Author Topic: Change for v6.40  (Read 14258 times)

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Offline Steve Walmsley

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Re: Change for v6.40
« Reply #15 on: December 31, 2013, 12:27:52 PM »
Brown Dwarfs for Real Stars

I've added one hundred and fifty-nine Brown Dwarf stars to the Known Systems list (now at 4420 systems). Until now there haven't been any brown dwarves in real stars games. These are stars detected by the WISE mission (http://en.wikipedia.org/wiki/Wide-field_Infrared_Survey_Explorer) and therefore have names like WISE 1830+4542 or WISE 1348+6603. Renaming them on discovery is probably a good idea :)
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #16 on: January 01, 2014, 07:11:48 PM »
NPRs Respecting Capital Planets

In v6.30 and earlier, NPRs will send ships to investigate sensor contacts. This can sometimes mean they will visit your home world every time you launch a new ship (if you are within detection range). This is especially a problem in scenarios where two or more races start in the same system on different worlds.

Therefore in v6.40 NPRs will respect a zone of ten million kilometres around the capital planets of alien races who are non-hostile when they decide whether to investigate new non-hostile sensor contacts.

If this works out well in practice, I might start extending the concept of exclusion zones so they can made part of diplomacy.
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #17 on: January 16, 2014, 02:55:52 PM »
Changes to Shipping Lines

At the moment when a shipping line builds a new ship it checks for ships that are more than 10 years old and are not currently carrying out orders. If it can find one, it is immediately scrapped. The problem is that civilian ships are rarely doing nothing.

In v6.40, when a shipping line builds a new ship it checks for ships that are more than 10 years old regardless of current orders. If it can find one, it is flagged for future scrapping and its default orders are removed. During the 5-day update any ships flagged for scrap and without orders are scrapped at that point. This should result in a lot more of the older ships being scrapped.

I've also added Huge Freighters and Huge Colony Ships, which have 5x the capacity of the Small versions, as potential designs for Shipping Lines. In addition, when choosing a Colony Ship or Freighter the Shipping Line will choose the largest vessel it can afford within the category (after accounting for future dividends) rather than selecting randomly.
« Last Edit: January 16, 2014, 03:33:36 PM by Steve Walmsley »
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #18 on: January 26, 2014, 06:30:04 PM »
Captured Missiles

In v6.40 NPRs will reload their ships using captured missiles if no other option exists
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #19 on: January 28, 2014, 04:51:18 PM »
Forced Labour

In v6.40 there is a new type of ground unit - the Forced Labour Unit (FLU). This functions as a Construction Brigade (CB) but with the following differences:

1) It only costs 40 BP, rather than 150 BP
2) It is four times as large, equal to 20 battalions
3) The defence strength is 10% of normal ground combat strength, compared to 50% for a CB
4) It can only be built at populations that have an occupation requirement (currently Conquered, Occupied and Subjugated)
5) 10,000 population is consumed
6) Building one of these units raises unrest by 2%
7) FLU do not count toward occupation strength and do not reduce unrest. Their defence strength (equal to 1/10th of a Garrison Unit) is used in ground combat defence only.

The unit is ideal for expanding construction capacity on conquered planets as (like CBs) it does not suffer due to production or unrest modifiers. While it can be moved to other worlds (or the dilithium mines on Rura Penthe), the transport requirement is considerable. Of course, there is also the consideration of whether your Empire is one that would create forced labour camps.
« Last Edit: January 30, 2014, 08:30:49 AM by Steve Walmsley »
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #20 on: January 30, 2014, 08:25:57 AM »
Ground Force Training Facility Changes

As GFTF are military installations that do not require population to operate they will no longer be affected by the Population Status Production Modifier (based on political status) or the Manufacturing Efficiency Modifier (not enough workers). They will still be affected by radiation and by the Economic Production Modifier (negative wealth).
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #21 on: January 31, 2014, 12:29:47 PM »
NPR Construction Decisions

If NPRs are running low on missiles, they will now concentrate on building beam warships until the missile stockpile improves. When considering missile stockpiles they will do this separately for offensive missile ships and AMM ships, so they may stop building missile warships if the supply of anti-ship missiles is low but continue building missile escorts if they have a sufficient supply of AMMs.

NPRs will build more ordnance factories than in the past.

The proportion of warships to escorts will determine which to build, so if they have a lot of warships compared to escorts they will build the latter and vice versa.
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #22 on: February 02, 2014, 02:46:04 PM »
NPR Terraforming

In v6.40, NPRs will build terraforming ships and terraform their own colonies.
 

Offline Steve Walmsley

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Re: Change for v6.40
« Reply #23 on: March 02, 2014, 11:30:42 AM »
Reduced Size of Beam Fire Controls

In v6.40, all beam fire controls have been halved in size. So a fire control with 4x range would be 2 HS while one with 4x range and 4x speed would be 8 HS.

 

 

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