C# Aurora > Development Discussions

C# Aurora v0.x Questions

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sloanjh:
Let's use this thread to ask simple questions about C# Aurora, so that:

1)  Important posts from Steve (like the recent progress update) don't get aged away so quickly by many tiny threads
2)  People can catch up in a single thread with the questions they missed - less clicking.
3)  The same question doesn't keep getting asked (in a new thread - see #1) over and over; people can review the thread before asking their own question.
4)  Steve can filter his attention by having all the questions in one place.  Note that he won't and shouldn't answer all of them - time he spends answering questions takes away from time coding :)

Please put still put suggestions in the suggestions thread; this is for questions that aren't suggestions.

Thanks!
John

Odin:
Will the game use more than one core?

How about GUI consistency?
Some numbers use a thousand separator, others not.
Part of the game use HS, other parts tons, distance is measured in "millions of km". Why not use the SI and its prefixes or even the scientific notation?

There will be the possibility to multiselection? In the current state i have to use an input recorder to do certain repetitive task, like converting 150 ground units in cadre, or adding slipways to multiple shipyard.
The atrocious GUI for the naval organization will be fixed?

Steve Walmsley:

--- Quote from: Odin on May 28, 2018, 12:25:51 PM ---Will the game use more than one core?

How about GUI consistency?
Some numbers use a thousand separator, others not.
Part of the game use HS, other parts tons, distance is measured in "millions of km". Why not use the SI and its prefixes or even the scientific notation?

There will be the possibility to multiselection? In the current state i have to use an input recorder to do certain repetitive task, like converting 150 ground units in cadre, or adding slipways to multiple shipyard.
The atrocious GUI for the naval organization will be fixed?

--- End quote ---

At the moment, it doesn't use multiple cores. Much of Aurora is sequential, rather than concurrent, so the opportunity to take advantage of multiple cores or multi-threading is limited. However, if I find performance is a problem, I will spend some time on this area.

You can see the new GUI on the many screenshots available:
http://aurora2.pentarch.org/index.php?topic=8455.0

Currently C# does use tons in some places and HS in others. I am leaning more towards displaying tons, but there would be a lot to change and the game itself is mainly based on HS.

Multi-selection will be possible in some circumstances. The naval organisation function in VB6 has been integrated into the new fleet window. See the changes list for details:
http://aurora2.pentarch.org/index.php?topic=8495.0

In fact, I would recommend everyone to check the changes list and the screenshots, as they will answer many questions.

MadHatter:
Will C# Aurora have hyperdrive and laser warheads return? What will be the mechanics for each?

Jovus:

--- Quote from: MadHatter on May 30, 2018, 01:33:35 PM ---Will C# Aurora have hyperdrive and laser warheads return? What will be the mechanics for each?

--- End quote ---

Just FYI, but laser warheads currently work.

Or, well, they function.

What they do; laser warheads do not change the damage profile (penetration still goes by the square root of damage). Plus, usually, laser warheads will lower your damage, since damage is controlled by number of laser emitters, which is related to warhead msp by a simple formula I don't remember at the moment that usually ends up giving less damage output.

However, the one big advantage of laser warheads is their standoff range. Laser warheads detonate and apply damage from a distance away from the enemy ship dependent on your laser tech.

That said, I'm all for a C# redefinition that allows laser warheads to use the laser profile.

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