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Posted by: Theodidactus
« on: February 11, 2014, 07:32:04 PM »

As you may have seen in my electon-related threads, I tend to vary research depending on who is in power and what form his or her power takes. A lot of my research labs sit idle when the state is not issuing fat contracts to pursue new weapons technologies. In fact, technically in my current scenario the "ruling government" is prohibited from having any actual control over scientific research at all....

so from here on out I expect most of my research will go into mining, expanding the civilian economy, and construction.
Posted by: Jorgen_CAB
« on: February 11, 2014, 05:35:05 PM »

I would not be against having a multiplier on the option screen for tech costs. That could be useful in scenarios you want to start with Earth at 10.000.000.000 people for example, although this obviously have other implication as well.

In these situations it is just easier to imagine that your 500 million are equivalent of 10 billion and multiply all population for RP reasons by twenty. That will keep the balance of progression to a more reasonable level.

I also use a few other tricks in my RP campaigns. I prohibit huge changes in how you change labs from one area to another. I charge that faction with a one time wealth cost of half what that lab produce in RP in a year for doing so (using SM mode). I also limit the total wealth accumulation of a faction to its yearly wealth income. This will curb a lot of gaming with changing lab between projects on a whim and make myself feel it when I do. Limiting total wealth is also a must on conventional starts in my opinion.
Posted by: Shipright
« on: February 11, 2014, 04:16:00 PM »

Quite a few games have this mechanic and as was stated its meant to regulate a rate game wide not just the player race.

We can RP lots of things without actual mechanics but the point of the game is to provide mechanics so we don't have to. Otherwise I'd just RP a pan and pen into Aurora!
Posted by: MarcAFK
« on: February 09, 2014, 06:23:11 AM »

Not to mention the time it must take to run through the hellfire of AMM-spam going on in the 6.4 test campaign.
Honestly it's a good thing he's back playing through the new version, so many new features are coming as a result of this work. Not to mention bug fixes.
Posted by: Sematary
« on: February 06, 2014, 12:54:20 PM »

+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P

What are you talking about? Steve is on the forums almost daily. He posts in the Mechanics talking about what 6.4 is going to be. Its in the debugging stage right now with most features already added. Keep in mind he has a job and a lot of family living close to him on top of that what little time he has outside of work and family is not completely taken up by programming Aurora, or looking for bugs.
Posted by: Triato
« on: February 06, 2014, 12:47:09 PM »

Well, eventually NPRs will have a research capacity similar to the player, then we will not be able to RP a slow research rate by slowing it ourselves without getting into a disavantage against NPRs and a feature to setting the general research dificulty for a hole scenario would be very usefull.
Posted by: Hydrofoil
« on: January 15, 2014, 05:40:44 PM »

+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P

id love to make my own version of Aurora i just never know where to begin on such large projects.
Posted by: waresky
« on: January 15, 2014, 01:26:57 PM »

+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P
Posted by: SteelChicken
« on: January 15, 2014, 10:20:05 AM »

The issue you're running into isn't that the AI NPR's are advancing thier tech as fast or faster than you are.  At present the AI NPR's don't do much research.  Steve is working to change this.  

What you are seeing is the result of something different that he did do though.  AI NPR's start with something like 3x the RPs the player race has.  Steve has discussed this elsewhere as something he's looking at changing once the he irons out how the AI does research.  

Exactly.  NPR's dont do research very well.  All you can really do is give them a bunch of extra tech points to begin with.
Posted by: Charlie Beeler
« on: January 15, 2014, 09:08:49 AM »

The issue you're running into isn't that the AI NPR's are advancing thier tech as fast or faster than you are.  At present the AI NPR's don't do much research.  Steve is working to change this.  

What you are seeing is the result of something different that he did do though.  AI NPR's start with something like 3x the RPs the player race has.  Steve has discussed this elsewhere as something he's looking at changing once the he irons out how the AI does research.  
Posted by: Black
« on: January 15, 2014, 09:06:26 AM »

Well NPR research is already crippled althought there should be some improvements in 6.4 i think.
Posted by: Alfapiomega
« on: January 15, 2014, 09:01:35 AM »

Guys, you are missing the point. I am not trying to cripple research but to have a tool that I could use for certain scenarios.

I can of course hack a database but I am not that good to avoid cripling it + as you mentioned the game has parametres hardcoded now.

I can't slow myself via research because that would leave every other race at normal pace. The tool I am pleading for would make it harder for every race in the universe to research and thus keep the balance it has now.
Posted by: SteelChicken
« on: January 15, 2014, 08:17:38 AM »

Research does not need to be any slower.  Like Charlie says, dont build labs, dont increase the research rate and give yourself less starting techs....or start convential if you want to stay in the lower techs longer.
Posted by: Charlie Beeler
« on: January 15, 2014, 07:59:18 AM »

Again, this is already in the game.  Don't advance your "research rate" tech and don't build additional research labs and your rate of advancement will be very slow after you've acquired the first few levels of tech.  Keep your start population down will limit your start research points and research labs.  Use a convention start with a small population and things really slow down. 

Sorry, no need in my eyes for a mechanic to cripple research any further. 
Posted by: Alfapiomega
« on: January 15, 2014, 02:56:24 AM »

Any more ideas? Almost everyone said they are already doing this so I think it might be viable.

Steve, would it be hard to implement?