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Aurora / Re: Weltenbrand
« Last post by Greifenstolz on Today at 05:49:17 AM »
Quote from: Sleepymoon
Quote from: Greifenstolz

12th June 2106 - The Great Powers finish negotiations and agree to sign a new UN treaty. The Sol Accord, which will partially supersede the Outer Space Treaty, regulates as follows:

1.   Earths moon, being the closest companion of our planet, is not to be claimed by any nation, and shall be open for colonization.
2.   No planet or dwarf planet or their moons in the solar system is to be claimed by any nation.  A special exception for the jovian moons shall be specified in (4). No nation shall have sole access to their resources. As the main bodies of our solar system, colonization shall be open to anyone.
3.   Asteroids may be claimed. The claim beginns with governmental colonization. The claim may be used to stop other nations from governmental colonization. The claim may not be used to stop civillian colonization and mining operations.
4.   The Jupiter moons Io, Europa, Ganymede and Callisto, being hypothetical terraforming candidates and of special interest for the Great Powers, will be assigned as follows:
- The Pacific Federation shall have a permanent claim to Io.
- The European Union shall have a permanent claim to Europa.
- The United States of America shall have a permanent claim to Ganymede.
- The Federal Republic of Germany and the Nordic League shall have a permanent shared claim to Callisto.
- No other jovian moon may be claimed.
5.   Principles of the Outer Space Treaty not touched by the Sol Accord shall remain active.

Since noone seems completely happy with the new treaty but accept it, it is called an astounding success.

No moons for the Commonwealth? I guess Theresa May is still in charge of negotiations.

Oh snap, I totally forgot about them when I wrote that. I have to fix that, since I didn't plan to let them have May at that point. Thanks for pointing that out! :-)
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by alex_brunius on Today at 05:17:28 AM »
Having seen the lates AI reports, an idea came into my mind.
One limitation to tell large scale stories is the amount of detail work you have to do with multiple nations. So how about different levels of control?

One: Full AI Empire - the AI controls all levels of this empire
Two: High Level Human - The human player can issue general decisions (negotiate peace, go to war, explore jump point XY, settle in system / on planet ABC); but everything below that is controlled by the AI
Three: Medium Level Human - The human player can issue additional commands like construct new ships or facilities, move fleets to XYZ, etc.
Four: Human Empire - The human player controls everything

What also would be interesting: to be able to switch between modes. For example control an empire on L2 until it goes to war, then switch to L4 and control all aspects of the war, when it is done switch back to L2... .

This only works if the human is prepared to follow the same constraints as the AI in setting up his colonies and forces (creating the correct types of ground forces, forming the right operational groups, designing and building the required ship classes with the required capabilities). The C# AI will be a lot better at handling unexpected situations or even using captured ships than in VB6, but it would not be difficult for human intervention to confuse the AI, even if only temporarily.

Some more basic form of human assistant might be possible on a limited scale (in fact, you already have that to a degree with standing orders). However, I would not want to restrict the AI code in order to have an on/off option for human intervention.

What I hope with C# Aurora, is that I can play a reasonable multiple start with one player and multiple AIs, that will not inevitably turn into a free-for-all Armageddon :)

What I would like to see is some SM options to handle NPRs better ( and also make providing feedback easier ).

1.) A SM option to view a specific NPR, but not touch anything. Basically you can go into all the interfaces like it was a normal race, but all action buttons are grayed out.
2.) A SM option to irreversibly convert a specific NPR to become a player controlled empire instead. Disables all AI functions and you now need to play it, could be helpful if the game get stuck due to some NPR/AI bug and you really want to continue it, or if you see the NPR AI doing something incredibly stupid and you want to take control to play out the "what if" scenario.

The first option is probably quite a bit of work, but I think it could be very helpful to provide feedback and improvement suggestions if we are able to observe the AI play "in action" so to speak. It could also be really cool to see some AARs written from the NPR perspective or detailing NPR vs NPR wars. Perhaps having a fully hands off start mode where you only can observe one or multiple NPRs could help with speeding up AI development and testing.
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C# Aurora / Re: Update on Progress
« Last post by roug on Today at 05:01:28 AM »

"BTW in the current test game, the NPR recently recovered a spaceport from ruins.  With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world.  All this was done based on existing AI code - I didn't have to code for this specific situation.  Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system. "


Paradox should hire you for AI in HOI 4  ;D
I cannot wait to play this game!!!
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Aurora / Re: Weltenbrand
« Last post by Sleepymoon on Today at 04:42:48 AM »

12th June 2106 - The Great Powers finish negotiations and agree to sign a new UN treaty. The Sol Accord, which will partially supersede the Outer Space Treaty, regulates as follows:

1.  Earths moon, being the closest companion of our planet, is not to be claimed by any nation, and shall be open for colonization.
2.  No planet or dwarf planet or their moons in the solar system is to be claimed by any nation. A special exception for the jovian moons shall be specified in (4). No nation shall have sole access to their resources. As the main bodies of our solar system, colonization shall be open to anyone.
3.  Asteroids may be claimed. The claim beginns with governmental colonization. The claim may be used to stop other nations from governmental colonization. The claim may not be used to stop civillian colonization and mining operations.
4.  The Jupiter moons Io, Europa, Ganymede and Callisto, being hypothetical terraforming candidates and of special interest for the Great Powers, will be assigned as follows:
- The Pacific Federation shall have a permanent claim to Io.
- The European Union shall have a permanent claim to Europa.
- The United States of America shall have a permanent claim to Ganymede.
- The Federal Republic of Germany and the Nordic League shall have a permanent shared claim to Callisto.
- No other jovian moon may be claimed.
5.  Principles of the Outer Space Treaty not touched by the Sol Accord shall remain active.

