VB6 Aurora > VB6 Mechanics

Change for v5.50

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Steve Walmsley:
I am going to keep all changes for v5.50 in this thread so it will be easier for players to figure out what will be in the new version.

Change Log
-----------

1) Improved Est Time Calculation for Maintenance (see below) and change to class summary
2) New Glossary of Terms tab for the Class Window, to explain the various abbreviations in the class summary
3) New 'Wreck Detected' event, which will notify players when a new wreck appears in a system where they have planetary sensors or a ship
4) Removed non-hostile targets from default target list on F8 window and added option to include non-hostile.
5) Added current target to end of fire control name in the fire control section of F8 window
6) Same contact remains selected in F8 target list if you change fire control or ship selection.
7) F8 Contact list is sorted alphabetically
8) On the F8 window you can choose to highlight contacts that are currently targeted by either the current task group or the same empire. The targeted contacts are shown with a preceding (T)
9) You can now transport Ground Force Training Facilities in cargo holds. They require the same space as a research lab
10) Clicking on a wreck on the system map will centre the map on the wreck
11) All ground units need to be researched before they can be built
12) The temperature range research projects for creating new species offer a much greater temperature range than before
13) Turret design has been modified - see below
14) The Civilian Colonisation status for pops over 25m can now be set to Destination, Source or Stable. Stable means neither a source nor a destination.
15) Civilian colony ships will now take account of other colony ships when deciding on their destination - see below
16) Jump Drives now suffer from transit effects and cannot jump again until transit effects wear off
17) Manual missile launches at waypoints cannot take until transit effects wear off
18) Explosion contacts will state if they are ground burst
19) You can conduct alien autopsies on species you recover from life pods to learn their environmental tolerances.
20) Added Black Hole systems - see below
21) Population list for F2 window now shown as tree view with option to display by system or by function/system (see below)

Major Bug Fixes
---------

Fixed the bug where completing a research project by disassembling tech might delete a population.
Fixed the bug where your freighters entering populated systems cause an alien race to attack even when a trade treaty is in place
Fixed bug where parasites still on board their mothership would attempt to ram
Fixed bug that prevented lagrange points being used in cycled orders

Steve

Steve Walmsley:
Improved Est Time for Maintenance

The existing Est Time field on the Class Summary provides a more useful guide to the likely time before maintenance supplies run out than the base failure rate. However, the value in this field is calculated based on the most expensive component failing, which will not always happen. If the component is expensive but small this will be even more of a distortion as the selection of a system for failure uses the combat DAC. So for v5.50 I have added a much more detailed calculation for the Est Time field and also renamed it the Maint Life field.

In v5.50 Aurora looks at the chance of each individual system failing within a given year and creates an aggregate annual failure cost, based on the cost of each component multiplied by the percentage chance of it being selected for maintenance failure. This will lead to higher but more accurate Maint Life figures. This also allows for more detail in the maintenance line of the class summary. Shown below are the new v5.50 version and the older v5.42 version of the class summary. AFR is just an abbreviation of annual failure rate and MSP is an abbreviated way to show Maint Capacity. 1YR shows the estimated cost of maintenance failures for one year of continual operations after an overhaul. 5YR shows the estimated cost of maintenance failures for five years of continual operations after an overhaul. This is 15x greater than for 1 year because of the increasing chance of failure with each year that passes after an overhaul. Based on player suggestion I have also changed the order the information is presented to emphasise Maint Life over AFR.

Although this looks a little more complex due to the extra information, it should make understanding the maintenance requirements of a design far easier and more accurately reflect the potentially significantly different failures of designs that may have a similar overall size and cost. It will also give players an idea of how many MSP they are likely to expend and they can therefore plan MSP production accordingly.

