Author Topic: C# Aurora Changes List  (Read 27222 times)

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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #30 on: May 29, 2017, 07:00:09 AM »
Missile Launcher Changes

Missile Launchers have undergone significant changes in C# Aurora.

1) Fractional-size launchers can be created. The minimum is still 1 HS but a launcher can now be 1.1 HS, 2.7 HS, etc.

2) The reduced-size launcher techs are all available immediately and do not need to be researched. This means box launchers are available from the start. The progression for reduced size launchers has been altered slightly:
0.75 HS  2x Reload
0.6 HS  5x Reload
0.4 HS  20x Reload
0.3 HS  100x Reload
0.15 HS  100x Reload (Box Launcher) - note that reload for this was x15 in VB6.

If a box launcher containing a missile is damaged, the missile will explode. The chance of this happening can be reduced by a new tech line. The first step reduces the explosion chance to 70% for 1000 RP and the last step reduces to 5% for 120,000 RP.

The base reload rate for all missile launchers is now: (SQRT(missile size) * 30 seconds * Reduced Size Modifier)  / Reload Rate Tech.

Assuming a race has reload rate tech of 3, a normal size 1 launcher will reload in 10 seconds, a size 4 will reload in 20 seconds and a size 9 will reload in 30 seconds. This change will dramatically reduce reload times for larger launchers.

The change for box launcher reload rate from x15 to x100 is not as dramatic as it seems for larger missiles due to the new reduced reload times for larger missiles. However, it is still an significant increase from VB6. A size 4 missile mounted on a box launcher will now take about 1h 40m to reload in a hangar and about 17 hours for maintenance facilities. A size 6 is about 2 hours and 20 hours respectively.

These changes are intended to:
1) Reduce the disadvantage of larger missiles,
2) Remove the realism issue of not having box launchers available at low tech yet make box launchers a more difficult decision vs standard-type launchers.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #31 on: June 10, 2017, 12:34:07 PM »
New Passive Sensor Model

A new passive sensor model has been implemented for C# Aurora, using similar principles to the new active sensor model. In VB6 Aurora, small ship-based passive sensors are not particularly effective compared to active sensors in terms of detection, although their passive nature does allow a ship some sensor capability without giving away its position. Planet-based passive sensors (deep space tracking stations) are very effective as they can be stacked to cover the whole star system,

The C# Aurora passive sensor model substantially improves small passive sensors, particularly against small signatures, while dramatically reducing the benefits of creating large numbers of deep space tracking stations.

The VB6 sensor model is based on the following formula, which increases range in direct relation to sensor strength:
Detection Range = Passive Sensor Strength * Target Signature * 1000 km.  For example, a strength-10 thermal sensor would detect a signature-500 target at 5m km (10 * 500 * 1000).

The C# model uses all the existing technology and tech values. However, the sensor strength now has to cover an area rather than a direct range, creating diminishing returns for larger sensors.
Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km. The same example as above would result in the strength-10 thermal sensor detecting the signature-500 target at 17.7m km.

Because of the great improvement in the performance of small passive sensors, there will no longer be an inherent size-1 passive sensor on all ships. In addition, the smallest functional passive sensor on a missile will be 0.25 MSP.

The screenshot below demonstrates the difference between the two models.



« Last Edit: June 11, 2017, 08:48:55 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #32 on: June 11, 2017, 09:12:19 AM »
Missile Updates

The following changes will be made to missiles in C# Aurora:

1) Missile Armour has been removed.

2) Laser warheads have been removed (I may add these back at some point in the future).

3) ECM is now a fixed 0.25 MSP for missiles. The 'Missile ECM' tech line has been removed and if a missile is equipped with ECM it will have the same ECM capability as the current racial ECM technology, The missile design will maintain that ECM capability and will not be upgraded if the racial tech improves. For each level of ECM, the missile will be 10% harder to hit with energy weapons and will reduce the lock of missile fire controls by 10%. This can be negated by linking a similar level of ECCM to the point defence fire controls.

4) Missiles can be equipped with ECCM, which is a fixed 0.25 MSP. The missile ECCM level will be equal to the current racial ECCM tech. In C# Aurora, the ECCM of missile fire controls will only affect the range at which the fire control can lock on. The ECCM of the missile itself will affect the chance of the missile striking its target, if that target has active ECM.

5) Any missile sensor (active, thermal, EM or Geo) has to be a minimum of 0.25 MSP or it will have no effect.

6) Missile series have been removed. Instead, there will be more detailed class loadout options.