Since noone seems completely happy with the new treaty but accept it, it is called an astounding success.

No moons for the Commonwealth? I guess Theresa May is still in charge of negotiations.
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C# Aurora / Re: Update on Progress
« Last post by Impassive on Today at 02:54:27 AM »
Quote from: Steve Walmsley link=topic=10096. msg111353#msg111353 date=1545052451
Quote from: Impassive link=topic=10096. msg111352#msg111352 date=1545040109
Loving these updates Steve! Each post gets me excited :) What do you have left to do before release?

Still some significant areas.  Combat and planetary invasions for the AI for example and some general ground combat related areas, including air-to-air for ground support fighters.  I am working through as I need them.  I have some time off over Xmas so I will turn on Precursor activation for the NPR in the current game and see what happens.  Programming for actual situations is easier than trying to visualize what might happen.  I also need to add a lot more NPR and Spoiler types to provide a variety of opposition.  I'm going to tackle Star Swarm first, which will be familiar in some ways but will also borrow some behaviour from WH40k Tyranids.  I have some ideas in mind regarding how to make them much more 'interesting'.

There is still a fairly long to-do list but its relatively small compared to what is already done.  I already feel like I am playing Aurora again for the first time in almost three years.  Next up (I hope by end of Xmas holiday) is probably a new campaign with TN player race, a couple of NPRs and both Precursors and Swarm active.

BTW in the current test game, the NPR recently recovered a spaceport from ruins.  With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world.  All this was done based on existing AI code - I didn't have to code for this specific situation.  Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system.

Amazing work Steve! All I want for Christmas is Aurora 4x but I'll have to be patient :) I'll spend some time theory crafting my Ground Forces Composition and Fleet Doctrine for when the game is ready for release. 
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Quasar4x / Re: Quasar4x - An early look at an Aurora4x clone in the works
« Last post by Kyle on Yesterday at 04:55:04 PM »
Progress Report 2018-12-18:

Teams / Academy tab is done for now.  As warned, it's not a big update this time.  Hopefully I'll be able to return to regular updates next month.  Latest prototype build has been updated.

Specifics that are done in this tab: Academy level, Officer grads per year, racial training level, crewmen and junior officers, list available officers by team type, show this pop only, show unassigned only, create team, list teams on this colony, list members of team, list commanders stationed at colony, open officers window, transfer team to ship, rename team, disband team.   

Meta Musings: Not going to lie, the grind is getting real.  At this phase in the project, none of the code is particularly challenging, there is just so.. darn.. much of it, and the end result of finishing a section is a lot like seeing two pages of numbers add up in an accounting program.  It's one of the reasons progress is currently slow.  I'm fiercely determined however, and love to code, so it's not going to die.  Q4X is and will be my only programming-for-fun project until otherwise notified.  And if I ever do move on, I will absolutely make it open source / MIT License first. 

Anyway!  The holidays call, happy times are here and I hope everyone is well!  See you next year!
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley on Yesterday at 08:55:03 AM »
A quick update on NPR Research.

There have been problems in VB6 with NPRs duplicating research or not following sensible research strategies. Therefore, each NPR design theme in C# Aurora has a built-in tech progression. This consists of many tech groups, each of which contains one or more tech types. For example, a group might simply contain armour, or it may contain a group of energy weapon related tech types, including the major components for the NPR's preferred weapon plus beam fire control techs. An engine-related tech group may contain reactor, engine and fuel consumption tech types. The NPR may have the same tech group multiple times in its design theme progression.

An NPR will check the total research cost for the tech group, based on the next tech within each tech type, and then dedicate all research in its empire toward achieving that total. For example, if the tech group is engines (reactor, engine, fuel consumption) and the NPR already has ion tech, it will total Stellarator Fusion Reactor (12,000), Magneto-plasma Drive Technology (20,000) and Fuel Consumption: 0.6 Litres per Engine Power Hour (8000) for a total of 40,000 RP. Once the total is hit, it gains all the techs in that tech group. Certain tech groups will trigger a redesign for NPR ship types and/or ground forces.

Each tech group has an associated research field based on the majority field within the group. Progression will be based on either the best scientist for that field, regardless of admin rating, or the best overall scientist if that bonus exceeds 4x the specialist bonus.

This gives some advantages over players (no admin limit) and some disadvantages (less flexible). Most importantly, this should provide a much more cohesive NPR research strategy and make NPRs more challenging as they improve their technology. This code has been working since before the current campaign.