Eridani class Missile Cruiser    15,000 tons     1016 Crew     2718 BP      TCS 300  TH 2100  EM 0
7000 km/s     Armour 7-54     Shields 0-0     Sensors 16/36/0/0     Damage Control Rating 8     PPV 114
Maint Life 4.82 Years     MSP 906    AFR 225%    IFR 3.1%    1YR 64    5YR 962    Max Repair 180 MSP

Eridani class Missile Cruiser   15,000 tons     1016 Crew     2718 BP      TCS 300  TH 2100  EM 0
7000 km/s     Armour 7-54     Shields 0-0     Sensors 16/36/0/0     Damage Control Rating 8     PPV 114
Annual Failure Rate: 225%    IFR: 3.1%    Maint Capacity 906 MSP    Max Repair 180 MSP    Est Time: 1.62 Years

Steve

Steve Walmsley:
Ground Unit Research

All ground units need to be researched in v5.50 before they can be built.

With TN tech you can research Mobile Infantry, Replacement, Engineer and Garrison.
Assault Infantry requires Mobile Infantry
Marine and Heavy Assault battalions requires Assault Infantry.
Marine Company requires Marine Battalion
Brigade HQ requires Mobile Infantry
Division HQ requires Brigade HQ

Steve

Steve Walmsley:
Changes to "Genome Sequence: Base Temperature" tech line

5,000RP: Base Temperature +10C
10,000 RP Base Temperature +20C
20,000 RP: Base Temperature +30C
40,000 RP: Base Temperature +40C
80,000 RP: Base Temperature +50C
et cetera

This should make this range of tech more worthwhile in the future

Steve

Steve Walmsley:
Turret Design

Turrets can now have fractional sizes. However, this means that with the current rules there is no longer any advantage to having twin, triple or quad turrets, as they are just exact multiples of the single turret in terms of size, crew, etc.. Therefore I have also made the following changes:

Large turrets receive a discount in terms of the size of the turret gear required. The discount is 5% for twin, 7.5% for triple and 10% for quad. So for a single turret that required 1.5 HS of gear, a twin turret would require 2.85 HS and a quad would require 5.4 HS. The total crew for the turret receives the same discount.

Additional armour for the turret is based on its total volume, using the current armour technology and exactly the same formula as for a ship the same size as the turret. As with ships, larger turrets will require less material per weapon to provide a given level of armour. Armour increases the HTK of the turret by (Armour Level * Number of Weapons). So adding 2 armour to a quad turret would increase the HTK by 8.

An example:

The Eridani have a 20cm Laser which is size 6. Their fire control tracking speed and turret tracking speed are both 6250 km/s and they have laminate composite armour. A single, unarmoured turret with a tracking speed of 25,000 km/s will appear as below. The new SPW parameter indicates the total size per weapon, which for a single turret is equal to the turret size.

Single Turret
Damage Output 10x1      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 8.4    SPW: 8.4    Turret HTK: 3
Power Requirement: 10    Power Recharge per 5 Secs: 5
Cost: 75    Crew: 60

The twin unarmoured turret and the quad unarmoured turret, also with a 25,000 km/s tracking speed, are shown below. As you can see, the SPW figure is slightly lower for the larger turrets.

Twin Turret
Damage Output 10x2      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 16.56    SPW: 8.28    Turret HTK: 6
Power Requirement: 20    Power Recharge per 5 Secs: 10
Cost: 149    Crew: 114

Quad Turret
Damage Output 10x4      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 32.64    SPW: 8.16    Turret HTK: 12
Power Requirement: 40    Power Recharge per 5 Secs: 20
Cost: 295    Crew: 216

Now lets add armour thickness 2. As you can see, this makes the turrets harder to destroy and the difference in SPW is much more pronounced due to the efficiency savings when armouring larger turrets. These changes should make large armoured turrets a serious option for ship designers.

Single Armoured Turret
Damage Output 10x1      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 11.73    SPW: 11.73    Turret HTK: 5
Power Requirement: 10    Power Recharge per 5 Secs: 5
Cost: 115    Crew: 60

Twin  Armoured Turret
Damage Output 10x2      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 21.8    SPW: 10.9    Turret HTK: 10
Power Requirement: 20    Power Recharge per 5 Secs: 10
Cost: 212    Crew: 114

Quad Armoured Turret
Damage Output 10x4      Rate of Fire: 10 seconds     Range Modifier: 4
Max Range 400,000 km    Turret Size: 40.87    SPW: 10.22    Turret HTK: 20
Power Requirement: 40    Power Recharge per 5 Secs: 20
Cost: 394    Crew: 216

Steve

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