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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Kaiser on Today at 02:22:46 PM »
The USS Endeavor, an old space shuttle converted to an assault ship, being launched by the Dreadnought USS California of the 1st attack fleet, tries to board the enemy raider Bonaventure at 8000Km/s, disabled years before during a space battle between carriers.

I knew it was somewhere there, floating out in the space, just waiting for my special forces.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by unkfester on Today at 10:54:03 AM »
How do you get pink lines between stars? Are they a special
 thing? I haven't had that in any of my games.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by paolot on Today at 10:22:51 AM »
The NPRs do consume fuel and have to produce it. They just don't suffer any penalty for being out of fuel except the overriding priority to refuel, so they will run out eventually.

Maybe I should modify minor races so that at some point they do develop jump capability, but not for several decades after creation.

Another option might be to have minor NPRs ignore the overriding priority for refuel, resupply, etc., either if they're out of fuel completely or at least reducing the priority of that order so they can effectively defend once they run out of resources. Since they are limited to a single system, the go-home-to-refuel behavior isn't as important from the perspective of simulation for the benefit of the player.

Another one can be every, let's say, two or three years the game regenerates minerals in the minor race system, and this triggers a (new) geosurvey to find them. This regeneration ends when the system is discovered by another race (the player or a NPRs), and the minor race can now discover/buy/steal the jump drive technology.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Today at 09:55:23 AM »
The NPRs do consume fuel and have to produce it. They just don't suffer any penalty for being out of fuel except the overriding priority to refuel, so they will run out eventually.

Maybe I should modify minor races so that at some point they do develop jump capability, but not for several decades after creation.

Another option might be to have minor NPRs ignore the overriding priority for refuel, resupply, etc., either if they're out of fuel completely or at least reducing the priority of that order so they can effectively defend once they run out of resources. Since they are limited to a single system, the go-home-to-refuel behavior isn't as important from the perspective of simulation for the benefit of the player.
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Geoffroy's 4X project / (Antimatter) 2023-2024 Video Devlog
« Last post by Geoffroypi on Today at 09:54:23 AM »

This is a video devlog recapitulating the "universe" part of development of Antimatter from 2023 to 2024.
Massive work has also been done on the surface aspect ( the 2d side-view) but will be shown on another dedicated devlog, with explanations on how it will communicate with the rest of the simulation.

This is not an exhaustive devlog, a lot more has been done in many other aspects of the game and simulation. But here this is a rare occasion to show some parts of the game as a video.

-----------------------

And also I have skipped posting the last devlog, so here it is :

Politics



Continuing polishing the game (which is not the most exciting thing to talk about)... But this is still an occasion to write about what has been developed for the political system, which has greatly improved from the initial system.

Characters have a major role in the living universe in Antimatter and they even play the ever-changing political game.

The post-Antimatter crisis is bringing the intellectuals and/or the idealists to the first scene, much has to be done in a world where political tradition is banished to the domination of the Urghoghs (giant worms).

In this uncharted political land, intellectuals unburied (sometimes literally) the old ideologies from the XXI, XX, and XIXth centuries as the period of Urghigh obscurantism met a convenient analogy to the European's Enlightenment era.

The political scene is therefore dominated by diverse ideologies, in the most naive way. The old world's political legacy is religiously followed to the letter, even the neo-classic estheticism and symbolism mimicked with nostalgia in the haste to bring humanity to a new order.

The Assembly



The assembly represents all the voting members of an organization, separated into chambers that determine the voting power of the member.



A parliament can be extended or reduced with policies.



Each seat in the assembly is occupied by an actual character.

Ranks & Chambers



A member may be promoted or kicked out of a chamber depending on his influence and the influence of his peers.

A rank can have requirements such as the necessity to be landed, be a captain, have a certain education, etc... These requirements are to be voted as a new policy.

Political Parties



Political parties gather like-minded persons, who share common ethics.



While similar in name to the modern era's political parties, these parties have strong differences. they are an attempt to parrot the old world's political system but are still an emanation of their time. The Urghost party is the exception, they will oppose almost everything.



A political party has its own agenda of policies to enact (or to oppose). The resulting ethic of the party is determined by its set of desired and opposed policies.


Votes and Elections



A vote is taken with all members, many factors play a role in the acceptance of a policy, but generally, a member will vote for his political party.

A debate can extend for weeks or even months.



The player himself can be involved in politics just like any other character, he can propose the enactment or revocation of a policy by spending political power or debate against or in favor of a vote.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on Today at 09:50:42 AM »
Not a bug, but an odd rounding IMO.   :-\
See the cost of the jump drive in the image.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by nuclearslurpee on Today at 09:50:20 AM »
If I name one manually, will he stick, as some officers do when you name them by hand?

No, you need to turn off auto-assignments or disable officer assignment to the fighter class(es). That said, it's not worth worrying about unless you find yourself lacking for XOs generally because your fighter wings ate all the officers.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by AlStar on Today at 07:50:39 AM »
What minerals are Maintenance Supply Points made of?

Complement to nuclearslurpee info, if you don't remember, you can off and on the maintenance facilities on a planet and check the planned minerals expense variations.
You can also check on the Minerals tab - the breakdown of your mineral usage has a column called Maintenance, which will show that your maintenance facilities are using up Duranium / Uridium / Gallicite in a 1/.5/1 ratio.
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What minerals are Maintenance Supply Points made of?

Complement to nuclearslurpee info, if you don't remember, you can off and on the maintenance facilities on a planet and check the planned minerals expense variations.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by vorpal+5 on Today at 05:59:12 AM »
Yes, that would explain indeed, I'm producing fighters (or more like Shuttles/Pinnaces) and they have an officer (the Melisande Pinnace is a 500-ton craft with 2 sensors and 17 crews).

If I name one manually, will he stick, as some officers do when you name them by hand?
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