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Posted by: MarcAFK
« on: January 16, 2016, 12:37:20 AM »

I have officers in unassigned diplomacy teams increase their skill all the time, so I think that just being on a diplomacy is enough to potentially cause an officer to spontaneously gain experience. Maybe they have a debate club or a model UN?
A political role play minecraft server perhaps?
Posted by: Prince of Space
« on: January 15, 2016, 02:54:10 PM »

I have officers in unassigned diplomacy teams increase their skill all the time, so I think that just being on a diplomacy is enough to potentially cause an officer to spontaneously gain experience. Maybe they have a debate club or a model UN?
Posted by: Mor
« on: January 14, 2016, 05:59:39 PM »

But that is exactly what I am looking for ;) Anyway, I updated the Diplomacy. Steve did a superb job here so it was easy,although I probably frakked it up somehow.
Posted by: MarcAFK
« on: January 14, 2016, 05:46:17 PM »

Don't quote me on this, but I'm pretty sure it's after any check which improves relations.
Posted by: Mor
« on: January 14, 2016, 04:26:50 PM »

On a related note, when the Diplomacy Team gain experience?
Posted by: Hawkeye
« on: February 23, 2010, 10:01:24 AM »

Quote from: "Another"
Could you clarify how establishing communications is processed?

I know that bit about active sensors and "initiate communication" button but what happens after that?

My current Human race has a translation skill at -24. Am I doomed to no diplomacy at all?

Are race characteristics like Diplomacy, Militancy,..., Trading even used in current version of Aurora?

Even forum search could not provide me details that are probably obvious to old players. This kind of info should probably be incorporated into the wiki; not just a link to this thread from a yet some more links section.

First, I don´t know of all of them, but I´ll share what I know (or belive) to be true ;)
Posted by: Another
« on: February 23, 2010, 05:50:10 AM »

Could you clarify how establishing communications is processed?

I know that bit about active sensors and "initiate communication" button but what happens after that?

My current Human race has a translation skill at -24. Am I doomed to no diplomacy at all?

Are race characteristics like Diplomacy, Militancy,..., Trading even used in current version of Aurora?

Even forum search could not provide me details that are probably obvious to old players. This kind of info should probably be incorporated into the wiki; not just a link to this thread from a yet some more links section.
Posted by: rmcrowe
« on: December 09, 2009, 05:04:38 PM »

Given that you said mines can not change programming after being laid, is it possible to have a "friendly" ship come by and pick them up for re-use/re-programming.  Awful expensive to have to expend them to change the software settings!

robert
Posted by: Beersatron
« on: December 09, 2009, 03:19:11 AM »

Quote from: "Steve Walmsley"
Quote from: "Beersatron"
- my designs above may not be balanced but I noticed the following happen when my mines went off: the separation range is set to 150k km and the NPR only came within that range of 3 of the mines yet all the mines around the JP released their sub munitions. Then what happened was that only those sub munitions from the 3 mines within range actually attacked. The others lost target and didn't even move 1km - then self destructed. Is that by design? Are they using other sensors on purpose?
I've set this up to test and it is working as it should. Only those mines that can detect the ship by themselves are firing.  What version was it when this happened because I think I have fixed a bug along these lines some time after v4.7

Steve

v4.76

These are the mines I mentioned before, were I had to go in and manually enter the sensor resolution and range. It may be best to ignore this for now and then I will test it again if I get around to redesigning the mines with new tech.
Posted by: Steve Walmsley
« on: December 09, 2009, 03:01:34 AM »

Quote from: "Beersatron"
- my designs above may not be balanced but I noticed the following happen when my mines went off: the separation range is set to 150k km and the NPR only came within that range of 3 of the mines yet all the mines around the JP released their sub munitions. Then what happened was that only those sub munitions from the 3 mines within range actually attacked. The others lost target and didn't even move 1km - then self destructed. Is that by design? Are they using other sensors on purpose?
I've set this up to test and it is working as it should. Only those mines that can detect the ship by themselves are firing.  What version was it when this happened because I think I have fixed a bug along these lines some time after v4.7

Steve
Posted by: Steve Walmsley
« on: December 09, 2009, 01:09:49 AM »

Quote from: "Beersatron"
That's fine with me, I'm thinking of changing my WP defense from mine field to OWP now.

Did you ever give any thought to creating the equivalent of the primary buoy in Starfire? Buoy with a laser instead of missile, heavily increased cycle time and possibly have it 'degrade' after every shot so it doesn't last forever?
Yes I have considered it. It is very possible within the physics of the game so I will look at that when I look at mines for the next DB release.

Steve
Posted by: Beersatron
« on: December 09, 2009, 12:19:59 AM »

Quote from: "Steve Walmsley"
Quote from: "Beersatron"
The level of detail on mine control is actually more than I hoped for :oops:
It will probably be post-Xmas before anything like this was introduced. I am trying to avoid DB changes at the moment so I can make sure that v4.7+ is as stable as I can make it before I change anything significant. I have a growing list of things that I would like to do once I start making DB changes again and this will be on that list. Besides I just ordered a new digital piano so I will no doubt be totally distracted by that when it arrives in a week or so :)

Steve

That's fine with me, I'm thinking of changing my WP defense from mine field to OWP now.

