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Messages - Steve Walmsley

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1
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 17, 2018, 04:21:47 AM »
Looking at new Commanders window (http://aurora2.pentarch.org/index.php?topic=8455.msg101804#msg101804).

I think it will be cool to order personal records by rowid, not datetime. Or date + rowid, both decreasing (if you want to have a possibility to insert records post factum).
It will prevent this small bug with partially reversed record order (when records have the same datetime).

I've already fixed the issue when there is a simultaneous unassign and reassign. The unassign is no longer displayed.

2
C# Aurora / Re: Replacing Teams?
« on: February 15, 2018, 04:53:48 AM »
After reading the rest of the thread, I will remodulate my original proposal a bit.

- All bodies under a certain size can be completely surveyed by a geosurvey ship. The size is up to Steve of course. Maybe, 400km or smaller?
- All larger bodies cannot be completely surveyed, because sensors are not magic and cannot completely penetrate the larger body. However, just by studying the planet (maybe using some extra time for geosurvey? Or, just for free as a roleplay element) an estimate can be made of the potential of finding additional TN minerals. Most bodies will have no potential ("Its just a dirt/silicate/ferrous/whatever rock boss, sorry but we're not going to find and TN material here" ), some bodies will have "Some potential", and a few bodies will have "high potential" of finding additional TN materials.


Something on these lines is my current intention. I'll also change the land-based survey to points based instead of random.

3
C# Aurora / Re: Replacing Teams?
« on: February 12, 2018, 05:05:40 PM »
Geosurveying random pieces of rock some of which may generate so much in the way of TN materials it'd be a major component if not the only component (looking at you comets), it'd be entirely understandable if non-dwarf planet size bodies/celestial objects below a certain gravitation treshold just... don't benefit from a ground based geosurvey. They're so small the sensor system detects everything.

It is a good idea. I've been thinking along the same lines. It makes sense that a ship could fully survey smaller bodies but larger ones would need a ground-based survey for the full impact. This could also be combined with another suggestion that certain worlds could be identified as having additional potential. Now this becomes something with a lot less micromanagement, as it might only be one or two worlds in a system.


4
C# Aurora / Re: C# Aurora Changes List
« on: February 12, 2018, 02:58:27 PM »
Starting Build Points

A new player race in Aurora receives a number of Starting Build Points equal to two years wealth. These can be spent on instant build for Ships and Ground Formations.

If the available Instant Build Point total is greater than zero, the Instant Build section will be shown on the Miscellaneous tab of the Class window, including the current Instant Build Point total, plus selection options for destination fleet and number of ships to be built. This section will also appear if SM Mode is active, so additional ships can be instantly built if required by the game setup.

If the available Instant Build Point total is greater than zero, that total, plus the Instant Build button, will be shown on the GU Training tab of the Economics window. When the Instant Build button is clicked, a popup box will allow entry of the number of formations to be built. This button will also appear if SM Mode is active, so additional formations can be instantly built if required by the game setup.

If you choose to have automatically constructed ground formations at game start, their cost will be deducted from the starting build points.

The ship options replace the VB6 Fast OOB window, while the ground options are new for C# Aurora.

5
C# Aurora / Re: C# Ground Combat
« on: February 12, 2018, 01:48:46 PM »
Is this a new type of transport specifically for boarding or has it always been like this and I just never noticed?

It is a new type - discussed in some of the C# threads but not in the changes list yet.

6
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 12, 2018, 01:48:02 PM »
In C# Aurora civilian shipping can be disabled. I was wondering if there could be "levels" of disabling. I personally found the cargo function pretty useful but was annoyed by the civilians building fuel freighters and civilian transports. Options to choose what civilian shipping is allowed to do (maybe as a political instrument) would be an interesting addition.

I don't want to provide too much control over civilians as the main point is that they are independent and not additional player shipping.

7
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 12, 2018, 01:46:03 PM »
Would it be possible for C# Aurora to change the movement mode when issuing new orders? ATM a ship stops where it is when giving a new order and then resumes moving when the order is executed. However this is very odd in a close combat or in real life where a ship would continue on its course and speed until the new order is executed. Would love to see that behaviour also in C# Aurora.

I haven't tackled the inexperienced fleet penalties yet, so I will bear this in mind when I do. There are some complexities though. Not all orders involve direction and the ship should only stop anyway if you remove the existing order and give a new one. Some form of abandon current order and move to next might be an option (with a delay) but the issue is that the second order may not make sense unless the first is completed. Another option may be that the crew operates on its own initiative until it responds to an order (moving away or toward the enemy depending on morale). In general though Aurora ships all stop when completing their orders list as it would not make sense for them to continue in the same direction.

