Aurora 4x

Fiction => C# Test Campaigns => Steve's Fiction => Aurora => The Twelve Colonies => Topic started by: Steve Walmsley on February 15, 2020, 04:20:18 PM

Title: Comments Thread
Post by: Steve Walmsley on February 15, 2020, 04:20:18 PM
Please use this thread for any comments or questions.
Title: Re: Comments Thread
Post by: Kristover on February 15, 2020, 04:23:40 PM
As a huge BSG fan, I really dig this opening setup.  I wouldn't mind you including this as a saved start in C#.  Nope, I wouldn't mind that one darn bit.
Title: Re: Comments Thread
Post by: Steve Walmsley on February 15, 2020, 04:59:54 PM
As a huge BSG fan, I really dig this opening setup.  I wouldn't mind you including this as a saved start in C#.  Nope, I wouldn't mind that one darn bit.

This is my last test campaign unless I encounter a major problem, so it will probably be the example game in the released version.
Title: Re: Comments Thread
Post by: Froggiest1982 on February 16, 2020, 12:51:55 AM
As a huge BSG fan, I really dig this opening setup.  I wouldn't mind you including this as a saved start in C#.  Nope, I wouldn't mind that one darn bit.

I second the suggestion/request
Title: Re: Comments Thread
Post by: Corvus on February 16, 2020, 07:53:54 PM
Looking forward to reading how this goes.

I started a quad system campaign once - they give an awful lot of living space and resources to kick start things.   It helps if there are LPs in each system as well to help facilitate movement.
Title: Re: Comments Thread
Post by: Shuul on February 18, 2020, 04:07:56 AM
Love BSG, and I think that those FLAK cannons are one of the coolest weapons from sci-fi.
Will there be some changes to tech to implement them? Or you would just RP them with gauss?

I would kill for an option to toggle "Flak ammunition" during gauss turret design, that would increase chance hit against fast flying targets but decrease either damage or range or some other balancing thing, like decreased damage against armored targets.
Title: Re: Comments Thread
Post by: Gyrfalcon on February 18, 2020, 12:30:51 PM
Given gauss shots deal a grand total of 1 damage, and can only ever deal one damage, you can't halve the damage (well, you can, but the system (still?) works entirely with whole numbers, rounding down.)
Title: Re: Comments Thread
Post by: Shuul on February 18, 2020, 01:26:11 PM
I though about something like, 50% to not deal damage to armor at all, this will make it quite ineffective against armored targets.
Title: Re: Comments Thread
Post by: Marski on February 19, 2020, 07:02:37 AM
Will we see warcrimes?
Title: Re: Comments Thread
Post by: Michael Sauer on February 21, 2020, 03:43:32 PM
Can't wait to see the Battlestar, Baseship and fighter designs.  Will there be multiple generations go Battlestars and Vipers in the beginning or will they just evolve during the campaign?
Title: Re: Comments Thread
Post by: clement on February 22, 2020, 02:33:25 PM
The Hercules is listed as a tug, shouldn't there be a tractor beam listed in its description? I didn't see anything indicating that module.
Title: Re: Comments Thread
Post by: Steve Walmsley on February 22, 2020, 03:30:12 PM
The Hercules is listed as a tug, shouldn't there be a tractor beam listed in its description? I didn't see anything indicating that module.

Oops!

I blame that on jet lag :)
Title: Re: Comments Thread
Post by: Cinnius on February 22, 2020, 04:43:21 PM
how does a single "Loki class Jump Cruiser" jump with two "Valkyries" and a "Tylium" class tanker.
The loki has a 36. 000tons of max ship size from their jump drive, but each Valkyries has a size of 37. 500ton and the Tylium has a size of 49. 260 ton.

Does this not exceed the limit of the Loki? Do i forgot something in the meccanich?
Title: Re: Comments Thread
Post by: Steve Walmsley on February 22, 2020, 05:18:15 PM
how does a single "Loki class Jump Cruiser" jump with two "Valkyries" and a "Tylium" class tanker.
The loki has a 36. 000tons of max ship size from their jump drive, but each Valkyries has a size of 37. 500ton and the Tylium has a size of 49. 260 ton.

Does this not exceed the limit of the Loki? Do i forgot something in the meccanich?

No, I designed everything for 36,000 tons, then decided to change to 37,500 tons and forgot the Loki jump drive. I'll fix it. I seem to be rushing a little here with this campaign :)  I'm becoming conscious of time.
Title: Re: Comments Thread
Post by: Neophyte on February 23, 2020, 06:33:51 AM
Neat stuff, but it sure seems like there's a lot of talk about missile defense for a military that doesn't use any missiles. ;)

(btw the Colonials in NuBSG did have missiles and even heavy nukes/torpedos, but you do you!)
Title: Re: Comments Thread
Post by: Steve Walmsley on February 23, 2020, 07:41:04 AM
Neat stuff, but it sure seems like there's a lot of talk about missile defense for a military that doesn't use any missiles. ;)

(btw the Colonials in NuBSG did have missiles and even heavy nukes/torpedos, but you do you!)