These changes will make electronic warfare much more important for missile combat. Missiles with ECM will become harder to shoot down and missiles without ECCM will have a reduced chance to hit targets equipped with ECM. Anti-missile missiles will either be less effective, or larger, vs ECM-protected missiles, while anti-ship missiles are likely to increase in size (and therefore reduce salvo sizes). Large volleys of size-1 missiles will be less effective in a heavy EW environment and no longer have a huge advantage in launching speed (due to the missile launcher changes).
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #33 on: June 27, 2017, 02:01:50 PM »
Turret Update

A minor update. The benefits of multiple energy weapons in turrets have been doubled. A twin turret now has a 20% reduction in crew vs two solo weapons and has a 10% reduction in gear size. A quad turret has a 40% reduction in crew vs four solo weapons and has a 20% reduction in gear size.

In addition, I found an error in the VB6 code for turret design that meant a turret needed four times more armour than a ship of equivalent size. This has been corrected for C# Aurora, which means armoured turrets are now much more viable.
« Last Edit: June 27, 2017, 02:45:33 PM by Steve Walmsley »
 
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Re: C# Aurora Changes List
« Reply #34 on: July 09, 2017, 06:08:02 AM »
Missile Thermal Detection

In VB6 Aurora, the thermal detection of missiles is based on the following formula:

(Missile Size / 20) * (Speed / 1000)

I have no idea why I coded thermal detection for missiles to be based on size, although I am sure it seemed like a good idea at the time :). For C# Aurora, missiles will use the same formula as ships for thermal signature:

Max Engine Output * (Current Speed / Max Speed) * Thermal Reduction

As missiles (for now anyway), don't have thermal reduction or an option to travel below maximum speed, their thermal signature is equal to the power of their engines. Combined with the changes to passive detection, this means that missiles in C# Aurora will probably be detected by thermal sensors at much greater distances than in VB6 Aurora.

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #35 on: July 18, 2017, 05:05:43 PM »
Commercial Hangars

Commercial hangars are available in C# Aurora. They are 50% larger than military hangar bays (size 32), have the same cost of 100 BP and the same crew requirement (15).

They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships. With this in mind, a military ship still has normal maintenance requirements while in a civilian hangar.

However, as you can maintain ships in deep space in C# Aurora it will be possible to build a large ship that could provide both commercial hangar space and maintenance, or combine ships with commercial hangars and ships with maintenance modules to provide a logistics hub.

 
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Re: C# Aurora Changes List
« Reply #36 on: July 18, 2017, 05:43:23 PM »
Beam Weapon Recharge

In VB6, if a power plant is damaged, it slows down the recharge rate of all weapons by a proportionate amount.

In C# Aurora, power is allocated weapon by weapon until the available power is exhausted. This means that some weapons may not be recharged, but the others will be recharged at the maximum rate. Weapons are charged in order of ascending power requirement. Once a weapon is recharged, it will require no more power and other weapons can begin the recharge process.

This should allocate power in the most effective way to keep a ship in the fight.
 
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Re: C# Aurora Changes List
« Reply #37 on: July 19, 2017, 04:02:13 AM »
Commercial Magazines

I've added a non-military magazine to C# Aurora. There are two versions; one with 100 capacity and one with 500 capacity.

In general terms they are cheaper but less efficient in terms of space then military magazines. Also, they have a 100% explosion chance if hit, so don't apply for a job on a commercial ammunition transport :)

Commercial Magazine - Capacity 100, Size 12, Cost 25, Crew 5, HTK 1, RP 2000
Commercial Magazine - Capacity 500, Size 50, Cost 100, Crew 20, HTK 1, RP 5000

Even if you armour the ship, one of the magazines could still explode due to shock damage. As the magazines are fairly large, if they are hit then the ship is probably gone, so it would be a Bad Idea to take a commercial ammunition transport along with the battle fleet.

 
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Re: C# Aurora Changes List
« Reply #38 on: August 06, 2017, 12:11:59 PM »
Crew Grade & Ground Unit Training

Crew Training
In VB6 Aurora, each ship crew receives grade points during each construction phase. The number of grade points received per year is equal to the commander's crew training rating. The maximum number of points is 2000.

In C# Aurora, each ship crew receives grade points during each construction phase. The number of grade points received per year is equal to 50% of the commander's crew training rating, plus 100% of the executive officer's crew training rating. This training will only happen if the ship has at least one command & control system undamaged. The maximum number of points is 1000.

