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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 05:48:55 PM »
Good Stuff!

Report on performances?

Still sub-1-second turns, although very early in game. A lot of AI thinking going on but I will see how it looks with a lot more systems. Asteroid orbits are on BTW.
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C# Aurora / Re: Update on Progress
« Last post by froggiest1982 on Today at 05:43:55 PM »
Good Stuff!

Report on performances?
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley on Today at 05:32:30 PM »
just looking at your test-game screenshots Steve - great :)

but with the last one (ground unit) - would it be possible to add a colom to show for how many batleturns/hours/days (something like this) the selected formation (including its sub-formations when it is a division etc) has supply for?

In your screenshot, there are 4 resupply infanterie units (LG2) - but it would be great to see for how long the "1.PDR" could be fight with this...

this would help the player for his own units a lot if this screen would show how long the supply (units) would last

The supply column is how long you can fight. 100% indicates 10 rounds of combat. The GSP number is the amount used for a full resupply. Not all units use supply. and those that don't will have a dash instead of a percentage. Each logistics unit provides 500 GSP, so the LG2 means 2000 points. So in this case, the elements in the formation that require supply will last about 50 rounds (integral supply plus four reloads), assuming average rolls on supply, no use of AA vs aircraft, no losses in the formation, no losses to the logistics units and no use of logistics from higher up the supply chain.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by King-Salomon on Today at 05:00:09 PM »
just looking at your test-game screenshots Steve - great :)

but with the last one (ground unit) - would it be possible to add a colom to show for how many batleturns/hours/days (something like this) the selected formation (including its sub-formations when it is a division etc) has supply for?

In your screenshot, there are 4 resupply infanterie units (LG2) - but it would be great to see for how long the "1.PDR" could be fight with this...

this would help the player for his own units a lot if this screen would show how long the supply (units) would last
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 04:17:26 PM »
Two years into the second test game now and the NPR is progressing reasonably well. Here are some screenshots showing NPR activity in the five systems it has discovered so far. The first two screenshots are both the home system, but at different zoom levels. The seventh screenshot is the current ground force deployments made by the NPR.

In this first screenshot, two harvester groups are redeploying to a recently discovered gas giant in another system while the two Kagero class tankers are waiting for civilian harvesters to fill up. A troop transport group is moving a couple of garrison formations to a colony orbiting the second star (not on this screenshot) and five civilian freighters are moving to collect automated mines from the home world to transport them to the same colony. They have just returned from an infrastructure drop in Goranthis and decided on the contract while in that previous system. That contract was created by one population AI stating its need for automated mines and a second population AI independently deciding it had spare automated mines. The fleet AIs check for those matching supply and demand opportunities even if they are in a different system than either the supply or demand populations. In fact, a fleet will plot a series of moves from current system to pickup system to drop-off system and will not begin any contract until its has the whole route worked out.

The two Soryu class ships are gravitational survey ship waiting for a new survey opportunity. They returned home for fuel and resupply when they completed their previous task and had no immediate work to do. There are two more Soryu's deployed in another system but the AI (for this design theme) is only deploying two gravitational survey ships per system. The three Kumas are missile destroyers. They are waiting for a suitable operational group to join and will not form their own group as none of the operational groups in this design theme have Kumas as a key element. However, if there are too many spare Kumas, no more will be constructed and their shipyard will retool to a class that is in demand (missing from operational groups). Additional harvesters and troop transports have been constructed as well. They are key elements so the three harvesters formed a single operational group and the two transports each formed their own group. When suitable escorts are constructed they will move to join those groups. In the meantime, the new harvester and troop transport groups have been deployed by the Race AI.



This is an expanded view of the home system. At the B component are two geological survey ships and a troop transport. The transport is delivering a planetary defence regiment to a new mining colony. Each population determines its own value and then sends out a demand for installations and ground forces, depending on that value and the type of colony. The fleet AIs will sort out the installations contracts without higher level guidance. The Race AI determines the deployment of ground forces, depending on what it determines is the greatest need and the availability of troop transports. When populations AIs are building installations and ground forces, they will check the current demand from other population AIs and build installations and formations that have a higher Empire-wide demand than supply. This population in the B component is asking for a tracking station so the AI at the capital is currently building one to meet that demand. The decision to establish this mining colony was based on a 'mining score', which reflects quantity and availability of mineral deposits. This score gives a higher value to any minerals in short supply and can therefore change over time, which may cause the AI to redeploy its mines.

