VB6 Aurora > VB6 Mechanics

Change for v6.40

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Steve Walmsley:
I am going to put all the various posts covering updates for v6.40 in this thread (I still haven't had chance to go through the bugs thread for v6.30 but it will likely be a database update when the bugs are fixed)

So far for v6.40:

Shipyards will now be auto-named at start (instead of Shipyard #1, Shipyard #2 etc.) and when new shipyards are constructed. The name will be a combination of one or two surnames from the commander names theme plus one of about sixty different suffixes such as "Shipyard", "Shipbuilding Company", "Navy Yard", etc.. This format will also be used for the auto-rename button for shipyards instead of the current set list of Earth-based shipyards.

Some example shipyard names, using the Warhammer 40k commander name theme:

Styphus-Mael Heavy Industries
Adamantis Shipyard
Alaric-Phaeron International
Galenus Naval Shipbuilding
Valefar Enterprises

I've also created a random company name generator for the Create Research Project window. There is a new text box above the System Name, along with a Suggest Name button. You can keep clicking the suggest name until it creates a manufacturer name you like. That will then be used as a prefix for whatever you call the new system. The Company Name will remain there without being affected by any changes to the parameters, so you can use it for several systems without retyping. The Company Name comprises one or two commander surnames plus potentially a suffix such as Corporation, Industries, etc.. You can leave the company name field blank if desired.

A few example company names, using the Warhammer 40k commander name theme:

Crassian Space & Security
Vulkan-Ravenor
Orias & Galenus Dynamics
Anzu-Lazerian Limited
Alexander-Vandis
Prometheus-Rachmiel Electronics Industries
Dominus-Loken
Typhon-Macharius
Lexandro International
Gothicus-Phaeron

Steve

Steve Walmsley:
Fleet Training Change
Fleet Training rate is currently based on task force commander's crew training plus half the operations officers crew training. For v6.40 this is changing to task force commander's crew training * task force operations bonus. The latter is equal to the operations officer's operations bonus * 25% of task force commander's operation bonus.

So if the TF commander has crew training 200 and ops bonus 10% and the operations officer has ops bonus 20%, the fleet training rating for the task force will be 200 x 1.05 x 1.20 = 252

Steve Walmsley:
Order Template Update
Added delete button for Order Templates (and fixed issue with using template when there are already orders in the fleet's queue).

Steve Walmsley:
Multiple NPRs in Sol Start

I'm embarking on something of an experiment for v6.40. Sol starts generally require human control of all faction or war breaks out fairly quickly. So for v6.40 I've added a Truce Countdown Clock during game setup. You specify the time for the clock in years and NPRs will have a fixed neutral relationship with races who start in the same system for that period of time. This means you can setup a multi-race (Trans-Newtonian) start in Sol while controlling only one faction. The other factions won't consider attacking unless you attack them first or the clock runs out. Even after the clock runs out, you may still be able to prevent war with diplomatic teams, etc.

In effect, you will have the time on the clock to establish yourself outside the Sol system before all hell is likely to break lose. Even if they fight each other instead of you Earth is probably going to suffer. This isn't a good scenario for turtling and it forces you to go out into the galaxy with less forces than you might like because of the time constraint. The other factions will also be expanding and you might be settling the same worlds.

I'm going to run a test scenario for this with a clock around 10-20 years and I'll post some updates on how it goes.

Steve

Steve Walmsley:
Underground Infrastructure

Underground Infrastructure functions in the same way as normal infrastructure except for the following:

1) It costs 10 BP per point, compared to 2 BP for normal infrastructure, because of the need to build artificial gravity into the construction.
2) It cannot be transported so it must be built on site.
3) it can only be used on worlds for which the gravity is too low to support a normal colony. In this case, the population lives beneath the surface of the body and makes use of artificial gravity. Because of the difficulties in building and maintaining this infrastructure, the body is treated as colony cost 3.0 for the purposes of underground infrastructure requirements, agriculture/environment, etc..

In essence, Underground Infrastructure is used for hollowing out asteroids and small moons to provide underground living accommodation. It's an immovable underground version of an orbital habitat. Note that as construction of underground infrastructure has to be done on site, you will need either construction brigades or workers living in an orbital habitat manning construction factories up to the point where the asteroid can support enough workers of its own to man construction factories. This makes it a substantial undertaking but allows the creation of asteroid bases etc. Other facilities can be added as normal to the body once workers are available.

This adds some complexity because of the potential interactions between underground infrastructure and orbital habitats so it may throw up the odd bug or two until it's been thoroughly play tested.

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