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Interesting format, kinda like a news channel instead of the usual AAR or story style.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on July 03, 2025, 05:30:55 PM »
Decoys can be any size. A few, smaller decoys would give you more flexibility if want to lessen a strike rather than commit everything.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on July 03, 2025, 01:34:50 PM »
I thought that only decoy missiles with the correct signature will defend a ship.  In other words, a 20,000 ton ship must be defended by decoys which each have a signature of 20,000, not multiple decoys with signatures that add up to 20,000. 

Hmmm...after reviewing the section on decoy missiles I can't rule out your take on it, or mine.  It isn't clear.  Arguably your take is better given the limitation on decoy launcher size, but that could be an oversight.

This way would make more sense to me as well. However, my observations of NPR designs is that they don't really match the decoy size to the ship size, and I assume Steve would not deliberately saddle the NPRs with an unworkable design feature.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on July 03, 2025, 11:54:07 AM »
A quick question on decoy launchers. 

After reviewing the section on the 2.20 changes list on decoy missiles and launchers, I'm left a bit confused and wondering if I've done something wrong.  After recent reverses, my navy is looking to install decoy missiles and launchers on its capital ships.  Easy enough.  I used the missile designer to design a decoy missile for a new 30,000 ton strike cruiser design.  The resulting missile is 150 MSP (375 tons), with a decoy signature of 30,000 tons.  As intended.  The problem arises in trying to design a launcher.  The section in the create research project window for designing the decoy launcher gives the largest size launcher as 99.  This appears to mean that I cannot have a decoy missile for anything larger than 19,800 tons.  Is this correct? 

I feel like I'm missing something.  Is there a research branch I'm missing? 

Kurt

I have noticed the same thing and believe this is an oversight on Steve's part. Probably copied from the regular missile launcher designer.

I'm still a bit unclear on the mechanics, but it seems like two decoys of half the size are as effective as a single full-size decoy. I'm not sure how the size scaling is supposed to work to make "right sized" decoys the most effective.

I thought that only decoy missiles with the correct signature will defend a ship.  In other words, a 20,000 ton ship must be defended by decoys which each have a signature of 20,000, not multiple decoys with signatures that add up to 20,000. 

Hmmm...after reviewing the section on decoy missiles I can't rule out your take on it, or mine.  It isn't clear.  Arguably your take is better given the limitation on decoy launcher size, but that could be an oversight. 
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on July 03, 2025, 11:24:58 AM »
A quick question on decoy launchers. 

After reviewing the section on the 2.20 changes list on decoy missiles and launchers, I'm left a bit confused and wondering if I've done something wrong.  After recent reverses, my navy is looking to install decoy missiles and launchers on its capital ships.  Easy enough.  I used the missile designer to design a decoy missile for a new 30,000 ton strike cruiser design.  The resulting missile is 150 MSP (375 tons), with a decoy signature of 30,000 tons.  As intended.  The problem arises in trying to design a launcher.  The section in the create research project window for designing the decoy launcher gives the largest size launcher as 99.  This appears to mean that I cannot have a decoy missile for anything larger than 19,800 tons.  Is this correct? 

I feel like I'm missing something.  Is there a research branch I'm missing? 

Kurt

I have noticed the same thing and believe this is an oversight on Steve's part. Probably copied from the regular missile launcher designer.

I'm still a bit unclear on the mechanics, but it seems like two decoys of half the size are as effective as a single full-size decoy. I'm not sure how the size scaling is supposed to work to make "right sized" decoys the most effective.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on July 03, 2025, 11:06:15 AM »
A quick question on decoy launchers. 

After reviewing the section on the 2.20 changes list on decoy missiles and launchers, I'm left a bit confused and wondering if I've done something wrong.  After recent reverses, my navy is looking to install decoy missiles and launchers on its capital ships.  Easy enough.  I used the missile designer to design a decoy missile for a new 30,000 ton strike cruiser design.  The resulting missile is 150 MSP (375 tons), with a decoy signature of 30,000 tons.  As intended.  The problem arises in trying to design a launcher.  The section in the create research project window for designing the decoy launcher gives the largest size launcher as 99.  This appears to mean that I cannot have a decoy missile for anything larger than 19,800 tons.  Is this correct? 

I feel like I'm missing something.  Is there a research branch I'm missing? 

Kurt
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by ruifac on July 03, 2025, 09:22:16 AM »
Looking awesome 2.6.

Keep up the creative work  :)
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Aloriel on July 03, 2025, 07:47:58 AM »
My thought on the same subject was that custom components could have an optional officer slot, and even potentially an associated skill. We have to design them as a tech, and these two adjustments could be part of that design phase.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on July 03, 2025, 04:57:40 AM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

If its been requested a few times then and not implemented it means there is more involved to implement it or it will cause issues with other systems or its just not in Steve's eyeline. Which is fair enough.
But If it was a bonus balancing issues I would be prefectly happy excluding any addtional bonuses more officers would cause. I want it purely for RP reasons, Career history,Medals ,Career XP and natural promotions. I like seeing that the Grand Admiral of my fleet started out as simple Fighter Pilot that worked his way up with loads of medals from command of a varity of ships.   

I seen on some of your posts also that other players have issues with having enough officers, so it would be cool also if the additional officer slots had a lower priority then the main ones like Captain or whatever. This would help prevent an officer being put into a useless RP role where they could have been better used commanding a war ship.

I dont know if its possible but if you take the bridge module for example with one slot for Captain. Could it be changed to allow up to say 3 slots with decending priority. Captain,Helmsman and Navigator for example. The last two dont provide any additonal bonuses and would only be filled if all other Captain slots in the fleet had been filled.

The other modules would have similar like Science Officer, Junior Science Officer etc/

Senior Army officers are generally always an issue for me also but I thinks thats becuase i leave Army build up to late. I usually have 100s of the lowest rank army officer with nothing above. I know i can just promote but RP wise i dislike this, mostly because of the aformentioned lack of history ha.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by papent on July 02, 2025, 02:55:04 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

Basically it boils down to the following:
Quote
A minor suggestion and an expansion of the Misc component Idea

Miscellaneous Ship Officer Stations
You design the components on the Create Research Projects window by:
Choosing a size (from 1 HS to 10)
giving the component a name
Choosing an Officer Type ( Naval, Ground, Admin, Scientist)
Choosing an Officer Skill That will be the Primary selection Criteria
For Naval/Ground/Admin only: Rank Required

  • Cost is equal to size in HS and the mineral requirements are split between 20% Duranium and 80% Corbomite.
  • The HTK is equal to the square root of the size.
  • The officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component.


two example Officer Stations

Code: [Select]
Internal Security Control
Cost 100   Size 100 tons   Crew 15   HTK 1
Officer: Ground Force Officer
Rank: Major
Skill: Ground Combat Defence
Base Chance to hit 100%
Materials Required: Duranium  20    Corbomite  80   

Code: [Select]
Civil Logistic Liaison
Cost 200   Size 200 tons   Crew 30   HTK 2
Officer: Civilian Administrator
Rank: Admin Rating 1
Skill: Logistics
Base Chance to hit 100%
Materials Required: Duranium  40    Corbomite  160   
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