The NPR geosurvey ships have a new Standing Order - survey next thirty bodies - which means there will be less duplication of effort.



This screenshot shows a couple of jump point stabilisation ships working on recently discovered jump points (I need to fix the Op Group name :) ). The stabilisation ships have standing orders to find suitable jump points within constraints set down by the Race AI. The Race AI will not allow them to enter systems where it perceives a potential threat and will tell the System AI to pull them out of the system via the safest route if such a threat develops. The FAC Hunter Squadron is a small combat force of four ships that the AI has deployed to protect this colony of about a million. While there are three larger battle fleets at the capital, the Race AI has determined this colony is not yet valuable enough to send a larger force. The troop transport has recently dropped off a garrison formation and is awaiting new orders. The two terraformer groups have been sent here by the Race AI, which has identified Goranthis III as its best terraforming option. This decision is periodically reviewed as new planets are discovered. The Mogami is a scout ship awaiting new orders.



Here we have two gravitational survey ships which were sent to this system by the Race AI. On arrival, their own standing orders take over. If they complete their task and the Race AI has no immediate need for them, they will find a colony with refuelling facilities. The other ship is a scout awaiting orders.



Here we have two jump point stabilisation ships. One is working on a jump point, while the other is heading home to refuel. A geosurvey ship, sent here by the Race AI, is surveying the asteroid belt while a scout ship is awaiting orders. Some types of operational groups, such as scouts or warships, will move to a population or inner planet if they have no other orders from the Race AI.



Here we have a harvester group that was recently dispatched by the Race AI to the outer gas giant. The troop transport has recently dropped off a construction regiment on the second planet to begin recovery of abandoned installations. A xenoarchaeological expedition is also on the planet, although it has already completed its work. It will remain here until needed elsewhere.



This screenshot shows the current ground forces deployments made by the Race AI.  I've closed the home world node as it has a lot of formations.

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C# Aurora / Re: Update on Progress
« Last post by Rogtuok on Today at 08:40:19 AM »
Maby you can send egosoft a mail offering your help
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Mechanics / Re: Jump Gates
« Last post by MarcAFK on Today at 06:09:13 AM »
I realize this is an old topic now, but there is a button to destroy Jump gates on the system information window when spacemaster is on.
I have used it before, but only sparingly when theres some narrative justification for it.
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Mechanics / Re: Galaxy Map: Fleet Maintenance
« Last post by MarcAFK on Today at 05:53:50 AM »
sounds like fuel needed to "maintain" fleet movement
Sounds about right to me, Fleet "Fuel maintenance "
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C# Aurora / Re: Aurora C# Code Protection
« Last post by Alucard on Yesterday at 04:01:54 PM »
Quote from: Retropunch link=topic=10217. msg111281#msg111281 date=1544133905
There already is decent enough mod support built in (or there was) in terms of naming/flags/colours etc.  The thing most people want to do in terms of modding is play as their own race/kingdom against other preset ones (Stargate/Star Wars/Trek etc. ) - as such I don't think there's any need to cover anything else which would be a lot more work.

There are many different types of mods, that could be made, if there is source or at least no protection against injection. 
One type I can imagine being popular is a mod, that would bring the game mechanics to correspond closer to some fictional universe. For example Battlestar Galactica mod making point defense for large ships next to useless while making missile interception by fighters much easier + making missiles much more expensive.  It could also add sort of fleet persuit similar to the show and maybe change hangars and on-board production modules.
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The Corporate Federation / Republic: A Day in the Life
« Last post by Kurt on Yesterday at 11:20:34 AM »
The Republic’s Government brings you another installment of “A Day in the Life”.  Today, a day in the life of a Martian shipyard worker, Grigori Valentin.

Grigori Valentin was born in the Moscow Prefecture on Earth.  He was very fortunate in that when the Dregluk attacked the Earth in 2134 he, and his entire family, were on vacation at a Black Sea resort when Dregluk missiles wiped out Moscow during the Bombardment.  Subsequently, as a displaced person, Grigori put in for, and received, training in orbital construction techniques for himself and his family.  The Valentin family was one of the first families to emigrate to Mars when the government began relocating citizens to Mars to escape the pervasive radiation on Earth, but for Grigori, relocating his family was a matter of pride and service.  The Republic had already announced that it would begin relocating the military shipyards from Earth to Mars, and Grigori wanted to serve Humanity.

