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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by TMaekler on Today at 12:24:32 AM »
Initiate Unrest:

For roleplaying reasons it might be nice if the SpaceMaster could initiate (and end) events of unrest on a certain colony.
Example: I conquered an alien race with three planets in one system and decided to relocate all of them to one colony (to repopulate the one I am emptying with my own pop). Doing that in real life would cause some kind of protests - so to simulate this in game it would be nice if the spacemaster can set flags so that the political and economical modifiers would increase.
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C# Aurora / Re: danger ratings for systems
« Last post by Rogtuok on Today at 12:16:42 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?
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Conscript Gary on Yesterday at 11:47:12 PM »
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.
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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Bremen on Yesterday at 11:16:01 PM »
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?
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C# Aurora / Re: C# Aurora Changes List
« Last post by Steve Walmsley 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
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley 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"

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C# Aurora / Re: danger ratings for systems
« Last post by Steve Walmsley 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.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by swarm_sadist on Yesterday at 04:04:02 PM »
Just thought of this, could FACs get a minor tracking speed bonus? They are so similar to fighters, but lose the best part (from a direct fire perspective). If they could get a 2x bonus (vs the 4x for fighters).

Perhaps something like a to-hit chance based on the size of the target instead of a fixed, arbituary number. A smaller fighter could just be harder to target than a large fighter, and a larger fighter is harder to hit than an FAC.
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Forum Issues / Re: Somethin's a little off.
« Last post by Steve Walmsley 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.
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Forum Issues / Re: Somethin's a little off.
« Last post by Erik Luken on Yesterday at 03:40:03 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.
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