Posted by: vorpal+5
« on: May 26, 2019, 04:19:32 PM »Perhaps when the rest is done? But that would be useful that's sure...
@Steve Walmsley have you tried or even played MANO (Modern Air Naval Operations) to see how they deal with the display of unit names and vectors? It can be very rapidly a mess, display wise and I think they did a few things right to de-obfuscate/unscramble display. I'm basing my observations on some screenshots, I did not play the game. But for example at a certain zoom level, individuals ships are replaced by a TF icon, and you can tooltip it. Will Aurora C# supports tooltip on the main map?This would be a good idea, you might want to be able to select a display icon for each task group, with that and 3 or 4 letter abbreviation either selectable or based on the makup of the taskgroup displayed instead of the full name.
Sounds cool. Just a small reminder that some suggestions & discussions about AI/NPR were made in the VB6 suggestion forum before a new suggestion thread in this forum was opened:
http://aurora2.pentarch.org/index.php?topic=9550.0
On those lines, I'm taking a different approach to the AI and how NPRs will function. I hope that will they will provide a better and more varied challenge. This would not have been possible in the VB6 version.
To be honest this has been much more then a simple rewrite though?
Judging from the information you have made improvements or optimizations to almost every mechanic you come across, in some situations like ground combat, logistics or command & control greatly expanding the scope of game.
If you spent the time working on the old Aurora code base it wouldn't have been a simple task to add all new features, probably have taken half the time of the rewrite at least, and some of the improvements ( like optimizations ) would be impossible to do without a rewrite.
Above post from March 2016. Optimistic as ever.
Although if I had realised just how much work was involved in the rewrite it would probably never have started
No specific time-frame - will depend on my level of enthusiasm but I hope months, not years.
No, as your sensors can't detect those.Sorry, I should of been more clear. I was looking at this image.
The difference in number of units vs ship list is a VB6 problem that (I hope) is corrected by C#. In VB6, when a ship is destroyed the intelligence display can no longer reference it. In C#, the alien ship records should be maintained independently. I'll keep an eye on it during play test.
Well, you don't have any examples showing that flagged status, but also - Huh? I'd been guessing that the lower number of Last Locations compared to Number of Units was because they'd seen some destroyed, and had intended to suggest that knowing where those ships were killed could sometimes be important, but... Is the Number of Units peeking at the alien race's database, then? Otherwise how does it determine number of ships built as opposed to the number of individual ships seen, which is the information you'd expect to see in this context.
Edit: Another potentially useful distinction just occured to me: dead ships could be flagged differently depending on whether you found a wreck or saw it blow up - which would affect the implications of the dates attached to the sighting.