A ship's crew grade bonus is equal to SQRT(Grade Points) - 10. So for VB6 Aurora the maximum is 34% and for C# Aurora it is 21%.

The net effect is that the grade bonus will be received more quickly but has a lower maximum value. The gap will be made up by the bonuses of other officers, such as the Tactical Officer or Chief Engineer.

Ground Unit Training
In VB6 Aurora, a battalion can increase morale if its brigade HQ is on the same planet and the commander of that HQ has a Ground Unit Training Rating > 0. The chance of a single point increase in morale is equal to:

Annual Morale Increase Chance % = (HQ Commander Training Bonus - ((Battalion Morale - 100) * 2)

For example, assume a battalion with morale of 105 and a brigade commander with a training bonus of 50. Chance = (50 - 10)  = 40%. If the division HQ is also on the planet, half the training bonus of the division commander is added to the bonus of the brigade commander. So if the division commander had a training rating of 200, that would increase the chance to about 140% per year. The check takes place each construction phase using a modifier of (construction phase in seconds / year in seconds). Even so, the chances of high morale units are relatively low, especially as each increase in morale makes subsequent increases more difficult.

In C# Aurora, some general principles remain. The battalion being checked must be on the same planet as the brigade HQ and the division commander can also add half his bonus if also on the same planet. However, the morale increase formula is much more generous.

Annual Morale Increase Chance % = (HQ Commander Training Bonus  * 2). So the above brigade commander with a 50 bonus has a 100% chance per year of increasing morale in each unit in his brigade. Combined with the above division commander, that will increase the chance to 300% per unit, resulting in multiple morale increments each year. There is no longer any reduction in the chance of a morale increase due to increased unit morale but the maximum morale of any battalion will be equal to 100 + the brigade commander training rating. So in this case, no unit in the brigade can increase beyond 150 morale. If a battalion has higher morale than the brigade commander training rating, that battalion's morale will fall at the rate of 10 per year.

These changes should make ground unit morale and commander ground training bonuses much more useful and add the chances of elite ground forces. It is also makes assignment of ground unit HQ commanders more interesting.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #39 on: August 09, 2017, 06:15:52 PM »
Admin Commands

An earlier post in this thread briefly touched on Admin Commands. http://aurora2.pentarch.org/index.php?topic=8495.msg97344#msg97344

This post provides more details. Every race starts with a single top level Admin Command (which can't be deleted but can be renamed). All other Admin Commands descend in a tree from this one. You can only attach an Admin Command to another Admin Command but you can have an unlimited number of levels in the Admin Command hierarchy. Fleets can only be attached to Admin Commands. Many fleets can be attached to the same Admin Command but each fleet can only be attached to one Admin Command.

An Admin Command can be created at a population with a Naval Headquarters (a new installation). Each level of a Naval Headquarters costs 1200 BP and can be moved with the same cargo requirement as a research facility. Naval Headquarters function in a similar way to Sector Commands, with each doubling of the level adding +1 to the command radius. For example, level 1 has a Radius of 1, level 2 has a radius of 2, level 4 has a radius of 3, level 8 has a radius of 4, etc.. The command radius of the Admin Command is based on the Naval Headquarters in which it is based (with modifications for certain types of Admin Command). A single Naval Headquarters can support multiple Admin Commands.

If a fleet is within the command radius of its parent Admin Command, each ship within the fleet gains benefits based on the type of command and the bonus of the commander assigned to the Admin Command. There are seven different types of Admin Command, with the following capabilities.

Naval: Provides 25% of the Admin Command commander bonus for Crew Training, Reaction, Engineering and Tactical. (For example, if the commander has a 20% Reaction Bonus, a 5% bonus would be provided).

Patrol: Provides 25% of the Admin Command commander bonus for Reaction and Engineering. This command type operates at twice the command radius of the parent naval headquarters.

Survey: Provides 25% of the Admin Command commander bonus for Survey and Engineering. This command type operates at twice the command radius of the parent naval headquarters.

Logistics: Provides 25% of the Admin Command commander bonus for Logistics (cargo load/unload speed) and 10% of the bonus for Mining (including Harvesting) and Terraforming.

Industrial: Provides 25% of the Admin Command commander bonus for Mining and Terraforming, plus 10% of the bonus for Logistics.

General: Provides 10% of the Admin Command commander bonus for Crew Training, Reaction, Engineering, Tactical and Survey, plus 5% for Industrial and Logistics.

