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Messages - Steve Walmsley

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1
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.

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2
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.
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3
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)
The following users thanked this post: Viridia

4
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.
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5
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.
The following users thanked this post: Graham, King-Salomon

6
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.
The following users thanked this post: froggiest1982

7
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.
The following users thanked this post: Conscript Gary, serger, King-Salomon

8
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.
The following users thanked this post: froggiest1982

9
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 10, 2018, 09:52:29 AM »
As another minor QOL suggestion, I wonder if it would be better for the "total accessibility" box in the mining tab to be changed to display the actual total of the accessibility of the planets minerals, rather than the average. This would help show at a glance the number of total minerals that a planet could produce. I would argue that this is more useful than the average accessibility, which does not take into account the effects of having different kinds of minerals. A planet with a single mineral at 1.0 accessibility would have an average accessibility of 1.0, the highest possible, even though another planet with a lower average accessibility but more types of minerals might produce far more minerals in total, with the same number of mines.

Good idea. I have made that change.
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10
C# Aurora / Re: Selecting Commanders Screen Suggestion
« on: February 03, 2018, 05:13:29 PM »
I think the new Commanders window has some of what you are looking for. You can compare commanders based on four different bonuses.

http://aurora2.pentarch.org/index.php?topic=8455.msg101804#msg101804
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11
C# Aurora / Re: C# Aurora Changes Discussion
« on: January 28, 2018, 08:30:52 AM »
Economics is complicated :)

It is isn't as simple as more tax = more money, because high tax can limit growth, increase tax avoidance or remove incentives for investment. I am fortunate to live in a low tax economy (some might say tax haven), with maximum 20% personal tax, no capital gains tax, no inheritance tax, 0% corporation tax (except banks - 10%), yet there is no state debt and we have the same public services as most European countries. Good quality free Health Care, Education, etc.

There are some differences, such as you anyone moving here require a work permit and has to work for five years before qualifying for welfare, yet crime is almost non-existent (local paper front-page headline when 20 pints of milk was stolen) and I have never seen any homelessness. Unemployment rate is 0.8% (not a typo). Raising tax here might damage all the above, if people and businesses relocate.

Aurora 'economics' is about balancing various industrial capacities, availability of workforce, mineral supplies, fuel, maintenance and wealth. Each of those can be affected by the player in some way to maintain the balance. Wealth for example is helped by building financial centres, investing in civilian shipping, creating lots of small colonies to boost trade, pop growth (which is wealth growth) and civilian mining (which requires pop of 10m in system). Tax rates are assumed to be generating optimum revenue as per the Laffer Curve).

https://en.wikipedia.org/wiki/Laffer_curve
The following users thanked this post: Manekaalecto, waresky, Rye123

12
C# Aurora / Re: C# Aurora Changes List
« on: January 28, 2018, 04:33:32 AM »
New Game Settings

This is a placeholder for Game-level modifiers

1) Percentage modifier for Research Speed (for all races)
2) Percentage modifier for Terraforming Speed (for all races)
3) Percentage modifier for starting minerals on Sol.
4) Flag for Active Civilian Shipping Lines. When this is disabled, shipping lines will not produce ships.
5) Flag for recovering tech due to conquest. You can disable this so no new tech is gained via conquest.

You can specify a number of Earth-based player races on the Game Setup window. You will cycle through a number of Race Creation windows equal to the number of races selected. You will still need to create any non-Earth-based races after the main game creation process.

13
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: January 26, 2018, 09:56:36 AM »
How about adding the "geological team survey complete" info to the System View and/or Geology Survey Report pages.
Also, in the Teams tab, it seems that you should be able to see the teams that you have created and their location.

This has been added for C# Aurora.
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14
Aurora Chat / Re: Questions not worth their own thread
« on: January 25, 2018, 04:42:25 AM »
Here is a another question.

If you are making a two stage missile, and you have the 2nd stage already produced, does it pull the 2nd stage from the stockpile, or produce a new one?

Curious as I have a lot of soon to be very obsolete AMMs and was thinking if I could covert them to cheap mines they might be still useful.

Produces a new one.
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15
C# Aurora / Re: C# Aurora Changes List
« on: January 23, 2018, 04:50:21 PM »
Sol System Changes

This is a placeholder for Sol System changes as I make them

1) Salacia and 2007 OR10 upgraded to dwarf planet status. They are large enough and I am sure this will be confirmed at some point.
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