Author Topic: Computer-controlled Empires  (Read 7016 times)

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Offline Steve Walmsley (OP)

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Computer-controlled Empires
« on: January 16, 2009, 04:59:47 AM »
I had planned on bringing Precursors back for the next version but once I got into the coding my ambitions grew a little. Instead, the next version will have computer-controlled non-player races (NPRs) as an option. If you set computer controlled races as an option then any races generated during system generation will automatically be NPRs. If you create a race manually on the F9 window you can choose to make it player-controlled or an NPR. NPRs are completely computer-controlled and are not visible to the spacemaster. Over time and subsequent versions I will enhance the NPRs but for the initial version 4.0 they will have the following abilities:

1) Design and build their own ships, including warships, escorts, jump ships, survey ships, freighters, colony ships, terraformers, etc.
2) Select starting tech in a rational way
3) Conduct further research based on a set of priorities that will differ from race to race
4) Update their ship and missile designs as their technology improves
5) Upgrade their own shipyards
6) Build new installations as required, including additional shipyards, etc.
7) Build missiles according to the needs of their race
8) Survey systems and system bodies and explore any jump points they discover
9) Build their own jump gates
10) Setup additional colonies and terraform them if required. Colony ships and freighters will function in the same way as the civilian ships of player races
11) Fight in tactical combat based on their racial weapon-mix
12) Assemble ships into squadrons with an appropriate jump ship and re-organise as required due to losses or new construction.
NB: The Officer corp will use the same automated promotions and assignments as players

For version 4.0, NPRs will not use diplomacy so its going to be a hostile universe. You may be able to conquer their populations though and eventually add them to your own Empire. The hardest part of the above was tactical combat followed by intelligent tech selection and intelligent ship design. When designing a ship the program has to match up the weapons, sensors, fire control systems and power systems, as well as ensuring the same speed for ships that operate together, such as various-sized warships and their escorts. Missiles have to be designed to match ship capabilities. Below is a selection of designs from an reasonably low tech level NPR I just generated for my current campaign. All the ships, their component tech systems and their missiles were all generated entirely by the program. All I did was press the Create Empire button on the F9 window and select random.

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Broadsword class Freighter    4600 tons     216 Crew     325.8 BP      TCS 92  TH 360  EM 0
3913 km/s     Armour 1-24     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 169%    IFR: 2.4%    Maintenance Capacity 44 MSP    Max Repair 30 MSP
Cargo 25000    Cargo Handling Multiplier 5    

Ion Engine E8 (6)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 48.9 billion km   (144 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a freighter for maintenance purposes
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Reconquista class Freighter    8900 tons     412 Crew     614.4 BP      TCS 178  TH 720  EM 0
4044 km/s     Armour 1-38     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 633%    IFR: 8.8%    Maintenance Capacity 43 MSP    Max Repair 30 MSP
Cargo 50000    Cargo Handling Multiplier 10    

Ion Engine E8 (12)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 50.6 billion km   (144 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a freighter for maintenance purposes
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Warhorse class Colony Ship    4600 tons     241 Crew     775.8 BP      TCS 92  TH 360  EM 0
3913 km/s     Armour 1-24     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 169%    IFR: 2.4%    Maintenance Capacity 105 MSP    Max Repair 30 MSP
Colonists 50000    Cargo Handling Multiplier 5    

Ion Engine E8 (6)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 48.9 billion km   (144 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a freighter for maintenance purposes
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Baldwin class Colony Ship    8900 tons     462 Crew     1514.4 BP      TCS 178  TH 720  EM 0
4044 km/s     Armour 1-38     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 633%    IFR: 8.8%    Maintenance Capacity 106 MSP    Max Repair 30 MSP
Colonists 100000    Cargo Handling Multiplier 10    

Ion Engine E8 (12)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 50.6 billion km   (144 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a freighter for maintenance purposes
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Sepulchre class Geosurvey Ship    2200 tons     211 Crew     328.2 BP      TCS 44  TH 180  EM 0
4090 km/s    JR 3-50     Armour 1-15     Shields 0-0     Sensors 6/6/0/1     Damage Control Rating 1     PPV 0
Annual Failure Rate: 38%    IFR: 0.5%    Maintenance Capacity 93 MSP    Max Repair 100 MSP

