Aurora 4x

C# Aurora => C# Mechanics => Topic started by: Steve Walmsley on October 31, 2020, 06:36:17 AM

Title: 1.13.0 Changes List
Post by: Steve Walmsley on October 31, 2020, 06:36:17 AM
Changes List for 1.13

This post includes bug fixes or minor changes. Any more significant changes will have their own post.

Changes
Fixes
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on October 31, 2020, 06:39:25 AM
Armour Repair in Hangars

Motherships will automatically repair the armour of ships in hangars. Armour is treated like any other component in terms of cost and the chance of repair, except that on successful repair a number of armour boxes equal to the armour strength will be repaired (within the scope of the rule below).

Armour will be repaired from the most damaged columns first. No more than one armour point in a single column will be repaired per increment.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on November 21, 2020, 10:33:32 AM
Fractional Capacitors

In v1.13, when you research each level of capacitor technology, you will gain some automatic fractional or interpolated capacitor tech. For example, researching capacitor tech 2 will also add capacitor 1.25, 1.5 and 1.75.

The 'quarter level' techs will appear up to capacitor 4. Capacitor 4.5 and 5.5 have also been added, along with 7, 9, 11, 13, 14, 15.

This will allow more efficient beam weapons and, as beam weapon cost is mostly based on a combination of power requirement, range modifier and recharge rate, will make some beam weapons slightly cheaper.
Title: Re: v.1.13 Changes List
Post by: Steve Walmsley on November 21, 2020, 10:58:34 AM
Reduced Shot Railguns

In v1.13, Railguns have an extra design option that allow them to operate with a reduced number of shots (from 1 to 4). This has the following effects:
Here are three different versions of a 20cm railgun (capacitor tech is 4).

20cm Railgun (4 shots)
Damage Per Shot (4) 4     Rate of Fire 15 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 7.0 HS  (350 tons)    Railgun HTK 3
Power Requirement 12    Recharge Rate 4
Cost 55.4    Crew 21
Development Cost 1150 RP

20cm Railgun (3 shots)
Damage Per Shot (3) 4     Rate of Fire 15 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 5.425 HS  (271 tons)    Railgun HTK 2
Power Requirement 9.00    Recharge Rate 3
Cost 36    Crew 17
Development Cost 736 RP

20cm Railgun (2 shots)
Damage Per Shot (2) 4     Rate of Fire 10 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 3.85 HS  (193 tons)    Railgun HTK 1
Power Requirement 6.0    Recharge Rate 3
Cost 29.4    Crew 12
Development Cost 522 RP

Here are some 10cm railgun examples. The reduced-shot 10cm railguns have a lower per-shot cost (due to minimal power requirements and the new capacitors) but a higher per-shot size requirement.

10cm Railgun (4 shots)
Damage Per Shot (4) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 3.0 HS  (150 tons)    Railgun HTK 1
Power Requirement 3    Recharge Rate 3
Cost 20.8    Crew 9
Development Cost 625 RP

10cm Railgun (3 shots)
Damage Per Shot (3) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 2.325 HS  (116 tons)    Railgun HTK 1
Power Requirement 2.25    Recharge Rate 2.25
Cost 13.5    Crew 7
Development Cost 416 RP

10cm Railgun (2 shots)
Damage Per Shot (2) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 1.65 HS  (83 tons)    Railgun HTK 0
Power Requirement 1.5    Recharge Rate 1.5
Cost 7.3    Crew 5
Development Cost 275 RP

10cm Railgun (1 shot)
Damage Per Shot (1) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 0.975 HS  (49 tons)    Railgun HTK 0
Power Requirement 0.75    Recharge Rate 1
Cost 3.5    Crew 3
Development Cost 154 RP
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on November 21, 2020, 02:29:32 PM
Single Weapon Fire Controls

Beam Fire Controls can be designed for single weapon use only. This is done via an extra dropdown on the Create Project Window, allowing the selection of either multi-weapon or single-weapon.

As the name suggests, only a single beam weapon can be assigned to a fire control designed for single weapon use.

The size, cost and crew requirements of single weapon fire controls are reduced by 50% compared to the normal multi-weapon fire control.

STO weapons already use single weapon fire controls, so this change aligns the fire controls of ship and ground-based energy weapons.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on November 29, 2020, 06:36:54 AM
Miscellaneous Components

v1.13 introduces a new category of ship modules, known as Miscellaneous Components. These have no game function and are entirely for roleplaying purposes (thanks to vorpal+5 for the idea).