8
C# Aurora / Re: C# Ground Combat
« on: February 12, 2018, 01:14:47 PM »
I really asking is if there is an advantage to building a 500ton ship capable of holding troops or will they function like every other ship... otherwise there is no point in building large specialized space capable dropships

Also how much would a small transport bay hold anyways in terms of size or troop tons? Is it the same as as its standard  tonnage, more troop tonnage, or less troop tonnage?

There are no advantages in terms of the troop transport bays, but there may be advantages in terms of making the ship harder to detect and target.

The 100 ton bay will transport 100 tons of troops (about 20 soldiers or a heavy tank). You could fit 3-4 of those bays on a fighter-sized craft. For example.

Pathfinder class Transport Shuttle      451 tons       10 Crew       53.1 BP       TCS 9    TH 64    EM 0
7099 km/s      Armour 1-5       Shields 0-0       HTK 1      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 3.55 Years     MSP 0    AFR 90%    IFR 1.3%    1YR 8    5YR 115    Max Repair 40.5 MSP
Troop Capacity 300 tons     
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.5 months    Morale Check Required   

Large Fighter Engine (1)    Power 64    Fuel Use 758.95%    Signature 64    Explosion 20%
Fuel Capacity 20,000 Litres    Range 1.1 billion km   (41 hours at full power)


Blackbeard class Boarding Shuttle      487 tons       16 Crew       59.0 BP       TCS 10    TH 64    EM 0
6565 km/s      Armour 1-5       Shields 0-0       HTK 1      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 3.29 Years     MSP 0    AFR 97%    IFR 1.4%    1YR 9    5YR 132    Max Repair 40.5 MSP
Troop Capacity 300 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.5 months    Morale Check Required   

Large Fighter Engine (1)    Power 64    Fuel Use 758.95%    Signature 64    Explosion 20%
Fuel Capacity 20,000 Litres    Range 1 billion km   (41 hours at full power)

9
C# Aurora / Re: Replacing Teams?
« on: February 12, 2018, 03:20:57 AM »
Maybe both Diplomacy and Espionage could be ship modules used in-system instead? And depending on the size of sensors Espionage ships would need to sneak close enough to the enemy world to start gathering information. I think this role of focusing Espionage on signal intelligence gathering ( both from enemy populations and their warships/stations ) would be much better suited for Aurora 4X gameplay then teams of James Bond style alien agents operating on the ground with no way of getting there in the first place, no way of communicating and no way of getting out.

Maybe there is some way to make this work neatly with the new command and control modules? ( Add a SIGINT/Espionage module and one for Diplomacy which enables the ship to conduct respective missions at the efficiency of assigned commanders ).

Yes, that is a good idea. I was also wondering how to get the proposed scout team to the surface undetected :)

Making espionage a ship-based system (Russian Trawler) solves that problem. In early versions of Aurora you could learn tech from scanning alien ships with active sensors and that was removed as being too powerful (and because it made active sensors extremely provocative). A more focused, expensive module intended for signals intelligence would be a better option, especially as potential tech gains would be a minor and rare part of that. It would mainly be about establishing knowledge about population, ground force and ship capabilities (without necessarily being able to duplicate those capabilities).

The new sensor array could be a designed system, allowing a separate tech line plus variable size and effective range.

Perhaps Diplomacy could be handled both via ship and some form of ground installation (Embassy).

10
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 11, 2018, 08:06:16 AM »
Ability to manually design solar systems for use ingame.

Right now, the only guaranteed system we have is Sol. I'd like the ability to in future versions of the game, hand the game a well managed CSV file that dictates a system or systems that would be added to a roster for systems to be generated when visiting new systems, OR be able to grab them at will when using the "create new system" button in the F9 menu.

This is a much larger task than it sounds. I think it required about a year to write the original system generation code (much faster to translate to C#). The code performs a lot of checks to ensure systems are correct as they are generated and it would be hard to do that from outside the program.

What might be possible is to save systems created in game for future use (assuming version compatibility) and add some tools to modify systems in-game.

11
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 11, 2018, 08:00:29 AM »
Could we have a button to rename a system or body for all player races, not just the currently active one?

Its not a major thing, would just save a lot of clicks.

Good idea. I've added 'Rename System All' and 'Rename Body All' to the System View in C# Aurora.

12
C# Aurora / Re: C# Ground Combat
« on: February 11, 2018, 07:27:57 AM »
Would it be possible to make fighter/shuttles capable of acting like shuttles and dropping off small groups of ground forces? Also can you make a formation without a HQ unit? I ask this cause I am curious if it would be possible to send a small task force to establish a beach head, assist in marking targets or just have these small formation to then draw into a larger formation after they land.

