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Topic Summary

Posted by: Hazard
« on: July 01, 2019, 04:52:05 PM »

Just saying, if all you need is combat data you can do some SM shenanigans to spawn them in.
Posted by: Steve Walmsley
« on: July 01, 2019, 04:40:59 PM »

So much time spent writing all the backgrounds and stuff, but maybe the setup can be reused again at some other point. Regardless your AAR:s are always good reads so not wasted effort by any means.. just wish they went on longer.

Yes, the background took a while :)

I enjoy it though as I usually learn a lot when researching the backgrounds. I am sure will be able to reuse some of it in the future. At the moment though I need to keep trying different things as it is the best way to stress-test the new code.

Posted by: Bughunter
« on: July 01, 2019, 03:24:09 PM »

So much time spent writing all the backgrounds and stuff, but maybe the setup can be reused again at some other point. Regardless your AAR:s are always good reads so not wasted effort by any means.. just wish they went on longer.
Posted by: Zincat
« on: July 01, 2019, 02:39:31 PM »

Another C# test campaign comes to an end :)

Due to the recent updates to C# Aurora, I've decided to start a new campaign. Aftermath was very useful in finding a number of key bugs and identifying areas of improvement but I would like to see the automated medals, etc. functioning from the start.

Also, I need a campaign where I can get into some fights relatively quickly (like The Suns Never Set), especially for ground combat, so I have created a new campaign that should make that much more likely.

Doh. On the one hand, I'm sad about this.
On the other hand, it's indicative of progress. Sooooooo.....  ;D
Posted by: Steve Walmsley
« on: July 01, 2019, 12:32:11 PM »

Another C# test campaign comes to an end :)

Due to the recent updates to C# Aurora, I've decided to start a new campaign. Aftermath was very useful in finding a number of key bugs and identifying areas of improvement but I would like to see the automated medals, etc. functioning from the start.

Also, I need a campaign where I can get into some fights relatively quickly (like The Suns Never Set), especially for ground combat, so I have created a new campaign that should make that much more likely.
Posted by: Hazard
« on: June 30, 2019, 04:04:14 PM »

It should also create another counter, roughly how much 'teeth' a given empire's diplomacy has. An empire that demands the removal of a ship but does not act for months is less likely to have its demands immediately heeded compared to an empire that tells a spy ship to get lost or else and then does the 'or else' within a week if not heeded.

Acting consistently should lower diplomatic penalties but improve diplomatic bonuses. People like diplomatic partners who are consistent and can be relied upon to act in a certain way. It'd be more programming however.
Posted by: Jovus
« on: June 30, 2019, 03:47:52 PM »

I'm imagining an accumulator variable that helps dictate AI diplomatic behaviour for purposes of this post, but I understand that's nothing but an analogy.

It would be very, very cool if messages themselves had diplomatic consequences, both direct and indirectly related. In our current example, let's say you send the AI a message to vacate the premises with his spy ship immediately. This involves a small relationship hit. The AI decides to linger for whatever reason instead of leaving post-haste. You destroy his spy. This is another relationship hit, but the two hits together are not as extreme as if you had fired immediately without diplomatic communication.
Posted by: Steve Walmsley
« on: June 30, 2019, 11:56:58 AM »

I mean, hostile AIs will likely just blast your ships to pieces anyway.

I very much hope that isn't a given. The racial strategy AI (or whatever it's called) should think hard about whether it's worth causing a further diplomatic incident by killing small, apparently unarmed ships.

On the other hand, if they find such a thing it should itself count as a diplomatic incident. But if they judge you as being a powerful enough empire it's not worth risking a war...

I hope the diplomacy system involves the ability to do things like register diplomatic protests, possibly even trade sanctions, etc. different ways to diplomatically handle and register conflict without resorting immediately to shooting.

I haven't coded it yet, but I intend to allow races to send each other preset messages such as "This system is ours. Leave immediately". There will be some variants on that general theme once I get into coding.
Posted by: Jovus
« on: June 30, 2019, 10:50:03 AM »

I mean, hostile AIs will likely just blast your ships to pieces anyway.

