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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by MarcAFK on Yesterday at 09:40:30 PM »
Not sure if this has been suggested already, or if maybe its already been added. But It would be nice to be able to recolour jump links so the map can be a little more organized.
When you have a map which contains a lot of criss crossing links it would be nice to colour code links by some system.
Aurora / Re: Starting a multi-faction solitaire game, with a random twist
« Last post by Desdinova on Yesterday at 08:41:50 PM »
The military buildup continues. In January, the UK launches its first Centaur-class warships. Although Britain so far lacks off-world colonies, their government has committed themselves to making a strong military contribution to the US-UK-European alliance.

Code: [Select]
Centaur class Cruiser 4000 tons     108 Crew     379 BP      TCS 80  TH 100  EM 0
1250 km/s     Armour 5-22     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 18
Annual Failure Rate: 364%    IFR: 5.1%    Maintenance Capacity 59 MSP
Spare Berths 4   

25 EP Nuclear Thermal Engine (4)    Power 25    Fuel Use 167.7%    Armour 0    Exp 12%
Fuel Capacity 410 000 Litres    Range 11.0 billion km   (101 days at full power)

10cm C2 Infrared Laser (6)    Range 30 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
Fire Control S01 20-1250 (1)    Max Range: 40 000 km   TS: 1250 km/s     75 50 25 0 0 0 0 0 0 0
Fire Control S01 20-1250 (1)    Max Range: 40 000 km   TS: 1250 km/s     75 50 25 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (6)     Total Power Output 12     Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 20     Range 1 000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes

By October, India completes its first order of three Bangalore-class cruisers in late 2035, and three more by the end of 2036. The class is roughly comparable to the American Minneapolis, but mounts a pair of long-range particle beams instead of lasers.

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Bangalore class Cruiser 5000 tons     132 Crew     477 BP      TCS 100  TH 125  EM 0
1250 km/s     Armour 6-26     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 22
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 60 MSP
Spare Berths 8   

31.25 EP Nuclear Thermal Engine (4)    Power 31.25    Fuel Use 165.96%    Armour 0    Exp 12%
Fuel Capacity 380 000 Litres    Range 8.2 billion km   (76 days at full power)

Particle Beam-2 (2)    Max Range 60 000km     TS: 1250 km/s     Power 5-2    ROF 15        2 2 2 2 2 2 0 0 0 0
10cm Railgun V1/C2 (4x4)    Range 10 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S02.5 40-1562.5 (1)    Max Range: 80 000 km   TS: 1562 km/s     88 75 62 50 38 25 12 0 0 0
Fire Control S00.5 10-1250 (1)    Max Range: 20 000 km   TS: 1250 km/s     50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (6)     Total Power Output 12     Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 40     Range 2.0m km     Resolution 1

This design is classed as a military vessel for maintenance purposes

Diplomacy Update - 2036
The European Union cuts back on its defense commitments. As the EU has no space warships yet, they're concerned that escalating tensions will draw them into a war which will render their lunar colonies indefensible. EU-US alliance broken (falls to friendly)
At the same time, they make diplomatic overtures towards inviting the UK back into the European Union, and sign a renewed mutual defense treaty. GB/EU form alliance
Growing Chinese influence in the Muslim world has caused a flashpoint of tension between India and Saudi puppet Pakistan. Arab League-Indian relations fall to hostile

In January, the EU launches its first Lion-class frigates.

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Lion class Frigate 2000 tons     58 Crew     185.5 BP      TCS 40  TH 60  EM 0
1500 km/s     Armour 2-14     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 8
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 58 MSP
Spare Berths 1   

20 EP Nuclear Thermal Engine (3)    Power 20    Fuel Use 96%    Armour 0    Exp 10%
Fuel Capacity 180 000 Litres    Range 16.9 billion km   (130 days at full power)

15cm C1 Plasma Carronade (2)    Range 60 000km     TS: 1500 km/s     Power 6-1     RM 1    ROF 30        6 3 2 1 1 1 0 0 0 0
Fire Control S03 40-1875 (1)    Max Range: 80 000 km   TS: 1875 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (2)     Total Power Output 4     Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 20     Range 1 000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes

The India-Pakistan crisis is resolved by summer 2036 without further conflict. By the end of the year, western intelligence agencies have determined that China is constructing missile bases on Earth, the Moon, and Mars with long-range surface-to-orbit capability. The discovery sets off a diplomatic firestorm, as contsructing military installations, much less missile bases, on other worlds is an express violation of the Outer Space Treaty. Despite international sanctions, China formally renounces the treaty - it now possesses by far the largest trans-Newtonian industry, and is no longer reliant on foreign trade to fuel its economy.

Diplomacy Update - 2037
India, which possesses the third largest Lunar colony, is threatening war if China proceeds with deploying anti-sat missiles to the lunar surface. The United Kingdom pledges to honor their military commitments. Indo-Chinese, Anglo-Chinese relations fall to hostile

Russia pledges that it stands with China in the face of "western imperialism." Russo-Chinese relations improve to friendly, Russo-Japanese relations fall to distrustful

In 2037, the first Arab League-flagged colony ships land on Mars, welcomed by the Chinese government.

