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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by voknaar on Today at 07:10:47 AM »
Steve's already made the super ultimate awesomest way to do ground combat. All without realizing it probably.  In aurora there is a galactic map. A 2d space with adjustable grid lines. That was used to fit icons for worlds and their jump point connections.  What if we take the grid and change the icons and make ground combat using this grid assigning troops different movement and firing patterns and so on. Make positioning and modern day maneuver warfare great again!

PDC can be the King to be checkmated by the titan queen.

So... now that I have solved aurora's ground combat problems I'm tempted to go on to fix this world hunger issue I've been hearing about.
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C# Aurora / Re: Blueprint system for Aurora C#?
« Last post by smoelf on Today at 06:46:40 AM »
While it likely isn't an optimal solution, can't you do this exact thing with SM? Instant research all the tech you need until you find the configuration you want, delete all of them and then research the actual tech properly. Perhaps put "Blueprint" in front of their name when creating the tech to distinguish them from actual tech?
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C# Aurora / Blueprint system for Aurora C#?
« Last post by GeaXle on Today at 06:42:31 AM »
Hello!

I have trying to follow the development of Aurora C# but I am sure I have missed some things and I couldn't find the information I was looking for.

I remember reading this as a suggestion a long time ago and I was wondering if it would be implemented in C# Aurora.

Will there be the bossibility to have technology and ship blueprints? Basically, currently when I design a ship and the needed tech for it, some techs are dependant on the rest of the ship (mostly the size) which I am not sure yet how big it will get with the crew support system and armor added. So the idea would be to have "Tech blueprints" which is exactly the same as a normal tech but has 0 research time and cost. Using a mix of blueprints tech and normal tech, I can design a ship blueprint. This ship blueprint will give me all the info of a normal ship design, but I cannot build it. This way, if say my laser is just slighly too big for the tonnage I am aiming, or if I have a bit more room for a single bigger engine I could quickly iterrate, make a new tech blueprint and check if it works out in my ship design blueprint. Once I am finally happy, I can make the real corresponding research project and research then with normal time and cost constraints.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by Mastik on Today at 06:00:41 AM »
This one:
https://www.amazon.co.uk/Void-War-Empire-Rising-Book-ebook/dp/B0144Z9CIW

Is it any good? There is so much crappy mil sci fi out there.

I dont know if it is good or bad, i liked reading the series.
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The Academy / Re: Dumb newbie mistakes to avoid
« Last post by littleWolf on Today at 05:52:55 AM »
Baby's first ship attached for anyone interested.

WOW !  10ktons unarmed and blind light armored military ship with  tons of survay sensors and  trooper company...

Can you  show  his "design view" or "Full Summary" tab ?
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The Academy / Re: RamDisk
« Last post by littleWolf on Today at 05:43:01 AM »
new database structure and engine, multithreading and multicore support, compilator C# instead VB interpretator.  And more optimization in programm code. 
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by smoelf on Today at 04:22:39 AM »
I just got really excited



I had already surveyed this system a long time ago and only found two jump points. A while back a few ships from The Sad Confederation (I did not name them) arrived in Gypsum, a system under my control, but they came from a direction I had not expected. Or rather, it seemed impossible that they would have been able to get there without being discovered by any of my sensors along the way.

I knew that Alluyen, the system of The Sad Confederation, had two unexplored jump points, which I had not been able to explore because they have parked their entire fleet at the Charis jump point, my only access to their system, which had previous caused me massive losses.



I started to suspect that there might be an undiscovered jump point in a previously surveyed system. Instead of completely wiping out all of the ships that arrived in Gypsum, I sent most of the fleet home to conserve fuel, which is a real problem right now, and ordered a small squadron to follow the remaining two ships as they were retreating. We followed them to Lancaster at a distance of 450 million km, and saw them jump through to Parakoila. As we squadron jumped through and spotted them on the active sensor, they started heading towards us. We had no choice but to shoot them down.

The lead had turned cold, but as soon as a survey ship was ready I sent them to Parakoila to conduct a new survey. With the above result. There is a good chance I have found a back entrance into Alluyen, which means I can actually fight their fleet without worrying about transit delay, which destroyed my fleet last time. Now I only need to send a scout in to figure out which jump point it leads to or if there is any systems between us.

Having to use actual tactics like these is part of what makes this game awesome.

Map for reference:
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C# Aurora / Re: Replacing PDCs
« Last post by DIT_grue on Today at 03:16:28 AM »
I'm not sure I like the planetary map idea or even just having arbitrary units of territory to fight over; I mean, I can see why people like it, but I'm not sure that's a good fit for Aurora.

To handle territory capture in Aurora, I'd prefer it if during each ground combat tick you had a chance to capture x% of the enemy facilities/population/etc, to handle advancing and taking territory.

Huh, that's an interesting alternative. Of course, to provide any verisimilitude (as opposed to shattering suspension of disbelief every time it becomes relevant) you still need a lot of the same algorithms. Because while population may be more spread out than facilities, they're both going to tend to clump together to some extent and a tiny colony probably has a single town where a more developed planet might have dozens of variously sized cities or a single arcology. Also, the defenders are going to focus on things that are worth defending, so it should be impossible to take 90% of the valuable real estate while 80% of the garrison is still fighting you. (Unless you so overwhelmingly overpower them that they started out by going straight to guerilla warfare?) Which suggests the possibility of an intermediate stage between "pitched battle" and "policing", but I feel like I'm getting too complicated at this point.

Brainstorming factors that might affect how an invasion shakes out:
* Hostile environment might mean population clusters more due to needing Infrastructure to survive.
* A racial/empire value for (de)centralisation - pioneer towns with maybe a single mine or factory, through urban concentrations, to the whole planet piling up around the governor's palace.
* Whether people evacuate to a bunker complex or shrug off a change in who they pay their taxes to as making no difference to them.
* There should be a variety of potentially valid strategies a general could pursue, even if that's below the level we can actually see or affect. By which I mean, there should be enough difference in the way ground combat plays out that we can roleplay it, whereas it seems to me that AARs have generally been strained at best when they try to cover ground warfare in the VB versions. (Blocking geographic choke points, using fortifications that even if they're bypassed must be besieged to prevent the defenders breaking out, attacking or harrassing logistics, maneuver of field armies, just parking a garrison in the city(ies)...)


(Probably getting too ambitious again.)

OK, at simplest... yeah, a fairly basic algorithm that gives you a chance of capturing portions of the colony, preferrable with a few elaborations like being capped by surviving defenders, would be a big improvement and work well enough for a first pass.
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The Academy / Re: RamDisk
« Last post by Faenor on Today at 01:09:03 AM »
Ak ok on with the C the program will allow the best use of the new processor and the ram ?
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by QuakeIV on Yesterday at 11:53:00 PM »
I mean, I make beam defense stations all the time, what are you talking about?

I'd agree its kindof pointless to try to capture them vs just destroying them, but thats true of halo as well.
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