J3750(3-50) Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (3)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 102.3 billion km   (289 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Geological Survey Sensors (1)   1 Survey Points

This design is classed as a non-combatant for maintenance purposes
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Partisan class Survey Ship    3000 tons     286 Crew     561.4 BP      TCS 60  TH 240  EM 0
4000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 6/6/3/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maintenance Capacity 117 MSP    Max Repair 100 MSP

J3750(3-50) Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (4)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 75.0 billion km   (217 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Gravitational Survey Sensors (3)   3 Survey Points

This design is classed as a non-combatant for maintenance purposes
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Crossbow class Destroyer    5450 tons     639 Crew     962.4 BP      TCS 109  TH 480  EM 0
4403 km/s     Armour 4-27     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 30
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 441 MSP    Max Repair 84 MSP

Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 61.9 billion km   (162 days at full power)

20cm C4 Ultraviolet Laser (5)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (5)     Total Power Output 22.5    Armour 0    Exp 5%

Active Search Sensor S84-R90 (1)     GPS 7560     Range 75.6m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Dagger class Jump Destroyer    5450 tons     616 Crew     890.2 BP      TCS 109  TH 480  EM 0
4403 km/s    JR 3-50     Armour 2-27     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 18
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 408 MSP    Max Repair 121 MSP

J5500(3-50) Jump Drive     Max Ship Size 5500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 41.3 billion km   (108 days at full power)

20cm C4 Ultraviolet Laser (3)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (3)     Total Power Output 13.5    Armour 0    Exp 5%

Active Search Sensor S84-R90 (1)     GPS 7560     Range 75.6m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Hospitaller class Heavy Cruiser    10900 tons     1334 Crew     1903.2 BP      TCS 218  TH 960  EM 0
4403 km/s     Armour 4-43     Shields 0-0     Sensors 6/12/0/0     Damage Control Rating 8     PPV 66
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 873 MSP    Max Repair 126 MSP

Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 82.6 billion km   (217 days at full power)

20cm C4 Ultraviolet Laser (11)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (10)     Total Power Output 45    Armour 0    Exp 5%

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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Clairvaux class Jump Cruiser    10900 tons     1296 Crew     2004 BP      TCS 218  TH 960  EM 0
4403 km/s    JR 3-50     Armour 1-43     Shields 0-0     Sensors 6/12/0/0     Damage Control Rating 8     PPV 42
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 919 MSP    Max Repair 484 MSP

J11000(3-50) Jump Drive     Max Ship Size 11000 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 72.2 billion km   (189 days at full power)

20cm C4 Ultraviolet Laser (7)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (7)     Total Power Output 31.5    Armour 0    Exp 5%

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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Crusade class Battlecruiser    16350 tons     2071 Crew     2720.2 BP      TCS 327  TH 1440  EM 0
4403 km/s     Armour 5-57     Shields 0-0     Sensors 6/12/0/0     Damage Control Rating 12     PPV 114
Annual Failure Rate: 178%    IFR: 2.5%    Maintenance Capacity 1248 MSP    Max Repair 77 MSP

Ion Engine E8 (24)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 48.2 billion km   (126 days at full power)

20cm C4 Ultraviolet Laser (19)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (17)     Total Power Output 76.5    Armour 0    Exp 5%

Active Search Sensor S63-R90 (1)     GPS 5670     Range 56.7m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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Antioch class Jump Battlecruiser    16350 tons     2031 Crew     3254.6 BP      TCS 327  TH 1440  EM 0
4403 km/s    JR 3-50     Armour 1-57     Shields 0-0     Sensors 6/12/0/0     Damage Control Rating 12     PPV 78
Annual Failure Rate: 178%    IFR: 2.5%    Maintenance Capacity 1493 MSP    Max Repair 1089 MSP

J16500(3-50) Jump Drive     Max Ship Size 16500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (24)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 48.2 billion km   (126 days at full power)

20cm C4 Ultraviolet Laser (13)    Range 256,000km     TS: 4403 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Fire Control S04 128-4000 (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (12)     Total Power Output 54    Armour 0    Exp 5%