Balance of Power, 1 December 2037
China remains the dominant off-world power, with 11.2 million citizens on the Moon, 3.92 million on Mars, and an Earth population approaching 2 billion. They possess six Jianghu-class missile cruisers of 5,000 tons, six Jiangwei-class missile destroyers of 4,000 tons, six 3,000 ton Luhu-class destroyers, 42 1,000 ton Q-1-class frigates, and 48 1000-ton Q-2 class frigates, for a total of 108 combatant vessels massing 162,000 tons - as much as the two next largest powers combined. They have also deployed 5 battalions of mobile infantry to Mars, 1 to the Moon, and have 2 on Earth with their remaining conventional forces.

India has a similar Earth population to China, but roughly half the industrial capacity. They have 2.67 million citizens on the Moon, 620,000 on Mars. They have a fleet of six 5,000-ton Bangalore-class cruisers, 5 3,000-ton DD-1-class destroyers, and 60 1,000-ton FF-1-class frigates, totalling 105,000 tons. They have four TN mobile infantry battalions on Earth, in addition to conventional forces.

The Arab League is tooling up to produce their first TN warships. They have a small colony 20,000 citizens on Mars.

The European Union has a colony of 11.2 million on the Moon. They have 24 Lion-class frigates in service, totalling 48,000 tons, 3 MI battalions on Earth, and 1 on the Moon.

Japan has no off-world colonies as of yet; they have the means, but not the will, due to global tensions. They have 12 4,000-ton Akikaze-class destroyers in service, totalling 48,000 tons, and three MI battalions. Their military buildup has caused continual fuel and material shortages, however, and is stifling their economy.

Russia so far lacks any off-world colonies, and has yet to break ground on a trans-Newtonian space program.

The UK, like Japan, lacks any colonies of their own, but possesses a force of 9 4,000-ton Centaur- class cruisers, 36,000 tons total. Also like Japan, they are facing a severe fuel shortage that has prevented them from meeting their training and readiness goals. They have 3 MI battalions on Earth.

The United States has a colony of 5.26 million on Mars. They have six Minneapolis-class cruisers, and six more of the older San Francisco-class, all of 5,000 tons, or 60,000 tons total. They have two MI battalions on Earth, and two more deployed to the Martian surface.
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Happerry on Yesterday at 07:54:45 PM »
The new Genetic Enhancement options are making me wish for equivalent cybernetic enhancements, or at least for the Genetic Enhancements to be renamed so they're easier to fluff as cyborg enhancements.  Or fluff as a mix of both.
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Nori on Yesterday at 05:08:20 PM »
Thanks for the replies. I had to refresh my memory on how ECM affected missiles in the VB version. It appears that ECM got far better against missiles in C# because it now effects their hit chance, if I'm reading this all correctly.

I wasn't too sure how the lower range would change size 1s but it would probably make them pretty short ranged now that you mention it.
Bureau of Ship Design / Re: Current Battle Group Composition
« Last post by obsidian_green on Yesterday at 03:22:44 PM »
Your tech levels seem to be very high... I suppose that anything you meet will mostly have considerably lower tech than you so that in and of itself make it rather easy... I might be wrong though. I never get to those levels in mt campaigns. I have also never really felt the NPR to be difficult unless they have a decent technological advantage.

To be honest I would not understand why a single military ship would need 100b km worth of fuel in them, but I might just fail to see the scope of your game. I would probably just increase the power multiplier of my engines and get a ship that is both faster and carries more weapons or defenses and with much lower range. But that is just me...

I don't have direct experience of what normal is, this is my first game of Aurora. I named it "Test Start" thinking I'd do something catastrophically wrong be fore I started a game in ernest, but the information in the wiki and on this forum is pretty good. You probably have a better scope of my game than I do and you're just glancing at some ship designs.  :)

TN start, but I didn't use any of the free RP. (I began with one NPR starting along with me---did they use those points?) I did start with some great Power and Propulsion scientists and the second, almost perfect colony prospect I discovered had a 100% P&P bonus, so maybe faster growth of colonies as speedier civie colony ships moved them off Earth (and later Luna and Mars) played a role in getting the other good-bonus colonies I found later quickly to speed. A relatively early conquest proved a boost---lot of "free" factories, mines, research labs, etc. I suppose I was the beneficiary of really good starting circumstances right out of the gate. The NPRs I've fought both had tech advantages in at least one line of research, but there's no substitute for human planning or the ability to really expand into multiple systems---I don't think they do that, at least.
The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Garfunkel on Yesterday at 03:21:08 PM »
That reminds me of the ghost North-Korean PDC in one of my earliest games back in 5.x that caused endless amounts of interrupts - despite me using SM to delete it. For some reason, it just remained there on Earth and made the game basically unplayable because every 5 seconds it would cause a NEW HOSTILE CONTACT IN SOL interrupt.
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by obsidian_green on Yesterday at 02:56:18 PM »
Concerning "Error in PointBlankPDFire":

Starting to design new PD turrets and made an observation. My turrets are dedicated to final fire PD, so the FCs I paired them with have shorter max range than their guns (GCs which I left at longer range in the unlikely event I wanted to use them offensively by assigning them to FCs for my longer-ranged lasers). I wonder if that might be the source of the bug or an indicator of the bug's nature.

