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The Academy / Re: Civilian Mining Complex
« Last post by alex_brunius on July 05, 2024, 05:12:59 AM »
If you search for Civilian Mining here:
https://aurora2.pentarch.org/index.php?topic=10666.0

You can find the C# Detailed change post specifying exactly what changed here:
( https://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347 )
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The Academy / Re: Civilian Mining Complex
« Last post by Gram123 on July 05, 2024, 04:36:49 AM »
The text you quote is obsolete. An eligible body is now any body with Duranium OR Gallicite, with 10,000 tons minimum, accessibility 0.7 or better. Sorium no longer plays a role.

Do you know if its just the minerals that has changed? Is all of it obsolete or just the minerals requirements?
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The Academy / Re: Civilian Mining Complex
« Last post by Noriad on July 05, 2024, 01:15:30 AM »
The text you quote is obsolete. An eligible body is now any body with Duranium OR Gallicite, with 10,000 tons minimum, accessibility 0.7 or better. Sorium no longer plays a role.
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The Academy / Civilian Mining Complex
« Last post by Gram123 on July 04, 2024, 07:04:30 PM »
I have a question about creation of Civilian Mining.

I have the mechanics description from the wiki, and my question is. If step one is successfully, IE. A CMC should be created, what happens if the most populous system, does not have any eligible bodies? For example if all bodies in Sol have been mined out. Will there then just be a 50% chance that even if a CMC should be created in step one, nothing is created because the most populous system doesn't have a valid target? If so this could quickly spiral out of control. Say your 3 most populous system doesn't have a valid target for a CMC. Then the chance for creating a new CMC, is only 12,5% (0,5*0,5*0,5=0,125) even if you have the wealth for creating a new CMC.

Or is the mechanic so that if your most populous system does not have a valid target, it just moves on to the second most populous system with a 50% chance of creating a CMC?

Quote
Mechanics
Each production cycle, the game will check for new mining colonies. A new Civilian Mining Colony will only generate after a number of conditions are met:[1]

First, a random number is generated between 1 and 1,000,000. That random number is compared to annual empire wealth generation. If the random number is smaller than the annual empire wealth, the next generation step occurs. Otherwise, no new CMC will be generated that production cycle.
Next step is to determine which system a body will be generated in. Each System with more than 10m population is ranked from most population to least. The most populous system has a 50% chance to go on to the next step. If that fails, the next populous system is given a 50% chance, down the line. If all systems fail the chance, the CMC will be generated in the largest population system.
Once a system has been chosen, a body must be chosen. First, the body must be surveyed and have no existing colony on it. It needs to orbiting the same star as the selected population, and be no more than 80AU away.
On the first run through those bodies that qualify, Aurora checks for deposits of either Sorium or Duranium in excess of 25,000 tons with 0.8 accessibility or greater.
If no bodies qualify, Aurora then checks for deposits of either Sorium or Duranium in excess of 15,000 tons with 0.7 accessibility. A tonnage check similar to 4B is performed to evaluate which body gets the CMC.
Once either step 4 or 5 find at least one candidate, Aurora finds the total mineral deposits for each body. The deposit size is multiplied by accessibility, ignoring all deposits of 0.4 or less.
Finally the world with the greatest total deposit is selected and a civilian mining colony is created on that body.

Additionally, Each production cycle, each existing CMC is checked for expansion. For each CMC, a random number between 1 and 4,000,000 is selected, and if the number is less than annual empire wealth, the CMC expands by 1.
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C# Tutorials / Re: Creating systems and their jump connections without DB editing
« Last post by kks on June 29, 2024, 05:56:26 PM »
Which is putting up a new question: Given that you have two chains of systems, one ending in system A, one in system B. How can you connect A to B without DB editing?

The following procedure should work, I think. Will test it tommorow.
Explore an JP in A.
If the System is not B, delete it and start from the first step.
Else you succeded.