Active Search Sensor S63-R90 (1)     GPS 5670     Range 56.7m km    Resolution 90
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Code: [Select]
Halberd class Destroyer Escort    5450 tons     507 Crew     990.4 BP      TCS 109  TH 480  EM 0
4403 km/s     Armour 3-27     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 17
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 454 MSP    Max Repair 133 MSP

Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 950,000 Litres    Range 392.1 billion km   (1030 days at full power)

Quad 10cm C4 Ultraviolet Laser Turret (1x4)    Range 64,000km     TS: 16000 km/s     Power 12-16     RM 4    ROF 5        3 3 3 3 2 2 0 0 0 0
Fire Control S04 32-16000 (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Code: [Select]
Morning Star class Jump Destroyer Escort    5450 tons     574 Crew     911.2 BP      TCS 109  TH 480  EM 0
4403 km/s    JR 3-50     Armour 1-27     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 17
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 418 MSP    Max Repair 133 MSP

J5500(3-50) Jump Drive     Max Ship Size 5500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 61.9 billion km   (162 days at full power)

Quad 10cm C4 Ultraviolet Laser Turret (1x4)    Range 64,000km     TS: 16000 km/s     Power 12-16     RM 4    ROF 5        3 3 3 3 2 2 0 0 0 0
Fire Control S04 32-16000 (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Montgisard class Escort Cruiser    10900 tons     1152 Crew     1888.2 BP      TCS 218  TH 960  EM 0
4403 km/s     Armour 4-43     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 68
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 866 MSP    Max Repair 133 MSP

Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 41.3 billion km   (108 days at full power)

Quad 10cm C4 Ultraviolet Laser Turret (4x4)    Range 64,000km     TS: 16000 km/s     Power 12-16     RM 4    ROF 5        3 3 3 3 2 2 0 0 0 0
Fire Control S04 32-16000 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (15)     Total Power Output 67.5    Armour 0    Exp 5%

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Guisarme class Jump Escort Cruiser    10900 tons     1121 Crew     2000.2 BP      TCS 218  TH 960  EM 0
4403 km/s    JR 3-50     Armour 2-43     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 34
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 918 MSP    Max Repair 484 MSP

J11000(3-50) Jump Drive     Max Ship Size 11000 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 123.8 billion km   (325 days at full power)

Quad 10cm C4 Ultraviolet Laser Turret (2x4)    Range 64,000km     TS: 16000 km/s     Power 12-16     RM 4    ROF 5        3 3 3 3 2 2 0 0 0 0
Fire Control S04 32-16000 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (8)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Glaive class Missile Destroyer    5450 tons     500 Crew     818.4 BP      TCS 109  TH 480  EM 0
4403 km/s     Armour 4-27     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 4     PPV 15
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 375 MSP    Max Repair 84 MSP
Magazine 265    

Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 206.4 billion km   (542 days at full power)

Size 5 Missile Launcher (3)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC21-R90 (1)     Range 56.7m km    Resolution 90
Behemoth Anti-ship Missile (53)  Speed: 16300 km/s   End: 59.7 minutes    Range: 58.4m km   Warhead: 8    MR: 10    Size: 5

Active Search Sensor S84-R90 (1)     GPS 7560     Range 75.6m km    Resolution 90
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Code: [Select]
Ranseur class Jump Destroyer    5450 tons     536 Crew     774.2 BP      TCS 109  TH 480  EM 0
4403 km/s    JR 3-50     Armour 2-27     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 4     PPV 10
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 355 MSP    Max Repair 121 MSP
Magazine 210    

J5500(3-50) Jump Drive     Max Ship Size 5500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 41.3 billion km   (108 days at full power)

Size 5 Missile Launcher (2)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC21-R90 (1)     Range 56.7m km    Resolution 90
Behemoth Anti-ship Missile (42)  Speed: 16300 km/s   End: 59.7 minutes    Range: 58.4m km   Warhead: 8    MR: 10    Size: 5

Active Search Sensor S84-R90 (1)     GPS 7560     Range 75.6m km    Resolution 90
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Code: [Select]
Scimitar class Missile Cruiser    10900 tons     1050 Crew     1571.2 BP      TCS 218  TH 960  EM 0
4403 km/s     Armour 5-43     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 8     PPV 40
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 721 MSP    Max Repair 126 MSP
Magazine 690    

Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 51.6 billion km   (135 days at full power)

Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC42-R90 (2)     Range 113.4m km    Resolution 90
Washakie  Anti-ship Missile (138)  Speed: 12000 km/s   End: 156.2 minutes    Range: 112.5m km   Warhead: 5    MR: 10    Size: 5

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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Battleaxe class Jump Cruiser    10900 tons     1104 Crew     1788.2 BP      TCS 218  TH 960  EM 0
4403 km/s    JR 3-50     Armour 2-43     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 8     PPV 25
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 820 MSP    Max Repair 484 MSP
Magazine 425    

J11000(3-50) Jump Drive     Max Ship Size 11000 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 82.6 billion km   (217 days at full power)

Size 5 Missile Launcher (5)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC42-R90 (2)     Range 113.4m km    Resolution 90
Washakie  Anti-ship Missile (85)  Speed: 12000 km/s   End: 156.2 minutes    Range: 112.5m km   Warhead: 5    MR: 10    Size: 5

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Code: [Select]
Gaza class Strike Cruiser    16350 tons     1616 Crew     2263.2 BP      TCS 327  TH 1440  EM 0
4403 km/s     Armour 5-57     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 12     PPV 65
Annual Failure Rate: 178%    IFR: 2.5%    Maintenance Capacity 1038 MSP    Max Repair 126 MSP
Magazine 1115    

Ion Engine E8 (24)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 48.2 billion km   (126 days at full power)

Size 5 Missile Launcher (13)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC42-R90 (2)     Range 113.4m km    Resolution 90
Washakie  Anti-ship Missile (223)  Speed: 12000 km/s   End: 156.2 minutes    Range: 112.5m km   Warhead: 5    MR: 10    Size: 5

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

Code: [Select]
Aragon class Jump Battlecruiser    16350 tons     1716 Crew     2912.6 BP      TCS 327  TH 1440  EM 0
4403 km/s    JR 3-50     Armour 1-57     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 12     PPV 45
Annual Failure Rate: 178%    IFR: 2.5%    Maintenance Capacity 1336 MSP    Max Repair 1089 MSP
Magazine 795    

J16500(3-50) Jump Drive     Max Ship Size 16500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (24)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 48.2 billion km   (126 days at full power)

Size 5 Missile Launcher (9)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC42-R90 (2)     Range 113.4m km    Resolution 90
Washakie  Anti-ship Missile (159)  Speed: 12000 km/s   End: 156.2 minutes    Range: 112.5m km   Warhead: 5    MR: 10    Size: 5

Active Search Sensor S126-R90 (1)     GPS 11340     Range 113.4m km    Resolution 90
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

Code: [Select]
Mace class Destroyer Escort    5450 tons     452 Crew     808.2 BP      TCS 109  TH 480  EM 0
4403 km/s     Armour 2-27     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 4     PPV 8
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 371 MSP    Max Repair 126 MSP
Magazine 558    

Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 82.6 billion km   (217 days at full power)

Size 1 Missile Launcher (8)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (1)     Range 1.3m km    Resolution 1
Freja Anti-missile Missile (558)  Speed: 31200 km/s   End: 12 minutes    Range: 22.5m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Code: [Select]
Voulge class Jump Destroyer Escort    5450 tons     497 Crew     802.2 BP      TCS 109  TH 480  EM 0
4403 km/s    JR 3-50     Armour 1-27     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 4     PPV 4
Annual Failure Rate: 59%    IFR: 0.8%    Maintenance Capacity 368 MSP    Max Repair 126 MSP
Magazine 304    

J5500(3-50) Jump Drive     Max Ship Size 5500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 82.6 billion km   (217 days at full power)

Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (1)     Range 1.3m km    Resolution 1
Freja Anti-missile Missile (304)  Speed: 31200 km/s   End: 12 minutes    Range: 22.5m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Code: [Select]
Covenant class Escort Cruiser    10900 tons     881 Crew     1515.2 BP      TCS 218  TH 960  EM 0
4403 km/s     Armour 3-43     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 18
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 695 MSP    Max Repair 126 MSP
Magazine 1218    

Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 72.2 billion km   (189 days at full power)

Size 1 Missile Launcher (18)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (2)     Range 1.3m km    Resolution 1
Freja Anti-missile Missile (1218)  Speed: 31200 km/s   End: 12 minutes    Range: 22.5m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Code: [Select]
Solomon class Jump Escort Cruiser    10900 tons     989 Crew     1745 BP      TCS 218  TH 960  EM 0
4403 km/s    JR 3-50     Armour 1-43     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 11
Annual Failure Rate: 118%    IFR: 1.7%    Maintenance Capacity 800 MSP    Max Repair 484 MSP
Magazine 761    

J11000(3-50) Jump Drive     Max Ship Size 11000 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (16)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 82.6 billion km   (217 days at full power)

Size 1 Missile Launcher (11)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (2)     Range 1.3m km    Resolution 1
Freja Anti-missile Missile (761)  Speed: 31200 km/s   End: 12 minutes    Range: 22.5m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
The addition of NPRs add some complication in other parts of the game. For example, given the way in which time is incremented its possible an NPR might launch missiles at you that you aren't aware of until they hit. Therefore I will be putting some code in to shorten increments where it is possible to anticipate those type of situations. For example, before incrementing time by five minutes or more the program will check if any NPR missiles in flight will reach their targets in less time than the length of the increment. If so, the increment will be shortened to somewhere between 30-120 seconds less than the arrival time of the missiles. I will add other similar functionality where possible. The SM will still get messages about alien ships, etc when you enter a system so you can proceed cautiously and use sub-pulses as required. However, you will have no way to know if that is an alien survey ship, listening post, battle fleet or homeworld. I am concerned that this might make things too easy though so I am considering omitting the SM warning for NPR contacts or maybe adding one or two SM warnings when there is no alien present :)

Although I will be playtesting a lot over the next few weeks, I am sure there will be things I miss and there may be one or two weird bugs during the first few NPR campaigns. Please bear with me though because the NPRs will add a lot to the game. Precursors will be back too in v4.0 so ruins will probably be defended.

Steve
 

Offline jfelten

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Re: Computer-controlled Empires
« Reply #1 on: January 16, 2009, 08:07:02 AM »
This sounds great Steve, although I have reservations about the NPR's not being visible to the spacemaster.  It sounds like if there are any bugs whatsoever with these NPR's, the SM will have no way to check/watch for such bugs or work around them if they are evident.
 

Offline James Patten

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Re: Computer-controlled Empires
« Reply #2 on: January 16, 2009, 09:06:04 AM »
Could we turn the NPR into a Player Race and it would be visible to the SM?

(In case there are problems with errors, of course.  I wouldn't dream of spying on them, oh no... :mrgreen: )
 

Offline jfelten

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Re: Computer-controlled Empires
« Reply #3 on: January 16, 2009, 09:16:30 AM »
Keep in mind the SM might be a different person.  I understand that unlike SA, Aurora is pretty much designed from the ground up to be single player only, but I have some hope of finding a way to use it multiplayer, probably with a dedicated SM.  Actually that is the main thing I'm hoping to use it for in the end.
 

Offline Father Tim

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Re: Computer-controlled Empires
« Reply #4 on: January 16, 2009, 09:52:51 AM »
I too am uneasy about the 'invisible to the SpaceMaster' part.  Perhaps we need two levels of Spacemaster - the current version and a 'God Mode' that grants access to everything.  I am sad to say I will not be using the new computer-controlled NPRs for this reason. (Well, actually I'll run one game them with them turned on, wait for oneto show up, then disable the game option to see if that gives the Spacemaster access to them.)

Referring to your sample NPR, I note that every warship design has a corresponding JumpShip.  This means five or six 5450-ton JumpShips that differ only by the weapons they mount.  The problem is repeated in your cruiser and battlecruiser fleet.   That seems like a lot of shipyards (or shipyard time at least) to waste among the multiple designs, but it's possible the refit costs are small enough that some or all of the variants could be built without renovating the yard.