I very much hope that isn't a given. The racial strategy AI (or whatever it's called) should think hard about whether it's worth causing a further diplomatic incident by killing small, apparently unarmed ships.

On the other hand, if they find such a thing it should itself count as a diplomatic incident. But if they judge you as being a powerful enough empire it's not worth risking a war...

I hope the diplomacy system involves the ability to do things like register diplomatic protests, possibly even trade sanctions, etc. different ways to diplomatically handle and register conflict without resorting immediately to shooting.
Posted by: Hazard
« on: June 25, 2019, 09:16:07 AM »

I wonder if there is any reason shields wouldn't work as a ground defense mechanic? Sort of like Star Wars, where shields make planetary bombardments more difficult and thus force ground engagements aka Hoth. Only on a unit level, rather than something that covers an entire planet, and of sufficient cost/tech level so as not to make it a cheap defense. I imagine a large, expensive 'module' that you could give certain units, but at the cost that its bulk makes them less maneuverable or something...

Just make it an STO type weapon, so it can only be stuck on a Static unit, and is as large a component as it is on a ship.
Posted by: Bremen
« on: June 25, 2019, 08:37:27 AM »

With those stats, armoured drop-ships to land troops under fire are seeming a lot more enticing.

I dunno, I was actually kind of disappointed when I realized just how easily shielded warships or ones with a small range advantage could bombard down defenses (MSP are cheap). Though it would admittedly still cause lots of dust and collateral damage, it made it pretty clear to me that ground troops alone will barely slow down an enemy that doesn't care about glassing the planet.

One thing to bear in mind is that ground-based fire controls have a 25% range advantage, so you need have a decent tech advantage. By the time the attacker has 20cm far ultraviolet lasers, the defenders will have much better weapons than the current particle beams.

I had forgotten about that. It makes a bigger difference with lasers (particle beams will be more accurate but still vulnerable to being outranged) and makes it very unlikely to outrange them without a massive tech advantage.
Posted by: Steve Walmsley
« on: June 25, 2019, 08:01:00 AM »

With those stats, armoured drop-ships to land troops under fire are seeming a lot more enticing.

I dunno, I was actually kind of disappointed when I realized just how easily shielded warships or ones with a small range advantage could bombard down defenses (MSP are cheap). Though it would admittedly still cause lots of dust and collateral damage, it made it pretty clear to me that ground troops alone will barely slow down an enemy that doesn't care about glassing the planet.

One thing to bear in mind is that ground-based fire controls have a 25% range advantage, so you need have a decent tech advantage. By the time the attacker has 20cm far ultraviolet lasers, the defenders will have much better weapons than the current particle beams.
Posted by: Tanj
« on: June 25, 2019, 07:29:43 AM »


...I realized just how easily shielded warships or ones with a small range advantage could bombard down defenses (MSP are cheap).

I wonder if there is any reason shields wouldn't work as a ground defense mechanic? Sort of like Star Wars, where shields make planetary bombardments more difficult and thus force ground engagements aka Hoth. Only on a unit level, rather than something that covers an entire planet, and of sufficient cost/tech level so as not to make it a cheap defense. I imagine a large, expensive 'module' that you could give certain units, but at the cost that its bulk makes them less maneuverable or something...
Posted by: Bremen
« on: June 24, 2019, 09:58:27 PM »

With those stats, armoured drop-ships to land troops under fire are seeming a lot more enticing.

I dunno, I was actually kind of disappointed when I realized just how easily shielded warships or ones with a small range advantage could bombard down defenses (MSP are cheap). Though it would admittedly still cause lots of dust and collateral damage, it made it pretty clear to me that ground troops alone will barely slow down an enemy that doesn't care about glassing the planet.
Posted by: Graham
« on: June 24, 2019, 06:25:47 PM »

With those stats, armoured drop-ships to land troops under fire are seeming a lot more enticing.