Author Topic: v1.12.0 Changes Discussion Thread  (Read 36879 times)

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Offline Jorgen_CAB

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Re: v1.12.0 Changes Discussion Thread
« Reply #90 on: August 08, 2020, 05:55:31 PM »
Adding formations? Aren't formations already in the game or is this something entirely different that I'm completely out of the loop on?

Here is a quick preview.

Each fleet can be set to act in relation to another friendly fleet, designated the 'Anchor Fleet', and the presence of 'threats'. So you might set fleet A to place itself a million kilometres from fleet B in the direction of alien ship C. As fleet A and alien ship C manoeuvre, fleet B will attempt to maintain that position.

Once an Anchor Fleet is set, there is a descending order of potential threats. Firstly, you can specify a specific alien ship, even if that ship is not currently on sensors, in the same system or hostile. However, that threat will be ignored until the specific alien ship is on sensors in the same system. Secondly, you can toggle the fleet to use the nearest hostile warship as the threat. A 'warship' in this context is an alien ship that you know has weapons (as per the Intelligence for the parent alien class). So if the specific threat is destroyed or moves out of sensor range, the fleet will use the nearest hostile warship as the threat instead. Third is the toggle for the nearest hostile contact. So with no specific threat or warship, the fleet will use any hostile contact as the threat. Finally, you can use the Anchor Fleet's destination as the 'threat'

You can set a distance from the Anchor fleet and an offset bearing. So you might have two fleets set to be 30 degrees either side and ahead of an Anchor Fleet to act as sensor pickets, or you might have your support ships set at 180 degrees so they follow the Anchor fleet.

The second and third panels on the screenshot allow you to choose anchor fleets and specific threats.

Finally, if a fleet joins another fleet as a sub-fleet, the sub-fleet will retain its formation settings. While they won't be used by the sub-fleet while it is part of a fleet, they will become active again if the sub-fleet is detached and becomes a fleet again. This will allow easy detachment of escorts. I intend to have recall escort fleets and deploy escort fleets orders to make this easier. It's not all coded yet, but this is the general idea.



Just a quick question... will we be able to set a bearing on the follow command to for single fleet in a target fleet?

This would be useful for shadowing an enemy fleet from a specific angle.
 

Offline Merlin_of_chaos

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Re: v1.12.0 Changes Discussion Thread
« Reply #91 on: August 08, 2020, 06:03:41 PM »
Quote from: Jorgen_CAB link=topic=11620. msg139743#msg139743 date=1596927331
Quote from: Steve Walmsley link=topic=11620. msg139648#msg139648 date=1596797522
Quote from: Coleslaw link=topic=11620. msg139644#msg139644 date=1596783332
Adding formations? Aren't formations already in the game or is this something entirely different that I'm completely out of the loop on?

Here is a quick preview. 

Each fleet can be set to act in relation to another friendly fleet, designated the 'Anchor Fleet', and the presence of 'threats'.  So you might set fleet A to place itself a million kilometres from fleet B in the direction of alien ship C.  As fleet A and alien ship C manoeuvre, fleet B will attempt to maintain that position.

Once an Anchor Fleet is set, there is a descending order of potential threats.  Firstly, you can specify a specific alien ship, even if that ship is not currently on sensors, in the same system or hostile.  However, that threat will be ignored until the specific alien ship is on sensors in the same system.  Secondly, you can toggle the fleet to use the nearest hostile warship as the threat.  A 'warship' in this context is an alien ship that you know has weapons (as per the Intelligence for the parent alien class).  So if the specific threat is destroyed or moves out of sensor range, the fleet will use the nearest hostile warship as the threat instead.  Third is the toggle for the nearest hostile contact.  So with no specific threat or warship, the fleet will use any hostile contact as the threat.  Finally, you can use the Anchor Fleet's destination as the 'threat'

You can set a distance from the Anchor fleet and an offset bearing.  So you might have two fleets set to be 30 degrees either side and ahead of an Anchor Fleet to act as sensor pickets, or you might have your support ships set at 180 degrees so they follow the Anchor fleet.

The second and third panels on the screenshot allow you to choose anchor fleets and specific threats.

Finally, if a fleet joins another fleet as a sub-fleet, the sub-fleet will retain its formation settings.  While they won't be used by the sub-fleet while it is part of a fleet, they will become active again if the sub-fleet is detached and becomes a fleet again.  This will allow easy detachment of escorts.  I intend to have recall escort fleets and deploy escort fleets orders to make this easier.  It's not all coded yet, but this is the general idea.



Just a quick question. . .  will we be able to set a bearing on the follow command to for single fleet in a target fleet?

This would be useful for shadowing an enemy fleet from a specific angle.

there is the bearing offset button so im guessing its going to be in
 

Online skoormit

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Re: v1.12.0 Changes Discussion Thread
« Reply #92 on: August 09, 2020, 10:12:25 AM »
Quote from: Jorgen_CAB link=topic=11620. msg139743#msg139743 date=1596927331

Just a quick question. . .  will we be able to set a bearing on the follow command to for single fleet in a target fleet?