The smallest troop transport bay is 100 tons or 120 tons with drop capability included, so you can make very small (fighter-sized) ships to drop off small formations.

You can make a formation without an HQ. However, that would prevent a commander being assigned.

13
C# Aurora / Replacing Teams?
« on: February 11, 2018, 07:13:30 AM »
This is a repost from the main VB6 suggestions thread, which triggered an idea.

I could remove the concept of teams entirely and replace them with new ground force capabilities. Thinking out loud....

1) Espionage team replaced by a scout function for ground forces. Scout formations can land on alien worlds to learn about the alien population (size, industry, tech, ground forces). They are have (expensive) stealth capabilities boosted by the formation commander (stealth bonus replaces espionage). They can be hunted by hostile ground forces or have a chance of detection by any civilian population (much higher if not same species). Might even have sabotage capabilities. In fact, this could be the Aurora equivalent of Special Forces.

2) Geology team replaced by geological survey capability for ground forces and ground survey becomes a significantly larger task requiring more personnel - to prevent simply creating vast number of geo-survey formations. Geology bonus based on the formation commander

3) Xenology team replaced by Xenoarchaeology capability for ground forces. Surveying and deciphering alien ruins becomes a significantly larger task requiring more personnel. Xenology bonus based on the formation commander.

4) Diplomacy team replaced by small but expensive ship module that can only function when in the same system as an alien population. I also change NPR responses so that their reaction to alien ships in the system is based on ship size and reduced if the ship has a diplomatic function. Diplomacy skill is based on the ship commander.

14
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 11, 2018, 07:11:17 AM »
I would like to see the whole "Team-system" overworked (maybe after C# is finishes in a later version) - the main point is that you can create them at will with no time and at every place/body you want and be able to delete them at will...  even if you don't want to do this, there is no way to handle them easily...
with the new system that allows more than 1 "officer" at a ship like CO, Exec, Tac, etcpp it could be possible to create "ships" (like special shuttles, or even a "Inquisition cruiser") with a special module for each sort of team - you still need the team-members but the "ship" would be the team in most aspects

the "special module" would need 5 Officers/commanders etc with the needed skill to function - could also be part of the "auto assessment (maybe with the option to not allow administrators, researchers etc), if one of the team members is a navy officer he/she is the commander of the ship but not of the team - these ships would be able to get orders to use the "team ability's" like "survey ground", "research ruins" etc - maybe even with a auto-function like survey ships atm

basically it would be the same as teams atm but with the need to use ships to transport the teams, for RP it would be better to create special ships for them and that teams are not just created/deleted at will at every body you choose...

I guess the new system with more than 1 officer on a ship would be great for this, to give teams more fluff and RP - the "team-site" could still be used to list the "team-ships" and check/uncheck if a ship should have team-members, which kind of team members, where the ship is atm, etc

I am a fan of using the same game mechanics at the most parts in a game were they make sense - and using the (new) ship mechanics for teams looks like a win-win for me :)

---

also I would like to see some "color coding" at the summary page of a body like "No" in red if the body was not team-surveyed, green "yes" if it was... green colour coded ruins and research bonus if any, etc ... just some "one view, all seen" QOL improvements - but that is an other can of worms i am afraid...

I haven't coded anything yet, but I am thinking of disabling the ability to create teams on any body without a minimum population (perhaps 1m). This is particularly for espionage teams so you can't just create them on alien worlds. For geology teams, I could add some default orders for shuttles to move them around automatically.

Or, I remove the concept of teams entirely and replace them with new ground force capabilities. Thinking out loud....

1) Espionage team replaced by a scout function for ground forces. Scout formations can land on alien worlds to learn about the alien population (size, industry, tech, ground forces). They are have (expensive) stealth capabilities boosted by the formation commander (stealth bonus replaces espionage). They can be hunted by hostile ground forces or have a chance of detection by any civilian population (much higher if not same species).

2) Geology team replaced by geological survey capability for ground forces and ground survey becomes a significantly larger task requiring more personnel - to prevent simply creating vast number of geo-survey formations. Geology bonus based on the formation commander

3) Xenology team replaced by Xenoarchaeology capability for ground forces. Surveying and deciphering alien ruins becomes a significantly larger task requiring more personnel. Xenology bonus based on the formation commander.

4) Diplomacy team replaced by small but expensive ship module that can only function when in the same system as an alien population. I also change NPR responses so that their reaction to alien ships in the system is based on ship size and reduced if the ship has a diplomatic function. Diplomacy skill is based on the ship commander.

15
C# Aurora / Re: Cap Civilians?
« on: February 11, 2018, 06:48:05 AM »
In C# Aurora, you can disable the ability of civilians to build new ships.

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