I also note that your escorts mount 10cm C4 lasers, which is over-engineering for a 3-power required weapon.  I suspect the problem will be repeated throughout your energy weapon arsenal, and possibly the missile tubes as well (utilizing an increased reload rate which doesn't actualy drop the time increment to reload).
 

Offline Steve Walmsley (OP)

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Re: Computer-controlled Empires
« Reply #5 on: January 16, 2009, 01:19:43 PM »
Quote from: "jfelten"
Keep in mind the SM might be a different person.  I understand that unlike SA, Aurora is pretty much designed from the ground up to be single player only, but I have some hope of finding a way to use it multiplayer, probably with a dedicated SM.  Actually that is the main thing I'm hoping to use it for in the end.
That's an interesting statement. As far as I was aware, SA and Aurora are exactly the same when it comes to suitability for solo vs multi-player. What was is it about SA that made it better for multi-player?

Steve
 

Offline Steve Walmsley (OP)

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Re: Computer-controlled Empires
« Reply #6 on: January 16, 2009, 01:30:18 PM »
Quote from: "Father Tim"
I too am uneasy about the 'invisible to the SpaceMaster' part.  Perhaps we need two levels of Spacemaster - the current version and a 'God Mode' that grants access to everything.  I am sad to say I will not be using the new computer-controlled NPRs for this reason. (Well, actually I'll run one game them with them turned on, wait for oneto show up, then disable the game option to see if that gives the Spacemaster access to them.)
NPRs are exactly the same as civilian ships and the same rules apply to both. At the moment there is no general desire for access to civilian fleets. As I improve the general intelligence of NPRs, it will affect civilians too. I may also introduce additional civilian ships such as jump gate construction ships and terraformers as I am coding for them anyway. I want players to play the game with no access to the NPRs so I can see what problems they run into with no foreknowledge of their enemy. That is how I have managed to get civilians working with no problems (in v4.0 at least). There is already a God Mode I can switch on that lets me see all NPRs and civilian fleets in v4.0 as I need it for coding. If there are serious problems I can give access to players who are tracking down particular bugs.

Quote
Referring to your sample NPR, I note that every warship design has a corresponding JumpShip.  This means five or six 5450-ton JumpShips that differ only by the weapons they mount.  The problem is repeated in your cruiser and battlecruiser fleet.   That seems like a lot of shipyards (or shipyard time at least) to waste among the multiple designs, but it's possible the refit costs are small enough that some or all of the variants could be built without renovating the yard.
Because Aurora is such a complex game, NPRs will be cheating a little to make up for a lack of a human brain to direct their actions. They won't need fuel or maintenance (like civilians) and they won't need to retool shipyards. In the end I am trying to create an interesting and challenging game for players. The time I would need to spend on the AI calculating an overall shipbuilding strategy with all the nuances that entails (and which would have minimal impact on the player experience) can be spent on far more interesting areas. Because of that, I can use a brute force approach to NPR ship design and create everything they might need.

Quote
I also note that your escorts mount 10cm C4 lasers, which is over-engineering for a 3-power required weapon.  I suspect the problem will be repeated throughout your energy weapon arsenal, and possibly the missile tubes as well (utilizing an increased reload rate which doesn't actualy drop the time increment to reload).
I am refining the design code as I go and that is one of the things I need to fix.

Steve
 

Offline Erik L

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Re: Computer-controlled Empires
« Reply #7 on: January 16, 2009, 03:32:43 PM »
One thing that would be nice, would be to possibly set security ratings for systems. Like Eve or Traveller. Low security systems would not be as attractive to civilian shipping.

And with your automated NPRs... Pirates. We must have pirates, aarrrh!

Offline Sotak246

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Re: Computer-controlled Empires
« Reply #8 on: January 16, 2009, 07:03:38 PM »
Oh ya, Pirates, pretty please.  Gotta have them.
Mark
 

Offline welchbloke

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Re: Computer-controlled Empires
« Reply #9 on: January 17, 2009, 08:36:54 AM »
All the changes that are coming with V4.0 sound great; I've also got some reservations about lack of SM access to NPRs but I'll give it good go before passing judgement.
I'd also like to add my voice to those clamouring for pirates and security ratings for systems.  I would hate to see my pesky civilian ships cruising obliviously into the teeth of an alien invasion fleet.  No really I would  :D
Welchbloke
 

Offline Erik L

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Re: Computer-controlled Empires
« Reply #10 on: January 17, 2009, 12:15:14 PM »
To expand on the security rating idea... To prevent, mishaps in ratings, maybe the civs would form their own rating beside the official one. I.E. government marks System X as a Red system. The civs use it and encounter only slight mishaps, so they upgrade it to yellow.