You design the components on the Create Research Projects window by choosing a size (from 0.1 HS to 100) and giving the component a name. Cost is equal to size in HS and the mineral requirements are split between Duranium and Mercassium. The HTK is equal to the square root of the size.

There is a new component type on the ship design window that contains all miscellaneous components, which you can add to the design in the normal way. A new line on the class summary shows all miscellaneous components in the design. For example, here is a colony ship with three different miscellaneous components

Asimov class Colony Ship      50,222 tons       332 Crew       1,792.1 BP       TCS 1,004    TH 2,000    EM 0
1991 km/s      Armour 1-121       Shields 0-0       HTK 73      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 22    Max Repair 100 MSP
Cryogenic Berths 100,000    Cargo Shuttle Multiplier 6   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Ship Library    Entertainment Lounge    Viewing Gallery   

Commercial Ion Drive (4)    Power 2000    Fuel Use 2.24%    Signature 500    Explosion 4%
Fuel Capacity 500,000 Litres    Range 80 billion km (465 days at full power)

Kentaro-Morgan KM-7 Active Sensor (1)     GPS 144     Range 7.5m km    Resolution 120
EM-2 Passive Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km
TH-2 Passive Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km

This won't be used by everyone, but for those who invest in roleplaying it can add a new dimension to ship design.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on December 05, 2020, 11:23:36 AM
Fire Delay for Point Defence

Fire Delays are applied to ships in three situations, with the second and third delays only applying to inexperienced crews.
Because the fire delay is at the ship level, all fire controls are affected. This leads to a situation for larger ships where a single fire control changing target will cause fire delays for all fire controls, including those dedicated to point defence.

Therefore, for v1.13, fire delay will only apply to point defence fire if it is caused by jump point transit. This will allow ships to change offensive targets and suffer any associated delays, without compromising automated point defence fire (which is functioning in the same way throughout).
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on December 08, 2020, 05:18:51 PM
Instant Build to Carriers

Instant Build on the Class window now has an option to build straight into a carrier hangar bay (and assign). This takes away the micro of creating fighters and manually setting the move orders to land on carriers.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on December 15, 2020, 02:37:01 PM
Automated Hangar Resupply

Motherships will automatically resupply ships in hangars, in the same way as automated refueling.

A mothership is assumed to have a single cargo shuttle bay for the purposes of hangar resupply only. This shuttle bay can work on all parasites simultaneously. The base transfer rate is therefore 10 MSP per hour per ship with conventional technology and 20 MSP per hour with TN technology.

A mothership can set a minimum supply amount for itself and no parasite will resupply MSP below that point.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on December 15, 2020, 02:38:19 PM
Carrier Operations Bonus

The Fighter Operations bonus for commanders has been renamed to the Carrier Operations bonus.

This bonus will apply to the rate at which fuel, supplies and ordnance are transferred to parasites in the ship's hangar.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on December 19, 2020, 09:25:04 AM
Constellation Names

When playing with Known Stars, many of the actual star names are from Star Catalogues, such as Gliese, Wolf, HIP, etc., or from sky surveys such as WISE. This results in some non-mnemonic and repetitive system names. Therefore, I have created an optional alternative naming system for the catalogue stars, which I am calling Constellation Names.

In 1603, the German astronomer Johann Bayer created the Bayer Designation in his star atlas Uranometria. A Bayer designation identifies a specific star using a Greek or Latin letter followed by the genitive form of its parent constellation's Latin name. For example, Alpha Centauri or Tau Ceti. The order was roughly based on the brightness of the stars within each constellation, with the brightest being Alpha, then Beta, etc.. After he ran out of Greek letters, he started using lower case Latin letters (k Aquarii).

