Posted by: Zap0
« on: Yesterday at 06:47:14 PM »Will that track mineral usage for the past year, or since the start of the campaign?
-Snip-
The progression for refuelling is 20k, 30k, 40k, 60k, 90k, 135k, 200k, etc.
The small craft version still exists, with half the previous refuelling rate.
Wrecks will usually appear in systems with planets. They may be in orbit and, if so, they are more likely to appear in orbit of planets with better environments.
I like the idea of a 'fallen race'. I could probably generate the race normally, then wipe it out, then pass a random amount of historical time to reduce what remains, including radiation. Substantial addition though, so might not be soon.
QuoteCommunication is established
A populated colony of the alien is captured or transferred to the viewing race.
A ship of the alien race surrenders or is captured
A lifepod of that race is rescued.
Sufficient ELINT data is gathered to generate an Intelligence Event
Hmm, will these conditions apply to the "special" aliens, i.e. Precursors, Raiders, Rakhas, Swarm, Invaders ?
Cos at least some of them, the conditions other than the ELINT one are not possible iirc ?
Like, raiders and precursors don't have populations that can be captured, and you can't communicate with them, and they don't have lifepods.
Communication is established
A populated colony of the alien is captured or transferred to the viewing race.
A ship of the alien race surrenders or is captured
A lifepod of that race is rescued.
Sufficient ELINT data is gathered to generate an Intelligence Event
Awesome to see wrecks being addded! My question is, will their placement be truly random, or will they gravitate towards the ruins of old civilizations, where precursors usually dwell? Let's say I have 2 ruins of the same race in my game, each one system apart, will these 3 systems (and maybe the adjacent systems) have a higher chance of spawning a wreck? If that's the case, any chance of making those wrecks tech-appropriate to the race whose ruins they litter? I reckon this could be accomplished by generating dummy Precursor designs with techs matching TL1 to TL5 and using them for wrecks only? This would make those high-tier ruins even more valuable.
Also, this might be better for the Suggestions thread (and I don't know how difficult this would be to implement), but one thing that had just occurred to me is that ruins could get generated in swathes same way Post-Start Multi-System NPRs are going to be, with the game spawning an entire small derelict empire in one go. This would make exploration even more exciting (a wreck in the middle of nowhere? something interesting might be next door!), possibly alleviate the issue of NPR generation-induced pauses spoiling things (you wouldn't know if you're getting an alive NPR or a dead one) and also create opportunities to spawn additional spoilers that could catch the player completely off-guard (especially the one with an affinity for expanding and eating wrecks).
There's also an option to spawn Precursor ships as wrecks that would reactivate upon salvage attempts or when the awakening comes, however this might actually provide too much information about the coming threat and make things too predictable. However, random derelict wrecks in general are something that's really missing from the game, in my opinion. We can already find ruins of clearly interstellar civilizations, with two or three systems having been colonized by the same race prior to its extinction, but there's not a single shipwreck to be found!Wouldn't the ancient shipwrecks have already been salvaged by the Raiders? That might have been how they were sustaining their economies after the Fall. You could even posit that the Raiders are the last remaining survivors of the prior age, which would fit their Dark Eldar inspiration.
Maybe they've all been mopped up by the Invaders (who are responsible for the downfall of all prior civilizations in the lore, if memory serves me right?) but it really doesn't have to be that way, encountering actual traces of the extinct empires' navies would add so much character to the game, not to mention interesting salvaging opportunities for the player or for the certain ever-ravenous spoiler.
There's also an option to spawn Precursor ships as wrecks that would reactivate upon salvage attempts or when the awakening comes, however this might actually provide too much information about the coming threat and make things too predictable. However, random derelict wrecks in general are something that's really missing from the game, in my opinion. We can already find ruins of clearly interstellar civilizations, with two or three systems having been colonized by the same race prior to its extinction, but there's not a single shipwreck to be found!Wouldn't the ancient shipwrecks have already been salvaged by the Raiders? That might have been how they were sustaining their economies after the Fall. You could even posit that the Raiders are the last remaining survivors of the prior age, which would fit their Dark Eldar inspiration.
Maybe they've all been mopped up by the Invaders (who are responsible for the downfall of all prior civilizations in the lore, if memory serves me right?) but it really doesn't have to be that way, encountering actual traces of the extinct empires' navies would add so much character to the game, not to mention interesting salvaging opportunities for the player or for the certain ever-ravenous spoiler.
I have two further requests for standing orders:
1. Add a "Send Message" conditional standing order. If people want to do something more complex than possible in the system, they can get a conditional that causes it and then send a message saying what should happen. eg. I set a message on "cargo full" which says "Salvager needs to unload", so I get reminded to do so.
2. Add a checkbox for executing standing orders at all. I regularly end up overbuilding geosurvey capacity, and then having all geological survey ships complain at me that they lack somewhere to go, and having to break away their conditional orders and rebuild them once the gravsurvay has caught up. A checkbox with "just don't run standing orders" would allow me to deactivate those ships without having to remove the standing orders and rebuild them later.
I've implemented the second suggestions.
http://aurora2.pentarch.org/index.php?topic=13463.msg173478#msg173478
The first is more involved as it would require additional functionality for standing orders.
I'm not sure how lore-friendly this approach to "Necrons" would be, but who cares? Having Precursors spawn throughout the system would be far more interesting than potentially never having to fight a single ship of theirs if you play carefully and station a large garrison on every ruin.
Another option I have considered is to have their ships launched from different bodies in the system, except for the orbital bases. In VB6, they used to have bases on multiple bodies with tracking stations and replacement ordnance.