Training: Functions differently to the others. Fleet Training can only take place within the command radius of a Training Admin Command. The crew training rating of the Admin Command commander is used as the basis for the speed of training.

Each Admin Command also gains additional bonuses if it is within the command radius of its own parent command. For example, if a survey fleet is within the command radius of a Survey Admin Command it will provide 25% of the bonus of the commander of that Survey Admin Command. If that Survey Admin Command is within the command radius of a parent Survey Admin Command, that bonus would be multiplied by 25% of the parent admin command commander bonus. So if both Admin Commands each had a commander with a 30% survey bonus, the total provided bonus to ships in the command radius of the lower Admin Command would be 15.56% (1.075 * 1.075). If a third layer existed above those two and that also had a commander with a 30% bonus, the overall bonus would rise to 24.23%.

This isn't as easy to achieve as it might seem as each of these Admin Commands will need an assigned commander or the chain will be broken. Also each superior Admin Command requires a commander of higher rank than the inferior Admin Command and any Admin Command with fleets directly attached requires a higher rank than the highest-ranked ship captain in those fleets. Therefore, large hierarchies are difficult to achieve. However, this does give meaningful commands for those higher ranked commanders that currently are used as the captains of major warships. It also means that if you establish the necessary command infrastructure required to support your fleets across your territory, it can have substantial benefits.

Each increment, the command radius of all admin commands is checked so that all activity within that increment will use up-to-date information. This is dynamic during the turn, so the position of a ship or fleet at the moment it checks a bonus is used to determine the effect of the command network. The command hierarchy is checked each increment and whenever you modify that hierarchy so that you will always have up to date information on what rank is required for each Admin Command.

This command network is created using the new Admin Command tab on the Naval Organization window (see below). The Admin Commands are in green on the main structure chart. Each one is prefixed by the type abbreviation and suffixed by the required rank and current location. Selecting an Admin Command shows the systems within range and any Naval Headquarters in those systems. There is also a list of all Naval Headquarters within your Empire and a breakdown of the different Admin Command types. New commands can be created by selecting a parent Admin Command, a host population and an Admin Command Type. Fleets can be dragged and dropped between Admin Commands as desired. I will also add a movement order specifying a change in Admin Command.

None of this functionality has to be used as all new fleets will be assigned to the single, starting Admin Command. However, for those players who wish to set up their own command structures, I hope this will add an interesting extra dimension to the game. As with all these changes, I may modify things a little as a result of play testing but the essential principles should remain the same.

 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #40 on: August 22, 2017, 05:57:02 PM »
Titans

This is a repost from the v7.2 changes list as that was never realised.

A new type of ground unit will be introduced in C# Aurora - the Titan. Titans are huge combat walkers from WH40k, BattleTech, etc.,

In Aurora, they serve as powerful ground combat units with a special bombardment ability and defensive advantages. Below is the current state of the rules (which may change after play test):

1) Titans are created in a new type of planetary installation - the Titan Construction Yard. The TCY is 10,000 RP, 2400 BP (240 Duranium, 2160 Corbomite) and produces 200 BP per year. The TCY becomes available once Assault Infantry is researched. They can be recovered in ruins (although rarely). Titans are constructed like other ground combat units using the same tab in the production window. Titan Construction Yards and Ground Force Training Facilities are shown in the same list (like naval and commercial shipyards).

2) Titans are transported in the Titan Bay, a special type of module for ships similar to a troop transport bay. Titans cannot use troop transport bays and normal ground units cannot use Titan Bays. Movement orders for embarking and disembarking Titans work in the same way as orders for embarking and disembarking ground troops. Titans cannot use combat drop modules. The Titan Bay is 5000 RP and can be researched once you have Titan Construction Yards and troop transport bays. Cost: 100 BP (10 Duranium, 90 Corbomite) , Size 100 HS, 25 Crew. Commercial System. Can hold 3 units of Titans.

3) Titans act as normal ground combat units with attack and defence strengths and take part in normal combat resolution.

4) They have Hit Points instead of readiness but these are equivalent in combat. Titans may have more than 100 HPs (ground forces always have 100 readiness)

5) Titans do not recover hit points in the same way that ground units recover readiness. Instead they are automatically repaired in Titan Bays using maintenance supplies at a rate of 1 HP per day (1 HP costs 1 MSP), as long as MSP are available.

6) Titans are unaffected by Morale

7 In normal ground combat, Titans have a lower chance to be damaged. This is similar to HQ units, which have only 50% of the normal chance of damage. The lower chance of damage will vary by Titan.