A century later John Flamsteed, the first Astronomer Royal, created his own designation using a number followed by the genitive Latin name for each constellation. The numbers were based on position in the sky. For example, 40 Eridani or 70 Ophiuchi. The Flamsteed designation tends to be in popular usage where Bayer used a Latin letter rather than Greek (3 Aquarii rather than k Aquarii)

For Aurora, I am going to add to those centuries old star catalogues. Firstly, for all 88 modern constellations, I've identified which Greek letters have not been used by Bayer (or removed when new constellations were added over time) and which numbers have not been used by Flamsteed. Then I've ordered the Known Stars by distance from Earth and I am working my way through them one by one. As I find each Gliese, NN, HIP etc. star, I look up the star's celestial coordinates (right ascension and declination) and enter them into this handy tool I found, which will identify the constellation for a given set of celestial coordinates.

http://djm.cc/constellation.html

I then rename the star using the first unused Greek letter plus the genitive Latin name. If I run out of Greek letters for a constellation, I start using numbers above the maximum that Flamsteed used. Here are some examples within 20 LY of Sol with the alternative names:

DEN 1048-3956 = Beta Antliae
DEN 0255-4700 = Sigma Eridani
GJ 1061 = Epsilon Horologii
LHS 288 = Gamma Carinae
WISE 0350-5658 = Lambda Reticuli
WISE 0855?0714 = 61 Hydrae
WISE 1541-2250 = Rho Librae
2M1540 = Alpha Normae
LHS 1723 = 70 Eridani

This is optional in game settings, so you can use the existing names if you prefer.

So far I have done the closest 1000 stars to Sol. I'll add the other stars in batches, as there is quite a lot of repetitive effort involved :)
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on January 03, 2021, 12:21:13 PM
Repair Yards

v1.13 introduces a third type of shipyard, known as a Repair Yard.
Note that as Repair Yards are upgraded like commercial shipyards, they are faster and cheaper to construct than a naval shipyard with the same capacity. They provide a much cheaper option for military repair capacity, allowing naval shipyards to focus on construction. The cost of a specific ship repair will remain the same in all types of shipyard.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on January 17, 2021, 10:32:58 AM
Fire At Will

A new Fire At Will option allow ships to reduce fire delays by half, at the expense of targeting choice. This can be applied to a single fire control, a ship or a fleet.

When the order is given, each fire control is assigned a random target (based on the rules below). Each ship is then assigned a fire delay with a modifier of -50% vs normal. This fire delay will override any existing fire delay (even if the current delay is longer), except if the command is assigned to a specific fire control, rather than ship or fleet, in which case the new fire delay will only override any existing fire delay if the new delay is longer.

Normal fire delays only apply once in an increment, so if you assign one fire control and then another the delay is only set once. For 'Fire-at-Will' fire delays, this does not apply and it is reset each time. This is to prevent someone using fire-at-will to reduce delay and then overriding with a specific target.

For beam fire controls, the random target is selected using a weighting of average probable damage. Each weapon assigned to a fire control is checked against all potential targets, using chance to hit and damage at current range to determine average damage. The total average damage for those weapons is assigned to the target ship as a weighting for that fire control, then a target is randomly chosen.

For missile fire control, the same random, weighted selection process is followed. In this case though, the weight is equal to the target size in HS divided by the target range in km. Only targets in range, including ECM, are checked.

Fire at Will is intended for those situations where a fleet is ambushed and firing early is more important than coordinating fire with other ships. Each ship chooses its own targets regardless of the targets of other friendly ships.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 05:03:16 AM
Random Second Stage Targeting

If a missile releases its second stage and has no assigned parent fire control, the second stage missiles will select a target randomly using the following guidelines
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 05:49:04 AM
Population Ground Units

The Stockpiles tab of the Economics window is now the GU / Stockpiles tab.

A third section has been added that displays a treeview of all ground formations at the population, including the formation elements. This is a similar view to the Ground Forces window with the Show Elements option selected but without the elements expanded in the tree. This view is just for reference and does not have all the functionality of the Ground Forces Window
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 07:51:55 AM
NPR Generation of Spoilers

In v1.12 there is a game-level option to allow NPRs to generate spoilers.

For v1.13, this has been split into three separate options
This change is to allow the option for NPRs to engage in some combat, with less of an overall impact on the campaign. For example, NPRs fighting precursors has minimal impact on the player, with the exception of weakening both. NPRs activating swarm, especially multiple swarms that grow before player contact, can have a major impact on a campaign.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 08:35:49 AM
Import Event Colours

You can import event colours on the Events Window by using the Import Colours button.

This requires a CSV file with three values per row.
The Event ID can be found in DIM_EventType. The colours should be integers in the same format as FCT_EventColour

When the file is imported, only the colours of Event Types referenced in the file will be added or updated. Event Types that are not included in the imported file will retain any existing colours.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 09:17:52 AM
Export Event Colours

The new Export Colours button on the Events window allows you to export the event colours of the currently selected race. After clicking the button you will be prompted for a file name and save location.

