Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: sneer on February 19, 2017, 03:37:42 PM

Title: how to keep npr using naval yard to build military ships
Post by: sneer on February 19, 2017, 03:37:42 PM
instead of them using civilian ones ?
looks like code issue right ?

game designed as multi nation Earth "from zero to hero" start
especially purposed to play a bit low tech small ships instead big high tech one I had in most of my games
but everybody around build 16k+ ships even their only size available shipyard is civilian one

Title: Re: how to keep npr using naval yard to build military ships
Post by: TheDeadlyShoe on February 19, 2017, 06:17:35 PM
You can't control the NPRs. If you want to do an RP game, you'll need to play multiple factions. :^)
Title: Re: how to keep npr using naval yard to build military ships
Post by: sneer on February 20, 2017, 02:09:02 AM
I only want them obeying this one basic rule not theor designs or ridiculus production level
I tried to have this game running without playing all 5 factions
but seeing multiple 16-17kt warships so early in game breaks all assumptions
especially as naval yards are still around 5-6k for all
Title: Re: how to keep npr using naval yard to build military ships
Post by: Titanian on February 20, 2017, 06:18:18 AM
That is because every race (even yours) gets a budget to buy ships at the beginning of the game, and ships bought in this way ignore shipyard availability.
Title: Re: how to keep npr using naval yard to build military ships
Post by: sneer on February 20, 2017, 07:39:28 AM
Titonian wrong or rather partial info unfortunately
you get twice the yearly productivity of your shipyards if I remember correctly
so if you set zero shipyards - no ships are spawned
problem is with new ships constructed
military ships are constructed in much bigger civilian yards

Title: Re: how to keep npr using naval yard to build military ships
Post by: 83athom on February 20, 2017, 07:43:26 AM
but seeing multiple 16-17kt warships so early in game breaks all assumptions
especially as naval yards are still around 5-6k for all
My first ships I build 2-4 years in are usually 20k tons or larger. I flat out don't like building small ships.
Title: Re: how to keep npr using naval yard to build military ships
Post by: sneer on February 20, 2017, 07:48:17 AM
I see no connection to the subject of this thread ....
Title: Re: how to keep npr using naval yard to build military ships
Post by: TheDeadlyShoe on February 20, 2017, 11:55:54 AM
I reiterate, you have no control over what the NPR does. As in zero.  If you want an RP'd space race you will need to play the factions involved.
Title: Re: how to keep npr using naval yard to build military ships
Post by: sneer on February 20, 2017, 12:47:47 PM
that what I fear and hoped to not see
I tried to minimize impact by self running shipyards in opening setup with only 1 naval and 1 commercial yards at the start at minimal size and all prespawned ships deleted
unfortunately seeing npr 40kt carrier is a matter of few years only
it looks like like multi nation "humanity to stars" game cant be made with minimal human player influance
and I dont feel I have time, devotion and strenght to run it by hand
Title: Re: how to keep npr using naval yard to build military ships
Post by: QuakeIV on February 21, 2017, 03:05:58 AM
Odd, I never knew that NPRs can do whatever they want with civilian yards.
Title: Re: how to keep npr using naval yard to build military ships
Post by: Steve Walmsley on February 23, 2017, 08:17:05 AM
That is because every race (even yours) gets a budget to buy ships at the beginning of the game, and ships bought in this way ignore shipyard availability.

Which I will fix in C# Aurora - no more mystery large ships :)