BP       TCS 25059    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 132      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 0    Max Repair 200 MSP
Habitation Capacity 1,000,000   
Lieutenant Commander    Control Rating 1   BRG 
Intended Deployment Time: 3 months   

Commercial Active Sensor (1)     GPS 1920     Range 27.3m km    Resolution 120

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Space Station for construction purposes
The following users thanked this post: Nori, Rye123

7
C# Aurora / Re: C# Aurora Changes List
« on: Yesterday at 10:22:38 AM »
Maintenance Storage Bays

This is a copy of a post in the VB6 7.2 Changes List. I didn't release the updated VB6 version so this is still a change from the released VB6 Aurora.

In C# Aurora, Maintenance Storage Bays are no longer a military system.
The following users thanked this post: Britich, Rye123

8
C# Aurora / Re: C# Aurora Changes List
« on: Yesterday at 10:13:26 AM »
Structural Shells

This is a copy of a post in the VB6 7.2 Changes List. I didn't release the updated VB6 version so this is still a change from the released VB6 Aurora.

A 'No Armour' check box has been added to the class window. Clicking this removes the normal armour from the class.

Designs with no armour instead have a new type of armour called 'structural shell'. This costs 1 per unit and has a strength of 20, essentially making it 5% of the cost of normal armour in terms of strength.

There are severe limitation on ships with no armour:
1) They cannot have engines
2) They cannot have military systems
3) The structural shell does not prevent damage. In effect, weapon fire passes straight through the 'armour'

This type of ship is ideally suited for orbital habitats or space stations of some type, such as fuel harvesting platforms, mining stations, etc., that require towing to move.
The following users thanked this post: Rye123

9
C# Aurora / Re: C# Aurora Changes List
« on: Yesterday at 09:50:05 AM »
Chance of Ruins

This is a copy of a post in the VB6 7.2 Changes List. I didn't release the updated VB6 version so this is still a change from the released VB6 Aurora.

I've added the chance of alien ruins to the game window, so it can be adjusted.

It is normally 20% for any terrestrial world, terrestrial moon or small terrestrial moon with gravity > 0.4G and temperature between 200K and 360K (about -73C to +87C).
The following users thanked this post: Rye123

10
Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: Yesterday at 05:23:08 AM »
Yikes, that a big project...   :o

but it will be done

I just reformatted a big chunk of the Colonial Wars campaign :)

Not too bad when you get moving. My advice is take into Word and use Find/Replace to eliminate the <br /> and &nbsp; tags. Then it looks a lot easier.
The following users thanked this post: Drgong

11
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 21, 2018, 10:20:49 AM »
So, with the last changes, in order to start up civilian shipping lines one must have two inhabitated colonies. Which in turn means, the player has to build cargo and colony ships so that a second colony can be founded.

While I perfectly understand the reasoning, it does sound a bit painful for conventional start people like me  ;D

Can I ask about the rationale behind this? Is it to simulate that nations would not allow civilians to move into space first?

1) To create more of a sense of achievement in establishing the first colony, rather than dropping off infrastructure and waiting for the civilians to take over.
2) To slow down the initial shipping line build up.
3) (less important but useful) To make the conditions under which ships appear to be very clear.

The 'civilians in space' is less of a rationale, particularly as it appears that might be the more likely option in real life :)
The following users thanked this post: Nori

12
C# Aurora / Re: C# Aurora Changes List
« on: February 21, 2018, 08:23:46 AM »
Shipping Line Construction

A Shipping Line will start building freighters and colony ships when the parent race has two colonies (including the capital) with populations greater than zero.

A Shipping Line will start building passengers liners when the parent race has two colonies (including the capital) with populations greater than zero in two different systems.

A Shipping Line will start building harvesters when the parent race has two colonies with populations greater than zero and there is Sorium present at any gas giant or superjovian in a system with a parent race population of at least ten million (including the capital).

The number of civilian freighters and colony ships will be kept relatively even.
The following users thanked this post: Viridia, Kytuzian, Tristitan, serger, Rye123

13
C# Aurora / Re: C# Aurora Changes List
« on: February 21, 2018, 07:40:50 AM »
Default Order for Unload Colonists

I've completely rewritten the default order for unloading colonists (used by shipping lines, NPRs and your own ships if desired). The process is as follows:

1) Colony fleet looks for a suitable population with less than 25m pop and no other colony fleets inbound, checking its current system first and then using the path finding algorithm to search everywhere else in the empire.
2) Same as 1) but without the check for inbound colony ships.
3) Searches for any suitable population with a status of Colonist Destination (which you can set for any pop of at least 25m).

When determining if a population is a suitable destination, the fleet checks the following:

1) How many colonists it is carrying.
2) If the species is the same as the colonists.
3) The available capacity of the system body on which the population is situated, taking into account other populations.
4) The available capacity of the infrastructure (normal or LG depending on the gravity), taking into account the current population size.
5) The lesser of 2) and 3) is used as the base capacity of the population to accept new colonists.
6) Any available space in orbital habitats is added to that capacity.
7) The total number of colonists on ships already inbound to the colony is deducted from that capacity.
8) if the capacity exceeds the number of colonists in the checking fleet and the species match, the colony is suitable.

This should prevent the current problem of many colony ships delivering to a colony without the capacity to support them all. As soon as a fleet determines a colony is suitable, the orders are issued, which means other fleets checking in the same increment will be aware of the extra inbound colonists.

Because of these changes, Passenger Liners will no longer search their current system for a potential destination (otherwise they could load and unload at the same population).
The following users thanked this post: Conscript Gary, hyramgraff, mtm84, Tristitan, TMaekler, serger, Rye123

14
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 19, 2018, 04:19:43 AM »
Minor milestone - a geosurvey ship just executed the first default order in C# Aurora.

Well into the default orders code now, which is one of the major areas remaining. As a side-benefit of completely rewriting the path-finding code, you will have the ability to pick a system from a list on the fleet orders window and have the game plot all the jumps for you (including using Lagrange points). I'll do the same for populations and way points.
The following users thanked this post: Zincat, Iranon, hyramgraff, Viridia, TMaekler, serger, Nori

15
C# Aurora / Re: Replacing Teams?
« on: February 12, 2018, 05:05:40 PM »
Geosurveying random pieces of rock some of which may generate so much in the way of TN materials it'd be a major component if not the only component (looking at you comets), it'd be entirely understandable if non-dwarf planet size bodies/celestial objects below a certain gravitation treshold just... don't benefit from a ground based geosurvey. They're so small the sensor system detects everything.

It is a good idea. I've been thinking along the same lines. It makes sense that a ship could fully survey smaller bodies but larger ones would need a ground-based survey for the full impact. This could also be combined with another suggestion that certain worlds could be identified as having additional potential. Now this becomes something with a lot less micromanagement, as it might only be one or two worlds in a system.

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