Author Topic: C# Aurora v0.x Questions  (Read 183938 times)

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Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #255 on: January 11, 2019, 02:18:02 PM »
Question about spaceports:

If I am not wring, a spaceport is a combination of Cargo Shuttle Station, Ordnance Transfer Station and Refuelling Station - cost 3600 BP (2400 first but 3600 with the Ordnance Transfer chances), need 1mio worker and weights 80 factories...

now my question: if I am correct, building the 3 installations instead of the Spaceport they would cost 3600 BP, need 0 worker and weight 30factories (if the Cargo Shuttle Station is only 10 like the other two)...

are the numbers correct or am I missing something that would count for the higher numbers for the spaceport?

You can only build space stations at a planet with a spaceport.
 
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Offline King-Salomon

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Re: C# Aurora v0.x Questions
« Reply #256 on: January 14, 2019, 04:41:04 PM »
2 Questions about Auto Assignment:

http://aurora2.pentarch.org/index.php?topic=8495.msg104046#msg104046

1) Which Priority for Auto Assignment have Admin Commands? Will they be selected before or after ship commanders? Before would make sense as they are pretty important - after would make sense as the rang depends on the highest ship-captain-rang.... Couldn't find anything about them...

2) If I get it right, Commanders will get assigned to all Fighters by the Crew Training Bonus as Priority 3 or 4 (or don't they count as "Warships" at all for this?)  ... Could it be possible to change this for Fighters with "Fighter Pod Bays" to the new "Ground Support Bonus"? Would make sense to man Fighters that are designed for Ground Combat with ground combat specialists..
I know that you can assign them yourself but assigning 100s of Fighterpilots... would be great to teach this to the Auto Assignment (maybe a suggestion for later: include a check were the player can select which Bonus for a class design commander should be used)
 

Offline Father Tim

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Re: C# Aurora v0.x Questions
« Reply #257 on: January 14, 2019, 06:00:52 PM »
1 - None.  It is assumed you care enough about these (and will have few enough) that you will assign their officers manually.
 

Offline King-Salomon

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Re: C# Aurora v0.x Questions
« Reply #258 on: January 15, 2019, 12:37:52 AM »
1 - None.  It is assumed you care enough about these (and will have few enough) that you will assign their officers manually.

this would mean that NPR don't assign Commander to there Admin Commands at all as they would use the same priority list as Auto Assignment as far as I understand it... which would bring NPRs to an even bigger disadvantage ...

also with the possibility to add multiple layer of Admin Commands there might be a little more around than just "few enough" I think...
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #259 on: January 15, 2019, 06:08:57 AM »
1 - None.  It is assumed you care enough about these (and will have few enough) that you will assign their officers manually.

this would mean that NPR don't assign Commander to there Admin Commands at all as they would use the same priority list as Auto Assignment as far as I understand it... which would bring NPRs to an even bigger disadvantage ...

also with the possibility to add multiple layer of Admin Commands there might be a little more around than just "few enough" I think...

NPRs have their own code for assigning administrators.
 

Offline King-Salomon

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Re: C# Aurora v0.x Questions
« Reply #260 on: January 15, 2019, 06:20:05 AM »
NPRs have their own code for assigning administrators.

sorry, I meant not civilian Administrators but the new Naval Admin-Command Commanders ... should have been more clearly
 

Offline Father Tim

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Re: C# Aurora v0.x Questions
« Reply #261 on: January 15, 2019, 07:56:54 AM »
I'm pretty sure Steve's point stands.  'Auto-Assign' does not assign ship's officers to 'Flag' Staffs, for lack of a clearer term.  NPR 'Officer AI' is not the same thing as Auto-Assign, and despite significant overlap does not follow the exact same rules nor fill the exact same positions.
 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #262 on: January 16, 2019, 02:01:07 PM »
Hey Steve, have you added a new Stellar catalogue to the game? I can't recall ever seeing IRAS 21500+5903 or something similar before.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #263 on: January 16, 2019, 03:49:46 PM »
Hey Steve, have you added a new Stellar catalogue to the game? I can't recall ever seeing IRAS 21500+5903 or something similar before.