This would be useful for shadowing an enemy fleet from a specific angle.

there is the bearing offset button so im guessing its going to be in

That sets the offset from the anchor fleet, not from the target.
 

Offline Kristover

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Re: v1.12.0 Changes Discussion Thread
« Reply #93 on: August 17, 2020, 01:54:57 PM »
Setting aside my current long running 1.1 campaign in anticipation of 1.12.  There aren't any new features in 1.12 that I feel like I must have but the bug fixes are what I'm looking forward.  FOUR times in this current campaign I had my shipyard construction wiped out because of the shipyard slipway destruction bug.  I'm willing to wait to see that one alone go away.................
 

Offline kenlon

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Re: v1.12.0 Changes Discussion Thread
« Reply #94 on: August 17, 2020, 02:02:56 PM »
I think there's quite a few of us waiting with bated breath for 1.12 - the bugfixes are nice (especially the one that means the passive sensor drones I drop all over the place will actually start working!) - but it's the new features that have me excited. Hopefully Steve gets it out soon. :D
 

Offline Froggiest1982

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Re: v1.12.0 Changes Discussion Thread
« Reply #95 on: August 17, 2020, 07:32:42 PM »
Yes I am looking forward to 1.12 as well so I took a break from the game, spent a week fixing my excel to be ready for a new campaign along with a new ribbon set.

Now I will relax playing some Shadow Empire which I havent installed yet to avoid temptation and losing focus on Aurora 1.12 preparation.

Offline roug

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Re: v1.12.0 Changes Discussion Thread
« Reply #96 on: August 18, 2020, 08:50:08 AM »
Do we have a ETA on 1.12?
 

Offline Demonides

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Re: v1.12.0 Changes Discussion Thread
« Reply #97 on: August 18, 2020, 10:35:20 AM »
Do we have a ETA on 1.12?

Yes. This year  ;D
 

Offline Elvin

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Re: v1.12.0 Changes Discussion Thread
« Reply #98 on: August 18, 2020, 11:30:43 AM »
Do we have a ETA on 1.12?

I'm pretty sure we've got the same thing going on here as with Half Life 3: Every time someone asks about a release date, Steve puts the date back another week  ;D
 

Offline StarshipCactus

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Re: v1.12.0 Changes Discussion Thread
« Reply #99 on: August 18, 2020, 10:10:50 PM »
Quote from: Elvin link=topic=11620. msg140143#msg140143 date=1597768243
Quote from: roug link=topic=11620. msg140138#msg140138 date=1597758608
Do we have a ETA on 1. 12?

I'm pretty sure we've got the same thing going on here as with Half Life 3: Every time someone asks about a release date, Steve puts the date back another week  ;D

The exact formula to work out how many weeks is this. 
weeks_till_release = (when_project_finished + (1* num_posts_asking_about_release_date))
 

Offline TMaekler

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Re: v1.12.0 Changes Discussion Thread
« Reply #100 on: August 19, 2020, 01:15:24 AM »
This feels like being back before the release of C#... waiting vor 1.12  ;D
 

Online Indefatigable

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Re: v1.12.0 Changes Discussion Thread
« Reply #101 on: August 19, 2020, 03:22:15 AM »
Isle of Man 7 day weather forecast looks terribly rainy.  :) Perfect weather for some indoor coding work Steve might have.
 
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Offline Steve Walmsley (OP)

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Re: v1.12.0 Changes Discussion Thread
« Reply #102 on: August 19, 2020, 04:35:55 AM »
1.12 Update: This is sort of good news, bad news. The good news is that I have been spending a lot of time on Aurora over the last few days. The bad news is that I have been playing it, rather than programming.

My campaign has been very good in the 'just one more turn' sense. I've fixed a couple of bugs along the way, but mainly just playing. I'll try to get back to the development side this week. As someone mentioned above, the forecast is not great for the next few days so that will help. Although I just bought a drone so frustrating not to be able to play with it :)
 

Offline Kaiser

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Re: v1.12.0 Changes Discussion Thread
« Reply #103 on: August 19, 2020, 05:06:10 AM »
1.12 Update: This is sort of good news, bad news. The good news is that I have been spending a lot of time on Aurora over the last few days. The bad news is that I have been playing it, rather than programming.

My campaign has been very good in the 'just one more turn' sense. I've fixed a couple of bugs along the way, but mainly just playing. I'll try to get back to the development side this week. As someone mentioned above, the forecast is not great for the next few days so that will help. Although I just bought a drone so frustrating not to be able to play with it :)

 :'(
 

Offline Kyle

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Re: v1.12.0 Changes Discussion Thread
« Reply #104 on: August 19, 2020, 08:19:41 AM »
1.12 Update: This is sort of good news, bad news. The good news is that I have been spending a lot of time on Aurora over the last few days. The bad news is that I have been playing it, rather than programming.

My campaign has been very good in the 'just one more turn' sense. I've fixed a couple of bugs along the way, but mainly just playing.

Right on, having fun is what it's all about :)  Hearing this kinda makes me want to start back in on a campaign myself!