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Messages - TMaekler

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C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Yesterday at 06:28:45 AM »
Defining which events break up the time progression cycle

Copy of posting from here:
http://aurora2.pentarch.org/index.php?topic=9835

Would be nice if we could choose which actions stop a time progression cycle early and which don't. At least for some of them I cannot understand why they stop it early.
The following users thanked this post: Bughunter

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C# Aurora / Defining which events break up the time progression cycle
« on: February 15, 2018, 07:41:54 AM »
Would be nice if we could choose which actions stop a time progression cycle early and which don't. At least for some of them I cannot understand why they stop it early.
The following users thanked this post: smoelf, serger, Xtrem532, Rye123

3
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 13, 2018, 09:42:21 AM »
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.

I see the problems that could arise. Continuing on is mainly important in battle. So maybe just a switch which sets a ship in battle mode (Red Alert) causes movement commands to continue when given a new movement command. Any other command and the ship stops (and possibly leaves Red Alert mode).
The following users thanked this post: DIT_grue

4
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 12, 2018, 12:51:20 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.
The following users thanked this post: somebody1212

5
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 01, 2018, 04:55:19 AM »
Suggestion for automation of tasks: one annoying task in VB6 Aurora is the Geological Survey through teams, because if you want to do it by ships you have to manually create transfer commands each time the team finished its task. So some kind of "command": Wait at actual position until geoteam finishes task, then load up the team and fly to the next planet would be nice (in essence you do the whole command list once at the beginning for the whole range of planets you want to geo-analyse).
Alternatively another command which automatically drops off and picks up an assigned team and then auto assigns the next possible target would also be nice... .
The following users thanked this post: Barkhorn

6
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 01, 2018, 04:48:22 AM »
Another suggestion in regards to "ranks". In my last VB6 Aurora games I always had to create a bunch of 1st level rank positions so that the higher ranks get filled because if I don't do this too many people are deemed surplus but some of the higher rank ships were not filled because there were no higher rank people (all in auto assign mode). This is due to the fixed rules how many higher ranks get filled through promotions (1/3rd on lower ranks, 1/2 on higher ranks).

I would suggest a promotion system which promotes on "demand". If all my ships would need
120 Leutenant
25 Lt. Commander
18 Commander
24 Captains
5 Fleet Captains
3 Admirals
2 Grand Admirals
then the game should promote people according to these demands so all necessary positions can be filled.
The following users thanked this post: Gyrfalcon, Titanian

7
C# Aurora / Re: C# Aurora Changes Discussion
« on: January 31, 2018, 02:50:47 PM »
A suggestion for "auto assigning people to positions". In VB6 Aurora some positions are not auto assigned - but it would be nice if they would (like planetary governors). However I think there is no automation because the game can't choose as to what special abilities should be taken into account for an auto assignment because colonies can vary much in preference. So maybe in C# Aurora we could assign preferences to planetary positions and the game then auto chooses according to the preference (which can be defined per planetary position).
The following users thanked this post: JacenHan

8
C# Aurora / Re: C# Aurora Changes Discussion
« on: August 25, 2017, 08:19:52 AM »
Was wondering if you could "synchronize" some of the values in regards to detection, size, etc.

So rather like this:
Code: [Select]
Missile Fire Control FC94-R92 (2)   Range 94.8 mkm   Resolution 92
Active Search Sensor AS116-R92 (1)   GPS 17388   Range 116.1 mkm   Resolution 92
Active Search Sensor AS57-R20 (1)   GPS 2520   Range 57.0 mkm   Resolution 20

I think it would be easier (to read) if a ship design reads like this:
Code: [Select]
Missile Fire Control FC94-R92 (2)   Range 94.8 mkm   Resolution 4.600 t
Active Search Sensor AS116-R92 (1)   GPS 17388   Range 116.1 mkm   Resolution 4.600t
Active Search Sensor AS57-R20 (1)   GPS 2520   Range 57.0 mkm   Resolution 1.000t

This then goes through the whole game. Not having different values for the same thing would make it a little easer to handle and read  ;)
The following users thanked this post: serger, PartyAlias

9
C# Aurora / Re: Aurora C# Screenshots
« on: March 21, 2017, 07:40:25 AM »
Also having an option not to "scrap" unused officers when you do Auto-Assign would be nice ;-)
The following users thanked this post: Father Tim

10
Aurora Chat / Re: Aurora in the wild
« on: December 28, 2016, 06:10:21 AM »
"Sir, the probe we send out to explore all system bodies has finished its task."

"Didn't we send that out 112 years ago?"

"Yes, Sir."

"Gosh, and that was only our own solar system... ."

-----------------------------------------------------------
"How long is the game calculating one 5-day-cycle?"

"Well, last time it took over 25 minutes."

"At least it is not real-time - yet."  ;D

"Steve has promised to deliver C# before that happens... ."  :P
The following users thanked this post: Nori

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