Author Topic: C# Aurora v0.x Questions  (Read 14006 times)

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Offline Father Tim

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Re: C# Aurora v0.x Questions
« Reply #30 on: June 05, 2018, 10:56:05 PM »
Should add that they only appear around Jovian type planets.

They don't, though. I've seen intra-system jump points tied to stars in a binary and a trinary system.

Super-Jovians, actually, according to Steve's post.

But since the largest super-Jovians overlap with the smallest stars, it's possible that the 'B' component might be one.
 

Offline Hazard

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Re: C# Aurora v0.x Questions
« Reply #31 on: June 06, 2018, 08:25:22 AM »
Actually they don't.

You get super jovians, which are very heavy gas giants that don't fuse anything, brown dwarfs, which fuse deuterium (hydrogen-2) but can't fuse hydrogen-1, and heavier than those are red dwarfs, which fuse hydrogen-1, and all the other stars.
 

Offline mtm84

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Re: C# Aurora v0.x Questions
« Reply #32 on: June 14, 2018, 04:56:44 AM »
Dunno if this has been asked yet, but if you build an STO ground unit with a beam weapon, will it take advantage of any ship components in stock at the population?
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #33 on: June 14, 2018, 07:13:53 AM »
Dunno if this has been asked yet, but if you build an STO ground unit with a beam weapon, will it take advantage of any ship components in stock at the population?

No, they are built independently.
 

Offline MadHatter

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Re: C# Aurora v0.x Questions
« Reply #34 on: June 16, 2018, 01:13:36 PM »
Will beam fire controls still have the same range limit?
 

Offline JacenHan

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Re: C# Aurora v0.x Questions
« Reply #35 on: June 16, 2018, 08:35:44 PM »
I believe that surface-based beam fire controls have 25% range bonus. It's in the change log somewhere with the ground combat rules.
 
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Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #36 on: June 23, 2018, 06:22:08 AM »
Will beam fire controls still have the same range limit?

Yes, except STO versions which have a 25% range bonus.
 

Offline TheBawkHawk

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Re: C# Aurora v0.x Questions
« Reply #37 on: June 24, 2018, 03:52:46 PM »
Yes, except STO versions which have a 25% range bonus.

Does this mean max tech STO fire controls will be able to go past the 5 light-second limit? Or are they still subject to that limit?
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #38 on: June 24, 2018, 05:49:08 PM »
Yes, except STO versions which have a 25% range bonus.

Does this mean max tech STO fire controls will be able to go past the 5 light-second limit? Or are they still subject to that limit?

Still subject to that limit, although you would have to be very high tech to hit that limit.
 

Offline QuakeIV

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Re: C# Aurora v0.x Questions
« Reply #39 on: June 25, 2018, 08:24:19 PM »
Its only 1.5 mkm or so, I hit that quite quickly with spinal beam warships.  In general the current laser system in my opinion strongly favors having the largest lasers possible so you can do your best to win the kiting game.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #40 on: June 26, 2018, 10:11:58 AM »
Its only 1.5 mkm or so, I hit that quite quickly with spinal beam warships.  In general the current laser system in my opinion strongly favors having the largest lasers possible so you can do your best to win the kiting game.

He was asking about fire controls rather than weapons.
 

Offline MasonMac

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Re: C# Aurora v0.x Questions
« Reply #41 on: June 28, 2018, 10:05:52 AM »
Are there any changes to Aurora AI?
 

Offline Bughunter

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Re: C# Aurora v0.x Questions
« Reply #42 on: June 28, 2018, 10:11:13 AM »
Are there any changes to Aurora AI?

A lot, I suggest you start by checking the C# changes thread: http://aurora2.pentarch.org/index.php?topic=8495.0
 
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Offline JacenHan

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Re: C# Aurora v0.x Questions
« Reply #43 on: June 28, 2018, 12:43:28 PM »
In addition to the above, this thread has a lot of information on NPR AI changes in particular.
 
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Offline TMaekler

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Re: C# Aurora v0.x Questions
« Reply #44 on: July 05, 2018, 08:04:56 AM »
Will the way ship movement is calculated be more advanced when travelling between two moving objects (like planets)? I.E. will the ship take its travel time into account and move towards the expected target position at that time, or simply calc its movement to the actual position of the target and then every movement cycle "adjust" to the "new" position?
 

 

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