8) After each round of ground combat, Titans will bombard the enemy (calculated before combat and resolved afterwards). This is effectively a free attack and does not consider attack vs. defence odds. The target is determined randomly but all enemy Titans will be attacked before any normal ground units. The bombardment attack inflicts random readiness damage (or HP damage) between 1 and double the Titans attack strength rating. Bombardment attacks cause collateral damage.

9) The Titan's lower chance of damage modifier does not apply during bombardment attacks. In effect, the bombardment attack represents the Titan's "Big Guns" while its participation in normal combat represents its secondary armament and attempts by enemy ground forces to destroy it.

10) The first Titans in the game are as follows (more will be added at some point, including command Titans to serve as HQs):

Warhound Titan: 10,000 RP, 200 BP, 100 HP, Attack/Defence: 1 * Racial Ground Combat Strength, 0.75 x Chance of Damage, Size 1
Reaver Titan: 20,000 RP, 360 BP, 200 HP, Attack/Defence: 2 * Racial Ground Combat Strength, 0.50 x Chance of Damage, Size 2
Warlord Titan: 50,000 RP, 500 BP, 300 HP, Attack/Defence: 3 * Racial Ground Combat Strength, 0.25 x Chance of Damage, Size 3

Titan production requires 20% Duranium and 80% Corbomite.

The first Titan (Warhound) become available after Assault Infantry
The second Titan (Reaver) requires Heavy Assault and the Warhound as prerequisites.
The third Titan (Warlord) requires the Reaver as a prerequisite.

As with normal ground units, you can name individual Titans and rename the overall classes of Titans.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #41 on: August 26, 2017, 08:16:13 AM »
Recovering Technology and Ship Components from Ruins

In order to prevent unbalancing tech advancements occurring while excavating very large ruins, the maximum tech advancement you can achieve from recovering abandoned installations will be based on the tech level of the ruin race. The max development cost of any associated tech will be:

(2 ^ (Ruin Race Level + 1)) * 1000;

This means a level 1 ruin race will have tech up to 4000 RP, a level 2 race up to 8000 RP, etc. with the maximum being a level 5 race with tech up to 64,000 RP.

When standard components are selected for recovery (such as gravitational survey sensors), they will be the best available component within the above limit. If no component of the specified type is available within the limit (for example when the random selection is a 5000 RP Asteroid Mining Module for a level 1 race), nothing will be recovered.
« Last Edit: August 26, 2017, 10:47:20 AM by Steve Walmsley »
 
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Re: C# Aurora Changes List
« Reply #42 on: September 01, 2017, 06:50:00 AM »
Commander Careers

In C# Aurora, the rules for accidental death and commander health remain as they are in VB6 Aurora.

Retirements are handled differently. An naval officer will be checked for the potential for retirement from service once the length of his career exceeds the minimum retirement time for his rank. The minimum retirement point is 10 years for the lowest rank. For other ranks it is equal to 10, plus 5 years for every level of rank above the minimum. So assuming lieutenant commander was the lowest rank, minimum retirement would be 10 years after career start for a lieutenant commander, 15 years for a commander, 20 years for a captain, etc..

For ground forces commanders the minimum retirement is 20 years for the minimum rank. For other ranks it is equal to 20, plus 5 years for every level of rank above the minimum.

For scientists and administrators the minimum retirement is 40 years.

The chance of the retirement occurring is 20% for each year beyond the minimum retirement date. This is doubled if the commander has no assignment. Each increment the chance is checked using: (Increment Length / One Year) * Retirement Chance.

The VB6 concept of 'tour length' does not exist in C# Aurora, so there will no longer be mass-reassignments every couple of years. In addition, the removal of officers after six years with no command will no longer happen. Instead, C# should have a more realistic progression because of the different mechanics. Firstly, inactive or low ranked commanders will tend to retire relatively early, which will keep overall officer numbers down and open up their commands (if one exists) for new assignments. Secondly, ships can potentially have multiple officers, which creates many more assignments. Thirdly, each ship (or other officer position) can only be assigned to an officer of a specific rank. As soon as that officer is promoted, he has to leave that position, which opens it up for another officer. Finally, naval officers in non-command positions (XO, Tactical Officer, CAG, Chief Engineer, Science Officer), will be automatically assigned to any ship command position that becomes available, assuming they have suitable bonuses, opening up their previous role.