I'll design a new gun with a range that doesn't exceed the intended FC and see if that helps, but I don't play around with SM that much, so I don't know how soon that theory can be tested, between getting those ships out there and finding something that might trigger the error messages. Doesn't help with the NPR that now seems to be throwing those error messages, but (slow) "science!" as they say in Dwarf Fortress, might be served.  :)
Mechanics / Re: Fixed the slowdowns, atleast 70% faster
« Last post by obsidian_green on Yesterday at 02:18:31 PM »
The only way to speed-up late game is the Thanos way.

Lol, I checked the start of the thread to see what Thanos said before the Avengers allusion kicked in.
C# Aurora / Re: Aurora C# Code Protection
« Last post by ab9rf on Yesterday at 01:58:36 PM »
Quote from: Barkhorn link=topic=10217. msg110990#msg110990 date=1541824500
I understand you want control over the code, but I'd just like to point out what another dev has done in a similar situation.

Dwarf Fortress is a similarly complex game made mostly by one guy, Tarn Adams.   He protects his game with licensing, not code obfuscation.   He also allows some pretty serious modding, but hasn't actually endorsed most of it.   I don't fully understand it, but DFHack is a very popular utility that allows third-party scripts to access Dwarf Fortress's RAM.   This utility allows the player to use tons of scripts that drastically improve their quality of life.   A few examples include quicker bugfixes, mouse support, even 3D graphics.

I am totally fine with it if you don't want other people toying with your code, but just know that other games with similar communities have greatly benefited from openness.
I'm a minor participant in the DFHack project.  Dwarf Fortress is in C++, which makes it much harder to decompile than something written in C#.  Tarn takes no specific steps to obfuscate his code because he doesn't have to: it's compiled to native machine code, and with modern compilers, that makes it essentially fully obfuscated by default.  We can't even reliably identify classes that don't have virtual methods.  Even identifying function boundaries in the compiled machine code is challenging, due to inlining.  Despite all that, DFHack exists.  Tarn seems to tolerate us fairly well.  We've done a lot to help with this by being persistently respectful of his efforts and by providing useful feedback about the bugs we find in the course of our explorations.

C# code (when compiled to the CIL, at least, which is the default) is frankly trivial to decompile.  About all you can do is obfuscate variable names.  With baseline obfuscation, all (or essentially all) of the classes and methods you define in your source will be recoverable from the compiled code; all that will be lost is the names you gave them (and possibly also any code the compiler has identified as dead).  This is, essentially, the same obfuscation that Mojang uses to obfuscate Minecraft.  The thousands of mods that exist for Minecraft should tell you how successful that has been. 
Some of the . NET obfuscators do things to your code that make it harder to decompile (with varying degrees of success), but also make it slower.  But all of these methods are reversible, and frankly none of them is more difficult to reverse than the "obfuscation" that compiling C++ to machine language does.

It is essentially impossible to stop people from modding a managed . NET executable.  However, at the same time, it's unlikely that the people who do such modding will be dicks about it.  However, the fact that decompiling C# is much easier than decompiling C++ does suggest that the probability of at least one asshole modder popping up is somewhat higher than it is for the C++ case exemplified by Dwarf Fortress.
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Jorgen_CAB on Yesterday at 12:54:48 PM »
I've read the changes list over time, but I think I might be missing something. Has size 1 missile (abuse) spam been mitigated. It seems like missiles are generally going to be slower and/or shorter range, but I'm not sure that addresses excessive size 1 spam.

You will eventually need to use electronics in them in order for them to be accurate, this will make them bigger in general. You are likely to use AMM at 1-2 in size for this reason.

Small missiles will probably have quite restrictive range as ASM as you will need allot of electronics in them now and smaller engines are less fuel efficient than before, especially with a high power setting. If the yield in them is too small you can also begin absorbing some of them on your passive defenses such as shields etc... this is something many don't consider as a viable way to combat missiles. You are not forced to stop them all, just enough to not hurt you too much.

These factors should make missiles grow relatively large in comparison to how they were designed before.

Although you will need a decent tech level before electronics is usable. The way I see it the first two levels and ECM and ECCM rarely make them better, rather worse in many cases. At 20% I think it is a toss up if they are usable or not, in some circumstances they perhaps is usable in others not so much. I think these techs should start at 20% and not 10%... the first level could be more expensive as a compensation.

I could see that you perhaps want to have both slower long range missiles and shorter ranged faster missiles against enemy ships, they would probably both serve a purpose in the game. You could also want larger missiles with smaller sub munition missiles (MIRV). But they have their own problems since they are very slow and subject to be intercepted before the sub munition is released.
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