Grigori Valentin is a large, hard looking man, but, as he looks into the holo pickups, his face is brightened by a smile that doesn’t seem to want to go away.  He is a happy man, and he wants everyone to know it.  The meeting between Grigori and the Interviewer, who, as is standard for the “A Day in the Like” series, was never seen on camera, took place in Marineris Park, part of the immense Navy Yards settlement outside the Martian Capital of Valles Marineris.   

Interviewer: Relocating your family to Mars meant hardships, didn’t it?

Grigori: Yes, at first.  Things on Mars were difficult, in the early days.  The Dregluk attack on Mars in December of 2134 virtually destroyed the government here, and it took quite a while before the Republic was able to restore order.  When we arrived, in February 2136, it was very basic here.  Even compared to the DP camps on Earth.  On Earth, even in a Displaced Person camp, you have fresh air and plenty of food.  On Mars, when we arrived, the atmosphere was too thin to breathe and everyone had to live in underground tunnels.  And the food, well, it’s best left unsaid.

Interviewer: But things got better, right?

Grigori: Yes, definitely.  The Mars terraforming project was a wonderful thing!  We were able to move out of the tunnels into a hab complex on the surface!  A real community, you know.  And walking outside in your shirtsleeves, well, if you weren’t here in the early days you wouldn’t understand. 

Interviewer: Is that why so many people are out right now?  Even though its winter?

Grigori: Sure!  We all spent so much time underground, or, for those recently from Earth, afraid of the radiation, that being outside is just so…special, you know. 

Interviewer: What about your job at the yards?  Do you like working there?

Grigori: Like working there?  I love it!  (Grigori pauses here and looks around, not furtively, but rather as if looking for support) I’m a part of a team, here, you know?  Back home in Moscow, before the war, there was no real feeling of community.  No real sense of mission.  Everyone talks about the old days as if they were some sort of golden age, and sure, the Dregluk Bombardment was horrible, but here, we all know what needs to be done and we are doing it.  Together.  We are a team, and we are working together to protect and defend humanity.

Interviewer: And what are you doing?  What is your job?

Grigori: (He visibly swells with pride) I am the lead foreman for Republic Yard #10.  I lead a crew of eighteen.  We wrangle the robots that actually do all the work at the yard.  The robots, they aren’t very bright, and they need supervision.  That’s where we come in.  We have to assign pre-determined tasks, and then make sure that the robots are actually doing what we want them to. 

Interviewer: And what is your yard working on?  Ah, that is, if you can tell us.

Grigori: It’s not a secret. (Grigori again swells with pride) My yard is being converted to begin building the new Star class battleships.  They say that these ships will take the war to the Dregluk, and finish it, once and for all.  (Grigori’s face darkens for the first time) And that’s a good thing!  I don’t care what those Lunik’s say, the Fleet can kill every one of those monsters, as far as I care!  They wiped out everyone we knew, everything we had.  They… (Grigori trails off, a lost look on his face)

Interviewer: What about your family?  Do they work in the yards too?

Grigori: (Brightens) Yes!  Almost my whole family.  My wife, Valentina, she is an executive at the HQ here in Marineris.  My older son works in Yard #2, making frigates for the fleet.  And my daughter, well, she is part of the onsite engineering staff for yard #6, in orbit.  We are all doing what we can to protect humanity and wipe out the Dregluk!

Interviewer: What about your youngest son, Alexi?

Grigori: (He straightens and smiles tremulously) My Alexi, he wanted more than working in the yards.  He is training with the Republic’s new assault marines.  When humanity takes back the stars, he will be there, in the lead.  (He looks down) My wife is worried, but proud.  We all are. 

Interviewer: Thank you, Grigori.  Is there anything else you’d like to say to the people on Earth?

Grigori: Yes.  Come to Mars.  There are jobs here, enough for everyone.  And room, plenty of room.  You can be a part of Humanity’s defense here, and there is no radiation.  Here you can be a part of the future.
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