Did you ever give any thought to creating the equivalent of the primary buoy in Starfire? Buoy with a laser instead of missile, heavily increased cycle time and possibly have it 'degrade' after every shot so it doesn't last forever?
Posted by: Steve Walmsley
« on: December 09, 2009, 12:13:52 AM »

Quote from: "Beersatron"
The level of detail on mine control is actually more than I hoped for :oops:
It will probably be post-Xmas before anything like this was introduced. I am trying to avoid DB changes at the moment so I can make sure that v4.7+ is as stable as I can make it before I change anything significant. I have a growing list of things that I would like to do once I start making DB changes again and this will be on that list. Besides I just ordered a new digital piano so I will no doubt be totally distracted by that when it arrives in a week or so :)

Steve
Posted by: Beersatron
« on: December 08, 2009, 11:57:33 PM »

Quote from: "Steve Walmsley"
Quote from: "Beersatron"
I actually set the mines up a bit too far out and they only barely overlap around the JP.

The friendly NPR jumped into Sol and was green on sensors, they start moving towards center of system and I am holding my breathe - bam! All the mines release their sub munitions. I think you mentioned before that this would probably happen, but I set this up on purpose just so I could see.

A few things on mines:
- if I am using active sensors then surely it shouldn't fire on greens? Not sure how you would do it for EM and TH since they are passive and quite rightly would find it hard to distinguish between friend and foe.

- is it possible to set an option that would stop a mine field from firing on neutrals? Say I have expanded beyond my feasible economical and military reach and want to settle in for a while to feast on my current holdings. But, I want to ensure that my approaches are secure except that I do not have the resources on hand to deploy mobile pickets so I go with mine fields. Now, I do not want to start an interstellar incident so I will deploy the mines and set them to attack only known enemies and to ignore neutrals and friendlies.
At the moment mines fire on anything that isn't one of your ships. The reason for this is that alliances can change and there is no way for the mines to know who is your friend at the time they get activated, compared to the time they were laid. I don't think its realistic for all mines to be aware of the current diplmatic situation but I have an alternative suggestion. How about a window that allows you to specify the allowable targets for mines. This could be as simple as "Any foreign ship", or as complex as "Arachnid Ships between 5000 and 10,000 tons", "Thermal Signatures greater than 1000", or even a specified range of known alien classes. Perhaps even a command to ignore the first few targets or wait a certain time before activating. I think for modern captor mines the software can be set for targets within certain ranges so this would allow you to setup something similar. When you lay a mine, it would adopt whatever rules were set for your mines at that point in time. You wouldn't be able to change the targeting instruction for a mine once laid but it would still add a lot more flexibility. I think the window would have to contain a list of deployed mines so you could keep track. For those players who aren't interested in this level of detail, the default would remain "All Alien Ships"

Quote
- my designs above may not be balanced but I noticed the following happen when my mines went off: the separation range is set to 150k km and the NPR only came within that range of 3 of the mines yet all the mines around the JP released their sub munitions. Then what happened was that only those sub munitions from the 3 mines within range actually attacked. The others lost target and didn't even move 1km - then self destructed. Is that by design? Are they using other sensors on purpose?
No, that sounds like a bug I thought I had fixed. I'll look at it again.

Quote
- is there a way to self-destruct a mine? I can be a neat freak sometimes and it could be bad for the civies if a mine gets a short and goes off  :)

Steve

The level of detail on mine control is actually more than I hoped for :oops:
Posted by: Steve Walmsley
« on: December 08, 2009, 10:59:25 PM »

Quote from: "Beersatron"
I actually set the mines up a bit too far out and they only barely overlap around the JP.

The friendly NPR jumped into Sol and was green on sensors, they start moving towards center of system and I am holding my breathe - bam! All the mines release their sub munitions. I think you mentioned before that this would probably happen, but I set this up on purpose just so I could see.

A few things on mines:
- if I am using active sensors then surely it shouldn't fire on greens? Not sure how you would do it for EM and TH since they are passive and quite rightly would find it hard to distinguish between friend and foe.

- is it possible to set an option that would stop a mine field from firing on neutrals? Say I have expanded beyond my feasible economical and military reach and want to settle in for a while to feast on my current holdings. But, I want to ensure that my approaches are secure except that I do not have the resources on hand to deploy mobile pickets so I go with mine fields. Now, I do not want to start an interstellar incident so I will deploy the mines and set them to attack only known enemies and to ignore neutrals and friendlies.
At the moment mines fire on anything that isn't one of your ships. The reason for this is that alliances can change and there is no way for the mines to know who is your friend at the time they get activated, compared to the time they were laid. I don't think its realistic for all mines to be aware of the current diplmatic situation but I have an alternative suggestion. How about a window that allows you to specify the allowable targets for mines. This could be as simple as "Any foreign ship", or as complex as "Arachnid Ships between 5000 and 10,000 tons", "Thermal Signatures greater than 1000", or even a specified range of known alien classes. Perhaps even a command to ignore the first few targets or wait a certain time before activating. I think for modern captor mines the software can be set for targets within certain ranges so this would allow you to setup something similar. When you lay a mine, it would adopt whatever rules were set for your mines at that point in time. You wouldn't be able to change the targeting instruction for a mine once laid but it would still add a lot more flexibility. I think the window would have to contain a list of deployed mines so you could keep track. For those players who aren't interested in this level of detail, the default would remain "All Alien Ships"

Quote
- my designs above may not be balanced but I noticed the following happen when my mines went off: the separation range is set to 150k km and the NPR only came within that range of 3 of the mines yet all the mines around the JP released their sub munitions. Then what happened was that only those sub munitions from the 3 mines within range actually attacked. The others lost target and didn't even move 1km - then self destructed. Is that by design? Are they using other sensors on purpose?
No, that sounds like a bug I thought I had fixed. I'll look at it again.

Quote
- is there a way to self-destruct a mine? I can be a neat freak sometimes and it could be bad for the civies if a mine gets a short and goes off  :)

Steve