Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: HighTemplar
« on: April 10, 2020, 06:48:46 AM »

This got too complex for a testing campaign, especially as Steve wanted to test the new diplomacy model, so it never went anywhere. Steve might return here once C# is out.

Diplomacy? You mean that some people don't simply nuke every alien they find back into the stone age. How strange.
Posted by: Steve Walmsley
« on: March 31, 2020, 05:13:36 AM »

This got too complex for a testing campaign, especially as Steve wanted to test the new diplomacy model, so it never went anywhere. Steve might return here once C# is out.

Yes, that's correct.
Posted by: Garfunkel
« on: March 31, 2020, 04:08:25 AM »

This got too complex for a testing campaign, especially as Steve wanted to test the new diplomacy model, so it never went anywhere. Steve might return here once C# is out.
Posted by: Hydrofoil
« on: March 31, 2020, 04:04:28 AM »

Im guessing this isnt getting updated past the initial setup? or am i missing where the AAR is being posted?
Posted by: Kristover
« on: February 27, 2020, 09:24:03 AM »

I like the fact that ships now track 'achievements'  - NOT A SUGGESTION for the next release but the achievements lends themselves to 'ship/unit streamers' and honors which could be afforded to particularly noted units/ships.  I know I'll likely add manual notes to ships RP wise to construct lineage for ships and ground units.
Posted by: Steve Walmsley
« on: February 27, 2020, 04:20:38 AM »

Do the awards allow for clusters/multiple issuance? While it wouldn't necessarily make sense for some of the conditions, I could definitely get behind awarding a pip for each hostile ship killed.

If you look at the most recent screenshots, it appears you can award multiple instances of the ribbon. It hasn't been said if it just shows up as an additional medal on the display or if there is a pip/cluster/number like US military awards.

Medals can be flagged as 'Multiple Awards Allowed'. If you get two, they appear as two ribbons.
Posted by: Kristover
« on: February 26, 2020, 06:35:25 PM »

Do the awards allow for clusters/multiple issuance? While it wouldn't necessarily make sense for some of the conditions, I could definitely get behind awarding a pip for each hostile ship killed.

If you look at the most recent screenshots, it appears you can award multiple instances of the ribbon. It hasn't been said if it just shows up as an additional medal on the display or if there is a pip/cluster/number like US military awards.
Posted by: AlStar
« on: February 26, 2020, 06:12:08 PM »

Do the awards allow for clusters/multiple issuance? While it wouldn't necessarily make sense for some of the conditions, I could definitely get behind awarding a pip for each hostile ship killed.
Posted by: Steve Walmsley
« on: February 25, 2020, 05:06:33 AM »

Steve,

Regarding your recent post on the Colonial awards, could you share your updated list of award conditions/triggers?  Would like to get a head start on theory crafting award structures for future games!

Destroy Hostile Ship
Destroy 10,000 tons of Military Shipping
Destroy 25,000 tons of Military Shipping
Destroy 50,000 tons of Military Shipping
Destroy 100,000 tons of Military Shipping
Destroy 250,000 tons of Military Shipping
Destroy 100,000 tons of Commercial Shipping
Destroy 250,000 tons of Commercial Shipping
Destroy 500,000 tons of Commercial Shipping
Destroy 1,000,000 tons of Commercial Shipping
Destroy 2,500,000 tons of Commercial Shipping
Destroy Hostile Ground Unit
Destroy 1000 tons of Hostile Ground Forces
Destroy 2500 tons of Hostile Ground Forces
Destroy 5000 tons of Hostile Ground Forces
Destroy 10,000 tons of Hostile Ground Forces
Destroy 25,000 tons of Hostile Ground Forces
Participate in Combat Drop - Formation
Participate in Five Combat Drops - Formation
Capture Hostile Ship in Boarding Combat
Participate in Combat Drop - Transport
Participate in Five Combat Drops - Transport
Destroy 10 Hostile Missiles
Destroy 100 Hostile Missiles
Destroy 1000 Hostile Missiles
Survive Ship Destruction
Suffer Armour Damage
Suffer Internal Damage
Discover New Star System
Discover 10 New Star Systems
Habitable World Discovered
Three Habitable Worlds Discovered
Discover 10 Jump Points
Discover 100 Jump Points
Discover 100 System Bodies With Minerals
Discover 1000 System Bodies With Minerals
Discover Alien Ruins
Completed Research Project
Completed Five Research Projects
Generate 10,000 Research Points
Generate 100,000 Research Points
Ten Years of Service
Twenty Years of Service
Thirty Years of Service
Recover 10 Abandoned Installations
Recover 100 Abandoned Installations
Posted by: Tikigod
« on: February 24, 2020, 06:31:35 PM »

Would be very cool if some point down the road a form of rapid firing ballistics that actually functioned by literally just dumb firing turrets filled with explosive shells aimed at dead space around a specified distance from the ship in quick succession with a ordnance storage component for said weapons holding a dozen thousand rounds each due to the quick consumption that active use would involve (Couldn't really have them have unlimited ammo like existing ballistics as that would just be too effective). Anything be it hostile or friendly within a certain range of that specified distance when the turrets are active then has a chance of receiving a variable amount of damage each tick it would have theoretically have been travelling through that area (Even if it technically passed right through one side and out the other in the shortest bulk time step possible).