The new file will be a CSV with three values per row:
This file can be used for subsequent import to a different race, including races in other games.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 09:54:23 AM
Export Medals

A new Export Medals button on the Events window allows you to export the medals and associated medal conditions of the currently selected race. After clicking the button you will be prompted for a file name and save location.

The new file will be a CSV with the following six values for each medal:
In addition to the above, all IDs for conditions associated with the medal will be added to the same row. These IDs can be found in DIM_MedalCondition.

This file can be used for subsequent import to a different race, including races in other games.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 11:14:34 AM
Distance Travelled

All ships will now keep track of their total distance travelled. Ships in hangars won't increment distance, although towed ships will.

The total distance travelled is shown on the Ship Overview under Construction Date.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 15, 2021, 11:48:22 AM
Removal of Ground Combat Command Bonus

The Ground Combat Command Bonus adds a restriction on the size of formation that a ground forces officer can command. However, this is a limitation that doesn't add any meaningful decisions because most assignments are automated. I've removed it for v1.13.

This means that the restriction on which ground forces officers can command which formations is now based on rank alone.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 17, 2021, 08:01:29 AM
Ordinal Numbers for Ground Formation Templates

Ordinal Numbers for ground formations will increment on a per-template basis rather than for all ground formations. For example, if you have an infantry regiment template and and an armoured regiment template and build one of each, they will be the 1st Infantry Regiment and the 1st Armoured Regiment.

A new checkbox entitled 'Use Roman' will use a Roman numeral suffix rather than an Arabic numeral prefix. So the infantry would be Infantry Regiment I, Infantry Regiment II, Infantry Regiment III, etc. and the armoured formation would be the same, starting at I.

The numbering for both Arabic and Roman will be used for multiple formations in Instant Build.

You can change between Arabic and Roman mid-game but this will not affect any existing formations.

As Roman Numerals do not work well with alphabetical order, there is a new 'Sort Creation' option on the Ground Design and Economics windows which will sort any units using the same abbreviation in order of creation rather than alphabetical order.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 18, 2021, 10:15:31 AM
Component Development Cost Changes

The current formulae for component development costs have a couple of problems. Firstly, they are not always consistent between different component types. Secondly, because of the linear ratio between build cost and development cost for most components, very large components can be prohibitively expensive to research. The following changes are intended to address this problem.

For Missiles and non-STO Ground Units, the Development Cost has been changed to: SQRT(Cost * 25000)

For the following list of components, the Development Cost has been changed to: SQRT(Cost * 5000)

Active Sensors
Beam Fire Controls
CIWS
Cloaks
EM Sensors
Engines
Fighter Pods Bays
Gauss Cannon
Jump Engines
Lasers
Magazines
Meson Cannon
Microwaves
Missile Fire Controls
Missile Launchers
Particle Beams
Plasma Carronades
Power Plants
Railguns
Shield Generators
STO Ground Units
Thermal Sensors
Turrets

In general, this will mean that components (and STO ground units) with a build cost of 50 will have the same development cost as before, while more expensive components will be cheaper to develop and vice versa. For example, the development cost of a 10BP component will increase from 100 RP to 224 RP while the development cost of a 1000BP component will decrease from 10,000 RP to 2,236 RP.

For missiles, the breakeven point (at which development costs are the same) is a missile cost of 2.5 BP.

For ground units the breakeven point is a cost of 10 BP. For example, the development cost of a minimal armour static HQ with 250,000 capacity will reduce from 5,012 RP to 1,583 RP.
Title: Re: 1.13.0 Changes List
Post by: Steve Walmsley on February 22, 2021, 11:46:29 AM
Fleet Window UI Additions

If you have a fleet selected in the treeview and double-click on the fleet commander in the fleet summary, the Commanders window will open with that officer selected.

If you have a ship selected in the treeview  and double-click on one of the ship's officers in the ship summary, the Commanders window will open with that officer selected.

If you have a fleet selected in the treeview and double-click on a ship in the Ship List tab, the selection on the treeview will change to that ship.

If you have a fleet selected in the treeview and double-click on a ship in the Ship List tab while holding down the Control key, the Commanders window will open with that commander of that ship selected.