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Topic Summary

Posted by: Steve Walmsley
« on: Today at 04:50:06 AM »

Big fan of the sensor changes, especially the vizualization of 100 IP ones! Could've sworn that already happened sometimes, but very far from always. Does the removed horizontal bar mean the Observed Weapons display is fixed as well? Because currently ROF is often not displayed in full, even if there is no scrollbar, on top of sometimes not making sense (screenshot attached, I'm guessing I saw the same ship fire in two separate engagements because according to the DB its RoF is 44578880, maybe a workaround against that as well?).

Also, since you're updating the alien class window, I can't help but once again ask that boarded ships would get a class summary there same way ship classes discovered from intel do. Or maybe let us edit the summary window so we could add notes too :)

There is an option to display sensor ranges now, but its based on race sensors not class, requires the sensor to be active and I don't think it is completely reliable. The new one displays sensor ranges regardless of activation (because you need to know the detection range even if it isn't active) and displays the actual active sensors next to the contact (as per 2.5.1).

Yes, weapon display is slightly narrower now to allow scrollbar. I've seen the weird ROF occasionally too, but haven't nailed it yet.

I've added class summary to the other information you gain when capturing an enemy ship.
Posted by: Ghostly
« on: Today at 01:39:46 AM »

Big fan of the sensor changes, especially the vizualization of 100 IP ones! Could've sworn that already happened sometimes, but very far from always. Does the removed horizontal bar mean the Observed Weapons display is fixed as well? Because currently ROF is often not displayed in full, even if there is no scrollbar, on top of sometimes not making sense (screenshot attached, I'm guessing I saw the same ship fire in two separate engagements because according to the DB its RoF is 44578880, maybe a workaround against that as well?).

Also, since you're updating the alien class window, I can't help but once again ask that boarded ships would get a class summary there same way ship classes discovered from intel do. Or maybe let us edit the summary window so we could add notes too :)
Posted by: Steve Walmsley
« on: June 28, 2025, 03:07:36 AM »

Can XCM be scrapped? If so, how many materials could we get back at maximum?

Yes, they can be scrapped. They would provide 720 wealth and 720 Corundium.
Posted by: Steve Walmsley
« on: June 28, 2025, 03:02:22 AM »

Something I'd like to ask is whether Sensor Jammers' interaction with ECCM remains unchanged.

Sensor Jammers are also affected by the same change as Fire Control Jammers, using the 0.75^(ECM Advantage) formula to affect sensor range. I'll note that separately in the changes list.
Posted by: alex_brunius
« on: June 27, 2025, 04:57:24 PM »

Yeah, but why not convert them into 10 automines instead of a new facility type? Does taking twice the cargo space really matter?
In a lot of my low or mid tech games before Civilians snowball and you have the economy to use them for free shipping then cargo space can matter quite a bit. I often find myself limited if not by cargo space, then by cargo space of faster haulers than can move the installations and other stuff around quickly to where I want it.

It also depends alot on playstyle and how heavily you militarize (if you use too much SY and Production on military stuff leaving too little for Commercial ships), but certainly possible to get yourself into this position.
Posted by: paolot
« on: June 27, 2025, 04:48:35 PM »

Can XCM be scrapped? If so, how many materials could we get back at maximum?
Posted by: Droll
« on: June 27, 2025, 11:50:09 AM »

And idea for industrial NPRs and "ships" might be to limit them to having a constellation of conventional tech battlestations. Since they won't be going anywhere and will have the support of the homeworld logistically it would probably be the simplest way of giving industrial NPRs a military presence in space.

They wouldn't be a threat like you mentioned for conventional ships but at least they'll be in the way
Posted by: Ghostly
« on: June 27, 2025, 11:06:04 AM »

Not sure how I feel about a new type of installation being added just to handle captured CMCs, but it sure beats having to pay enemy civilians after you conquer their stuff! I definitely agree with making them less efficient than automines though.

It also makes me wonder whether an "aggressive nationalization" type of play could be had now, allowing your civilians to breed CMCs on eligible but undesirable bodies (duranium-only planets, for example) before making them independent, conquering them and moving their installations elsewhere. This has the same energy as building force labor camps for your main race, not something I'd do but something that allows interesting roleplay possibilities.

Also, I can't thank you enough for the ECM changes and the spinal Particles, truly amazing stuff! Something I'd like to ask is whether Sensor Jammers' interaction with ECCM remains unchanged, and whether you've given any thought to the possibility of ECM having partial effects against superior ECCM and vice versa, as discussed here. I know it's not as straightforward as making the ECM penalty multiplicative, but it might be a great addition to the game if done right.
Posted by: Steve Walmsley
« on: June 27, 2025, 10:09:48 AM »

Why not just convert captured CMCs into automines?

A couple of reasons. If they were converted into automated mines, why don't civilians just use auto mines in the first place? Other civilian/commercial equipment tends to be larger and less efficient, so the same should apply to civilian mining colonies. Secondly, for game balance purposes, I didn't want to create an easy source of additional automated mines. The XMC can still be used in the same role, but is less efficient due to the transport requirements.
Posted by: Ush213
« on: June 27, 2025, 09:43:10 AM »

Yeah, but why not convert them into 10 automines instead of a new facility type? Does taking twice the cargo space really matter?

Ya i see your point you could carry 20 automines to an asteroid for double the production in the same time you bring one XCM. suppose i missed that point.
Still though it would be worth capturing them for the corrundum saving no. you would have to capture 10 automines for the same output. Cargo hauling is never a bottleneck for me in my games so moving it around isnt an issue for me. 

I wonder what problem or gameplay loop Steve was doing to see the need for XCMs
Posted by: Zap0
« on: June 27, 2025, 09:37:19 AM »

Yeah, but why not convert them into 10 automines instead of a new facility type? Does taking twice the cargo space really matter?
Posted by: Ush213
« on: June 27, 2025, 09:36:12 AM »

Like the ECM changes.

Why not just convert captured CMCs into automines?

ECMs are 10X more productive then automines. So they would be more sought after.
Posted by: Zap0
« on: June 27, 2025, 09:34:13 AM »

Like the ECM changes.

Why not just convert captured CMCs into automines?
Posted by: Ush213
« on: June 27, 2025, 09:33:50 AM »

New Casus belli unlocked. Harvasting those sweat XCM mines.

Whats the best way to capture these without accidently blowing them up.

It has to be flying in with a super fast and decently shielded/armored troop drop craft and using ground forces, right? Anything else risks blowing them up.

Well they would be on Asteroid right like our own CMCs. so the risk of STOs is minimal?  then you just land troops?
Posted by: Bremen
« on: June 27, 2025, 08:16:08 AM »

The ECM change is one I've wanted for a long time - in Aurora you're far more likely to be dealing with low odds shots due to range penalties or a technology gap, so the threat of ECM making shots completely impossible just contributed further to the dominance of missiles. Also I kind of like for Aurora lets you compensate for quality with quantity with missiles and am glad to see the same done with beams.

Spinal particle beams is a change I wasn't expecting since I always kind of thought the lance was the spinal particle variant, but I'm always excited for more weapon options. The range bonus in particular is interesting, particle beams' big weakness (besides overall lowish dps) has always been that they can't quite reach out to the max range of an equal tech fire control, so having a spinal version with increased range greatly reduces the threat of getting kited.