This sounds great. What I would like in addition is variation in the AI research assignment weights, if possible. For example, let's say one NPR's racial idea of research is 'get powerful weapons, worry about fire controls later,' and so it would end up with high-tech weapons but its BFCs (or MFCs, as appropriate) might lag behind. Or, of course, in reverse. Similarly an NPR might worry about power generation more than beam research, because its racial AI figures advanced powergen (and drives) are more useful and it's ok lagging behind with only visible light lasers while it has magneto-pulse, for example.

All that is possible. There is a master list for progression but different design themes can choose which parts they include and there are alternate paths already built into the progression (and more can be added).
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Yesterday at 08:50:09 AM »
A quick update on NPR Research.

There have been problems in VB6 with NPRs duplicating research or not following sensible research strategies. Therefore, each NPR design theme in C# Aurora has a built-in tech progression. This consists of many tech groups, each of which contains one or more tech types. For example, a group might simply contain armour, or it may contain a group of energy weapon related tech types, including the major components for the NPR's preferred weapon plus beam fire control techs. An engine-related tech group may contain reactor, engine and fuel consumption tech types. The NPR may have the same tech group multiple times in its design theme progression.

An NPR will check the total research cost for the tech group, based on the next tech within each tech type, and then dedicate all research in its empire toward achieving that total. For example, if the tech group is engines (reactor, engine, fuel consumption) and the NPR already has ion tech, it will total Stellarator Fusion Reactor (12,000), Magneto-plasma Drive Technology (20,000) and Fuel Consumption: 0.6 Litres per Engine Power Hour (8000) for a total of 40,000 RP. Once the total is hit, it gains all the techs in that tech group. Certain tech groups will trigger a redesign for NPR ship types and/or ground forces.

Each tech group has an associated research field based on the majority field within the group. Progression will be based on either the best scientist for that field, regardless of admin rating, or the best overall scientist if that bonus exceeds 4x the specialist bonus.

This gives some advantages over players (no admin limit) and some disadvantages (less flexible). Most importantly, this should provide a much more cohesive NPR research strategy and make NPRs more challenging as they improve their technology. This code has been working since before the current campaign.

This sounds great. What I would like in addition is variation in the AI research assignment weights, if possible. For example, let's say one NPR's racial idea of research is 'get powerful weapons, worry about fire controls later,' and so it would end up with high-tech weapons but its BFCs (or MFCs, as appropriate) might lag behind. Or, of course, in reverse. Similarly an NPR might worry about power generation more than beam research, because its racial AI figures advanced powergen (and drives) are more useful and it's ok lagging behind with only visible light lasers while it has magneto-pulse, for example.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Steve Walmsley on Yesterday at 02:50:58 AM »
I don't know if this is the place to make the suggestion or if this the "galactic empire" option in the game (i assumed that was Star Wars) but it would be cool to have a Asimov Foundation/Empire theme in the game.  I would be down to make it or help out.

If you can produce the name lists as text files (one name per line), I will add them to the game.
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Bureau of Ship Design / Re: Ships
« Last post by Silvarelion on December 17, 2018, 11:12:25 PM »
my biggest question is this:  with the (lack of) operational range of the parasites, can you dependably keep the carriers out of missile range?

it also seems like you have a very high minimum investment in Gallicite before your fleet can endure the usual npr levels of AMM spam.  maybe it would work for your flak ships to be based on the assassin chassis instead of the killer?

You are right that it would be a lot cheaper to build slower ships that don't have stealth capabilities.  Gallicite isn't a problem at the moment, but it very well could be later on down the road.  The expense of the engines is also why I haven't planned to upgrade the corvettes speed over time.  The engine is over half of their cost, so there really isn't too much point in changing it out, instead of making a whole new ship.  Especially when they should have a speed advantage over the vast majority of the ships they will find, even ones which are several generations more advanced.  I should run the numbers, though, and see if I can find a more cost efficient frame for my flak corvettes.

Dealing with AMM and massed box launchers will be a problem.  In my test fights while developing the idea, they didn't really stand much of a chance against either missile build.  However, that is a problem that the vast majority of designs are weak against.  But I feel like it can be overcome with good scouting, maneuverability, and the micromanagement of knowing where their ranges are.  My plan, which still needs to be tested against actual NPR spam, is to scout out where the AMMs are able to reach, then ride that line with my main ships, and bait out several salvos of AMMs.  If I know how fast they are going, then I can duck back across the line and hopefully have the missiles burn out in flight trying to catch me. 

I feel like good scouting is also the answer to keeping the carriers safe from missile attack.  If they are caught out, then the operational ranges of the corvettes doesn't give me much wiggle room.  However, jump scouts should make sure that there isn't anything within striking distance of the jump point, and after that, they just need to be able to retreat back out of sensor range.  So far, nothing has come anywhere near to finding out there the carriers are, and as long as they don't get surprised, they should be able to lie doggo and let the decoy fighters draw the enemy away. 

Thanks for the input!
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