I also like the idea of being able to mark a colony as a military/government installation, off limit to civilians. Though I think there should be requirements (population under X millions, no more than Y installations).

Offline xtfoster

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Re: Computer-controlled Empires
« Reply #11 on: January 17, 2009, 02:23:52 PM »
Quote from: "Steve Walmsley"
Quote from: "jfelten"
Keep in mind the SM might be a different person.  I understand that unlike SA, Aurora is pretty much designed from the ground up to be single player only, but I have some hope of finding a way to use it multiplayer, probably with a dedicated SM.  Actually that is the main thing I'm hoping to use it for in the end.
That's an interesting statement. As far as I was aware, SA and Aurora are exactly the same when it comes to suitability for solo vs multi-player. What was is it about SA that made it better for multi-player?

Steve
SA is/was better for Multi-Player because it is not real-time. Because of the Real-Time aspect of Aurora you can't really "pass around" the database and run a months worth of turns, at least not easily because of the need for micro-management.
 

Offline waresky

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Re: Computer-controlled Empires
« Reply #12 on: January 20, 2009, 11:16:57 AM »
Any NPR's Computer-Controlled race are welcome.atm ur program lack only in this..in fact,actually,the sensation are to play completely alone.And Naval Doctrine take a pervert direction without a "right" treat (treat right?or possible Alien incoming independent from Space).
So an NPR,cunning,hostile are welcome.BUT..please careful.Set the Alien difficult carefully.Or setup a options:Simple,Normal,Advance,Merseia Empire Level:) (Merseia from Flandrys books)

AH!!! a humbly request!!!!

PLS in GALACTICAL MAP can u design a GRID layer? for better mapping.ty:) (am a older loving mapper from Megatraveller system)
 

Offline Erik L

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Re: Computer-controlled Empires
« Reply #13 on: January 20, 2009, 11:36:43 AM »
Quote from: "waresky"
PLS in GALACTICAL MAP can u design a GRID layer? for better mapping.ty:) (am a older loving mapper from Megatraveller system)

If you "Snap to grid" in the Galactic map, it would do what I think you are looking for.

Offline jfelten

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Re: Computer-controlled Empires
« Reply #14 on: January 21, 2009, 06:08:47 AM »
Quote from: "xtfoster"
Quote from: "Steve Walmsley"
Quote from: "jfelten"
Keep in mind the SM might be a different person.  I understand that unlike SA, Aurora is pretty much designed from the ground up to be single player only, but I have some hope of finding a way to use it multiplayer, probably with a dedicated SM.  Actually that is the main thing I'm hoping to use it for in the end.
That's an interesting statement. As far as I was aware, SA and Aurora are exactly the same when it comes to suitability for solo vs multi-player. What was is it about SA that made it better for multi-player?

Steve
SA is/was better for Multi-Player because it is not real-time. Because of the Real-Time aspect of Aurora you can't really "pass around" the database and run a months worth of turns, at least not easily because of the need for micro-management.

Exactly what I was getting at.  I'm not being critical.  Steve wrote the game for himself to play solo.  But it would be nice if there was some way to play it multiplayer.  If I can get a couple old SA player friends to help, I'm going to try playing around to see if there is some way to use the current Aurora software in some sort of multiplayer way that isn't too cumbersome.  Maybe a dedicated SM to play out any battles.  Although being able to control their side of battles is a big allure to most players.  That wasn't an issue in SA since SA didn't really support playing Starfire battles (although it had tools to help).  We always just got the actual Starfire game out to resolve battles which was good fun.  That did necessitate face to face meetings.  These days it probably wouldn't be hard to whip up a cyberboard gamebox for such things.