So far, the colonies don't have missiles (or shields), but I plan to develop them as the campaign progresses.
Title: Re: Comments Thread
Post by: Father Tim on February 23, 2020, 11:59:52 AM
So far, the colonies don't have missiles (or shields), but I plan to develop them as the campaign progresses.


Just so long as the missiles stay on the Raptors where they belong, and don't end up on the Vipers.  #:-]
Title: Re: Comments Thread
Post by: Garfunkel on February 23, 2020, 01:36:14 PM
Wow, just the setup is massive. This might rival the Colonial Wars.
Title: Re: Comments Thread
Post by: Steve Walmsley on February 23, 2020, 01:56:28 PM
Wow, just the setup is massive. This might rival the Colonial Wars.

Yes, this is definitely the biggest setup I have done for a few years :)

Currently creating a stylised Greek theme for the commander names. Greek Mythology meets BSG characters.
Title: Re: Comments Thread
Post by: Father Tim on February 23, 2020, 02:17:38 PM
The two smallest 'Colonies' are five million pop each, and the two largest non-Colony colonies are two million pop each.  It will be interesting to see what happens politically when Pallas and/or Minos overtakes Libran and/or Aquaria.

Especially since Minos has a research facility whereas Libran and Aquaria don't.  Is there some sort of Anomaly on Minos?
Title: Re: Comments Thread
Post by: Steve Walmsley on February 23, 2020, 03:46:47 PM
The two smallest 'Colonies' are five million pop each, and the two largest non-Colony colonies are two million pop each.  It will be interesting to see what happens politically when Pallas and/or Minos overtakes Libran and/or Aquaria.

Especially since Minos has a research facility whereas Libran and Aquaria don't.  Is there some sort of Anomaly on Minos?

The background material I am using mentions that it is a mining and research colony, so I added a research facility. The research facilities are split between five locations with 33, 10, 5, 1, 1 facilities. There isn't an anomaly. I actually removed several ruins and anomaly sites when generating the system. You can do that by clicking Random Ruin when a ruin already exists.
Title: Re: Comments Thread
Post by: Tikigod on February 24, 2020, 01:53:00 AM
Neat stuff, but it sure seems like there's a lot of talk about missile defense for a military that doesn't use any missiles. ;)

(btw the Colonials in NuBSG did have missiles and even heavy nukes/torpedos, but you do you!)

So far, the colonies don't have missiles (or shields), but I plan to develop them as the campaign progresses.

One of the things that memory is always fuzzy with regarding BSG. Been many years since watching the reboot and initial memory is that of fleet combat largely being around large salvos of missiles being exchanged with everything else very much designed around the interception or deployment of those missiles, so reading through the setup designs caused initial confusion over the absence of missiles. Yet going back to revisit combat sequences in the BSG reboot and it's more accurate that the colonial forces were largely based around heavy ballistic barrages and establishing a short range Flak radius around their ships after fighters had been deployed a sufficient distance away from the command ship.

The whole high yield torpedo and missile swarms were more from the Cylon side of conflicts so your setup designs make a whole lot more sense as I'd now really only expect some fighter/bomber designs to feature any kind of missiles and only for specialised role usage... and maybe very limited storage of early tech high damage, slow moving no-agility nukes in your Battlestars.... and by limited storage I mean quite literally a dozen or two tops. :p




On a side note and mirroring some other desires already voiced, this whole campaign setup and revisiting some BSG combat sequences makes me wish there was a way to properly design projectiles similar to those seen in BSG. Where a single short ranged payload is launched that then detonates with the intention being many such explosive shells can be launched in quick succession to create areas around the Battlestar that missiles (and strikecraft) will have a hard time getting through. In Aurora dealing with missiles has largely always been about actually directly intercepting them.... so turret/fire control tracking speeds being a major factor in missile interception because you're directly firing something AT the missile. But the concept of actually dumb firing potentially thousands of explosive shells in tight area close to the ship to create field that incoming missiles would just fly into isn't really something I can think of a way of pulling off in Aurora.

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).
Title: Re: Comments Thread
Post 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 :)
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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)

(http://www.pentarch.org/steve/Screenshots/Crusade/BSGRanks.PNG)
Title: Re: Comments Thread
Post 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!

Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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?
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.
Title: Re: Comments Thread
Post 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.