Ship commander ranks are based on the following rules:

1) Assume lowest rank if none of the following conditions exist. Otherwise use the highest applicable rank for any condition.
2) Lowest rank + 1 for any ship class equipped with any of the following: Geological or Gravitational Sensors, Auxiliary Control, Science Department, Jump Drive
3) Lowest rank + 2 for any ship equipped with any of the following: Weapons, Military Hangar Bay, Main Engineering, CIC, Flag Bridge
4) Regardless of the above, any ship of 1000 tons or less will be the lowest rank, unless it has one of the control stations (Auxiliary Control, Science Department, Main Engineering, CIC)

Additional officers on the same ship have the following rank requirements:
1) One rank lower than required ship commander rank: Executive Officer, Science Officer, Commander Air Group
2) Two ranks lower than required ship commander rank: Chief Engineer, Tactical Officer

For example, the executive officer on a warship would be lowest rank + 1 (one lower than commander requirement) while the executive officer on an unarmed geological survey ship would be the lowest rank.

Overall, the variety of positions available at different ranks, combined with the positions opening up due to retirements, promotions and assignment of junior officers to ship command, should provide a more interesting career progression.
« Last Edit: September 02, 2017, 05:21:57 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #43 on: September 02, 2017, 06:08:45 AM »
Auto-Assignment of Naval Commanders

Auto-Assignment of naval commanders is similar to VB6, although the process is now more detailed.

Every class of ship has a Commander Priority, a Primary Assignment Priority and a Secondary Assignment Priority. The Commander Priority is set by the player, while the others are set by Aurora. Each class also has a Primary Bonus Type. When the list of ships without commanders is created every construction phase (during the auto-assignment phase) it is ordered by Commander Priority then by Primary Assignment Priority and then by Secondary Assignment Priority.

The ships are cycled through in that order, searching the available commanders (which is any unassigned commander or any commander assigned to a non-command position on a ship) for a suitable match for each ship. A suitable commander must have the primary bonus for the ship or they will not be assigned. In C# Aurora, unassigned commanders still have a small chance of gaining experience, including new bonuses, so they may be assigned in the future even if they currently do not have a suitable bonus.

Primary and Secondary Assignment Priorities and the Primary Bonus are set based on the following rules. Secondary Assignment Priorities are based on descending order for the ship class and the Primary Bonus is based on descending order for the commander.

Geo Survey or Grav Survey
Primary: 1
Secondary: Size
Bonus: Survey

Protection Values > 0
Primary: 2
Secondary: Protection Value
Bonus: Crew Training

Military Vessel
Primary: 3
Secondary: Size
Bonus: Crew Training

Construction Ship
Primary: 4
Secondary: Class Cost
Bonus: Production

Terraformer
Primary: 5
Secondary: Number of Terraforming Modules
Bonus: Terraforming

Harvester
Primary: 6
Secondary: Number of Harvesting Modules
Bonus: Mining

Asteroid Miner
Primary: 7
Secondary: Number of Mining Modules
Bonus: Mining

Salvager
Primary: 8
Secondary: Number of Salvage Modules
Bonus: Production

All Others
Primary: 9
Secondary: Size
Bonus: Logistics

Bear in mind that all of the above is secondary to the priority given to each class by the player, so if you want a particular type of ship to get the best commanders assigned, give it a high priority.

After ship commanders are assigned, the non-command positions are assigned. Ships must have the appropriate command module for each non-command position in order for a commander to be assigned and the commander must have the required bonus. For each of the non-command positions (in the order below), the ships with an available position are ordered using the same rules as above, including the player priority. The positions and requirements are as follows:

Executive Officer
Command Module: Auxiliary Control
Bonus: Crew Training

Science Officer
Command Module: Science Department
Bonus: Survey

Commander, Air Group
Command Module: Primary Flight Control
Bonus: Fighter Operations

Chief Engineer
Command Module: Main Engineering
Bonus: Engineering

Tactical Officer
Command Module: CIC
Bonus: Tactical
« Last Edit: September 03, 2017, 05:07:31 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #44 on: September 02, 2017, 07:27:31 AM »
Crew Morale

An issue in VB6 is that crew morale is checked for all ships, yet for many ships (anything that is not a military ship or doesn't mount survey sensors), the morale is effectively irrelevant.

Therefore in C# Aurora, only ships for which morale is a potential issue will be checked for exceeding deployment time. This check is indicated by the addition of 'MCR' to the end of the Intended Deployment Time row of the class summary.

The requirement for a ship to have at least a 3 month deployment time in order to be classed as a non-military vessel still remains.
 
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