Problems could arise if you generate a connection to another known system in one of the chains, as you can't delete that. Maybe just delete the JP then? Does that work without issues? I'll report my findings when I test it.
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Oh right, I did not make it clear - yeah, the system gets re-generated each time.
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C# Tutorials / Re: Creating systems and their jump connections without DB editing
« Last post by kks on June 29, 2024, 09:26:33 AM »
It is interesting in my mind that by using "Delete System" as you describe it apparently the JPs leading to that system are also deleted.

I don't think it then just deletes the knowledge of that system, but actually the generated system itself with all the planets. You can however, generate that system (with the name/stars) again then. From a quick test, it seems to be indeed be that way. I got a Barnard stars with 7 Planets and several moons at first and after several rounds of deleting and exploring the JP I got an Barnards Star again, this time with only three planets.
Further tests confirmed that and also showed that the stars age is not fixed for real stars, just the type. o.O Which means that luminosity and size can vary slightly for main-sequence star, if I recall the document used as a basis for system gen correctly.

Saveing and reloading works, but deleting and reexploring seems way faster.

That all is an interesting find, thank you very much! I wanted to design a game setup for a "alien race for radio emitting 20th century earth"-game, maybe as a community game, for quite some time. However I was unsure how to do that decently without accessing the DB.
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True but I also heavily modified the 3 systems to fit the narrative I have planned for my campaign. Plus, doing it my way allows me to have all the "housekeeping" work done at the very beginning of the game and then play normally from thereon. And by the time I leave Sol, I've probably forgotten the details of the other two systems anyway!  :P
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C# Tutorials / Re: Creating systems and their jump connections without DB editing
« Last post by serger on June 29, 2024, 07:31:29 AM »
My method was even simpler: save a game before every of the first 3 to 15 discovery jumps, and do try&load until it's the system I want. The same average number of loads, the same level of safety, just less additional moves and less pre-knowledge for the early game (I don't know the planetary composition before the survey actualy arrives in system).
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C# Tutorials / Creating systems and their jump connections without DB editing
« Last post by Garfunkel on June 29, 2024, 01:23:17 AM »
This is probably only useful for people who want to tell a story with a specific premise but maybe someone wants their early galaxy to look a specific way. There is a way to do this via DB editing which is probably faster but leaves you open to issues, since DB editing is inherently risky. So, if you would rather not do that, here's how to do things through in-game options thanks to SM mode.

We will create a game setup where Sol only has 1 JP that connects to Proxima Centauri, which in turn has only 2 JPs, one to Sol and the other to Alpha Centauri. First, create a new game with the settings you want. Then create the player race but don't make it your actual player race - this SM-race is only used to create the setup of systems and will be deleted later. Turn SM mode on and go to the System Generation and Display Window. Click "Full Grav Survey" on the bottom left corner. This will reveal how many JPs there are in Sol. Use the "Del Jump Point" button until there is only one JP left. Select it and then click "Explore JP". This will create a new system and move you to it.



Odds are, this new system is not Proxima Centauri. That's okay, find the "Delete System" button on the right edge of the bottom row of buttons and click it. Double confirm windows and you'll be back in Sol and the JP should have gone back to showing "Unexplored". So, you can immediately click "Explore JP" again. If it's not the system you want, then rinse & repeat, until you get Proxima Centauri. Once that is done, click "Full Grav Survey" while you're in the Proxima Centauri window and delete the extra jump points until you have 1 leading to Sol and 1 unexplored. Now you can repeat the previous process until you get Alpha Centauri.

Deleting systems this way is harmless as they can be re-discovered, they are not deleted from the game, just from the knowledge of this race. You can also edit the systems if they too many bodies or not enough bodies. For example, for my campaign I want Alpha Centauri to be loaded with good real estate so I will adjust the planets a bit. The final step is to go back to Sol, create a new player race on Earth and then deleting the SM-race you used before. This way, you can start your campaign with a race that has absolutely no knowledge of the process you just went through, to minimise the risk of any problems down the line, especially important since currently the "No Grav Survey" button does not work, meaning that if you do this process with your actual player race, there is no way to remove the knowledge of these systems and JPs. Now you can play the game normally, survey and explore and so on.
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