You can already effectively achieve this with a turret crammed full of rapid fire gauss on a defensive fire mode. Label it "Flak Cannon" and it'll roll multiple shots against everything, they fire every round anyhow so its not hard to RP it as explodey shells rather than solid gauss rounds. The effectiveness should be about comparable, and it doesn't require a whole new category of gun. At the space scale that Aurora operates at, the effective difference between 'burst canister' and 'solid slug' is nothing of significance, as the game doesn't model the concept of a near miss.

It's effectively the same for anti-missile functionality but doesn't really work in any other purpose.
Posted by: Kristover
« on: February 24, 2020, 06:23:20 PM »

Steve,

Regarding your recent post on the Colonial awards, could you share your updated list of award conditions/triggers?  Would like to get a head start on theory crafting award structures for future games!

Posted by: Steve Walmsley
« on: February 24, 2020, 12:40:21 PM »

I was wondering, why commercial ships use ground commander ranks?
Is this specific to BSG campaign, an oversight or a new way of doing things?

I'm loving the setup, I'm looking forward to the updates :)

Battlestar Galactica uses a weird rank system :). The rank structure starts with three naval ranks, then moves to three army ranks (possibly four) followed by the BSG-only rank of Commander, which is apparently equivalent to Brigadier, Commodore or Rear Admiral Lower Half, then moves back to the navy for Admiral ranks. I think when I posted the original military designs, I hadn't created the BSG rank structure and it was using US Navy. I had my initial version of the rank structure setup by the time I did the commercial designs and now I am changing it slightly again :)

If all the ranks mentioned in the series are used, there is one rank too many to neatly match the US or UK rank structure. As there is only one Lieutenant Colonel mentioned in the entire series (Jack Fisk of the Pegasus), I've decided to drop that rank and move everything below up one rank, which seems a lot neater. That will change some of the posted rank requirements, so I'll update the campaign setup accordingly. Below is a link with the rank information for BSG plus a table to show the ranks I am now using and how they match US/UK ranks.

https://en.battlestarwikiclone.org/wiki/Military_Ranks_(RDM)


Posted by: Garfunkel
« on: February 24, 2020, 12:31:16 PM »

I was wondering, why commercial ships use ground commander ranks?
Is this specific to BSG campaign, an oversight or a new way of doing things?

I'm loving the setup, I'm looking forward to the updates :)
That's BSG quirk, they mix Army and Navy ranks together. I blame a clueless writer but it could be on purpose.

Kinda the same reason why space navies always have battlecruisers and sci-fi writers absolutely love them - the word just sounds so cool (kinda like star destroyer but that's too imprinted with Star Wars for anyone else to use) and since they don't have a clue of the real reasons why battlecruisers emerged and vanished, they just exist in a vacuum in settings where it makes little sense.
Posted by: Profugo Barbatus
« on: February 24, 2020, 10:35:20 AM »

Would be very cool if some point down the road a form of rapid firing ballistics that actually functioned by literally just dumb firing turrets filled with explosive shells aimed at dead space around a specified distance from the ship in quick succession with a ordnance storage component for said weapons holding a dozen thousand rounds each due to the quick consumption that active use would involve (Couldn't really have them have unlimited ammo like existing ballistics as that would just be too effective). Anything be it hostile or friendly within a certain range of that specified distance when the turrets are active then has a chance of receiving a variable amount of damage each tick it would have theoretically have been travelling through that area (Even if it technically passed right through one side and out the other in the shortest bulk time step possible).

You can already effectively achieve this with a turret crammed full of rapid fire gauss on a defensive fire mode. Label it "Flak Cannon" and it'll roll multiple shots against everything, they fire every round anyhow so its not hard to RP it as explodey shells rather than solid gauss rounds. The effectiveness should be about comparable, and it doesn't require a whole new category of gun. At the space scale that Aurora operates at, the effective difference between 'burst canister' and 'solid slug' is nothing of significance, as the game doesn't model the concept of a near miss.
Posted by: Demakustus
« on: February 24, 2020, 03:43:31 AM »

I was wondering, why commercial ships use ground commander ranks?
Is this specific to BSG campaign, an oversight or a new way of doing things?

I'm loving the setup, I'm looking forward to the updates :)