Yes, there are a few additions:

http://aurora2.pentarch.org/index.php?topic=8495.msg107348#msg107348
 
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Offline King-Salomon

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Re: C# Aurora v0.x Questions
« Reply #264 on: January 16, 2019, 03:55:14 PM »
Question about Fighters in Ground Combat:

Is is still possible in C# to add shields into Fighter? I was thinking about the new Ground Combat mechanics and I guess a fighter with shield could be a little OP with the way it works...

also:

let's say both enemy parties have landforces but only the defender has fighters involved - no side has AA or other anti-fighter weapons... The defender gets all it's land units destroyed but has still it's land based fighters... will the land battle be over or (as the defender has still fighters) go on with the fighters bombarding the attacker without he has a chance to fight back till he is destroyed? (sorry stupid question but I didn't found a point when a battle is "won")
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #265 on: January 16, 2019, 04:46:34 PM »
Question about Fighters in Ground Combat:

Is is still possible in C# to add shields into Fighter? I was thinking about the new Ground Combat mechanics and I guess a fighter with shield could be a little OP with the way it works...

also:

let's say both enemy parties have landforces but only the defender has fighters involved - no side has AA or other anti-fighter weapons... The defender gets all it's land units destroyed but has still it's land based fighters... will the land battle be over or (as the defender has still fighters) go on with the fighters bombarding the attacker without he has a chance to fight back till he is destroyed? (sorry stupid question but I didn't found a point when a battle is "won")

I haven't coded the 'conquest' part yet :)

I will probably have something similar to VB6 where you need a certain amount of ground units to force a surrender. Fighters won't change that for attacker or defender.
 

Offline Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #266 on: January 16, 2019, 07:45:32 PM »
I was reading through the combat mechanic on the Wiki and one thing that struck me as a potential loophole (or it might be intentional) is using the fact the the defensive front-line only engages enemy front-line troops.

Say you make a contested landing an a planet with a good chunk of enemy troops is it possible to simply land mostly infantry or other units good at absorbing damage and put them all in supporting line and have no troops in the front line at all?

If this is possible you would force the enemy to come out of their fortifications to attack you and you could start to dig in your infantry. Once you are dug in good enough you can move them to front line and start attacking the enemy on more equal footing. You can deploy most support and artillery in rear echelon until you are ready to attack and have them fortify as well.

Would this be possible?
 

Offline Hazard

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Re: C# Aurora v0.x Questions
« Reply #267 on: January 16, 2019, 11:38:41 PM »
It shouldn't. IIRC correctly, the front most line with troops is the actual front line. If the Attack and Defense lines are empty, that means the Support line is now your front line.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #268 on: January 17, 2019, 04:58:54 AM »
I was reading through the combat mechanic on the Wiki and one thing that struck me as a potential loophole (or it might be intentional) is using the fact the the defensive front-line only engages enemy front-line troops.

Say you make a contested landing an a planet with a good chunk of enemy troops is it possible to simply land mostly infantry or other units good at absorbing damage and put them all in supporting line and have no troops in the front line at all?

If this is possible you would force the enemy to come out of their fortifications to attack you and you could start to dig in your infantry. Once you are dug in good enough you can move them to front line and start attacking the enemy on more equal footing. You can deploy most support and artillery in rear echelon until you are ready to attack and have them fortify as well.

Would this be possible?

As coded, I think it is possible. Now you have me thinking whether it is a good idea. I had worked on the assumption that both sides would use front line, but of course the scenario you outline is possible too. It probably is reasonable that the strategic attacker could decline to engage and that the strategic defender would have to decide whether to abandon his fortifications to force the issue or just hold in place. I'll give it some thought.
 

Offline dukea42

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Re: C# Aurora v0.x Questions
« Reply #269 on: January 17, 2019, 08:43:49 AM »
Quote from: Steve Walmsley link=topic=10097. msg112204#msg112204 date=1547722734
As coded, I think it is possible.  Now you have me thinking whether it is a good idea.  I had worked on the assumption that both sides would use front line, but of course the scenario you outline is possible too.  It probably is reasonable that the strategic attacker could decline to engage and that the strategic defender would have to decide whether to abandon his fortifications to force the issue or just hold in place.  I'll give it some thought.

Sounds like a proper siege.  Sally forth early or hold out and race to see who gets the most reinforcements.   Or alternatively, seems very WW1 with a long phase of entrenchment.

I think it's very good for Aurora to have the tension building elements before the action.