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Topic Summary

Posted by: TMaekler
« on: Today at 06:36:15 AM »

Actually fuel consumption per engine hour is a general tech that is automatically applied to all engine types. I know it would not add much to gameplay except more "realism", but I would like to have fuel consumption per engine hour dependend upon each engine class. So at first when you research a new type of engine class, it might be faster but would eventually eat much more fuel, Later on you would get the benefit of lesser fuel consumption as you research it.
Posted by: Happerry
« on: Today at 12:57:20 AM »

Any chance that we could eventually have sort of 'Conserve NPR Variety' option based on the 'Human NPR' option? IE, instead of just the oldest population just an already existing population? For stuff like when two empires met and destroyed each other both can have remnants showing up, or when a big galactic federation went up in flames it left colonies of all its member species scattered around and so on?
Posted by: Steve Walmsley
« on: Yesterday at 08:19:18 AM »

The new option for "Human NPRs"; could it be possible to make the chance variable? Not fixed 1/3rd but rather an option and we can choose how likely the chance for a human NPR is?

Yes, I will probably change to that at some point.
Posted by: TMaekler
« on: Yesterday at 05:12:13 AM »

The new option for "Human NPRs"; could it be possible to make the chance variable? Not fixed 1/3rd but rather an option and we can choose how likely the chance for a human NPR is?
Posted by: Garfunkel
« on: June 22, 2019, 04:11:50 AM »

Yes, I believe you remember correctly.
Posted by: Father Tim
« on: June 21, 2019, 06:01:39 PM »

I would like to suggest a simple change to the way VB6 handles inexperienced fleets: instead of the fleet stopping while it acknowledges new orders, have it follow the last order given until it does so.

Definitely this.

(Though a nagging little voice in the back of my mind says Steve already made this change for C# Aurora.)
Posted by: Cyborg29
« on: June 21, 2019, 04:27:34 PM »

I would like to suggest a simple change to the way VB6 handles inexperienced fleets: instead of the fleet stopping while it acknowledges new orders, have it follow the last order given until it does so.
Posted by: hubgbf
« on: June 21, 2019, 11:13:13 AM »

Facility idea:

Interstellar mass driver

Must be built on closest planet to system primary. Needs 2.5 mil population to be operated. Can target other interstellar mass drivers across jump points. Only 1 per system with limited annual tons of material.

If you want to simplify mineral logistic, what about teleportation?
technobable say it will only work with pure TN materials, and only if there is only one TN material at the same time, as you have to fine tune the teleporter for this element.

No consumer goods, no living being, no component, etc...

Perhaps as an option ?

Rerouting civilian mass driver component is also possible.
Will only work when stationed on a jump point, and for mineral packet only, be it a station or a ship. If there is no such component when the packet arrive, it is destructed by interacting with the jump point, creating a blast effect dependant on the quantity and quality of the TN material (sorium will made bigger boom).

My 2 cents
Posted by: totos_totidis
« on: June 21, 2019, 07:49:03 AM »

I have an idea about the Rakhas.
Since the Rakhas are the remenants of an ancient civ it would make sense for there to be a much greater chance of ancient ruins on their planets.
Posted by: Jovus
« on: June 21, 2019, 07:41:54 AM »

Facility idea:

Interstellar mass driver

Must be built on closest planet to system primary. Needs 2.5 mil population to be operated. Can target other interstellar mass drivers across jump points. Only 1 per system with limited annual tons of material.

Slightly different proposal: no limits on the # per system or the location in-system, but every time you fire one, it requires a small amount of minerals of certain types, which are consumed. This is to model the mineral package being sent with a small 'one use' jump-field generator in order to punch through the jump point. Surcharge is a simple ratio to the packet size, so you don't have to optimize firing schedule.

A given interstellar mass driver can only send through a single jump; if you want your minerals to go further, use another in the next system (and pay the surcharge again).

A possible problem with this is that naturally people are going to want to start putting these one-use JDs on missiles, but I think that can be gotten around by saying these jump generators are too unstable for engines of any power, much like commercial JDs can't handle military engines but moreso.
Posted by: Ranged66
« on: June 21, 2019, 02:34:42 AM »

Facility idea:

Interstellar mass driver

Must be built on closest planet to system primary. Needs 2.5 mil population to be operated. Can target other interstellar mass drivers across jump points. Only 1 per system with limited annual tons of material.
Posted by: swarm_sadist
« on: June 18, 2019, 05:25:46 PM »

For the new Spoiler Race:

Have their numbers regenerate when attacked, requiring a massive assault that will kill them off for good. You go all the way or they will just replenish their numbers, using your wrecked units and technologies against you the next time you fight them.
Posted by: vorpal+5
« on: June 17, 2019, 01:13:51 AM »

Has it been considered to add more surprises (and FUN) to the colonization efforts by adding anomalies and oddities? Basically a system body can have from 0 to 3 oddities that might be good or bad. Some will require efforts to deal with, some are permanent or passive.

Nothing super original compared to others games, but this is akin to the concept of 'Goody Huts' for Sid Meier Civilization. Really, I think all Sci-fi 4X games have this kind of stuff on their planets (Endless Space, Stellaris, Galactic Civ III).

This can require a bit of efforts in writing so they are diverse enough, but I'm sure a lot of us would gladly help.

Can also be seen as an extension of the current ruins feature but more diverse. It can be about a dangerous semi-intelligent animal in a jungle world, some left over nanite cloud in a chasm of an asteroid, a strange (abandoned?) pyramid in a desert world, etc. The more the merrier. It would add mystery and thrill and make system body more unique also.

There is no need to create a complex 'event system' to deal with these oddities. Either you leave it alone and it add a passive effect or you click on the 'handle the issue' button and it solves the issue. In both cases, you spend (or earn if a good event) resources (colonists, money, supply etc.).

"Ah yes, this planet. A nice one now with 10 millions colonists and 100 industries, and good corbinite concentration. But these seemingly intelligent octopus in the sea are posing problems as they tend to mind-control unwary colonists."

Passive effect (per month): Loses 0.1% of colonists total
Solving1 (button A): A massive effort (cost 50.000 money) can be undertaken to get rid of these octopuses in the sea by adding a targeted neurotoxin in the water.
Solving2 (button B): We can put these octopuses (pi?) in a natural reserve and study them (cost 250.000 money). This will prevent any nefarious activity while giving us a chance to study them (1% a month to gain 500 RP in Biology)

Etc :)



Posted by: Jovus
« on: June 15, 2019, 09:45:24 AM »

It has probably been brought up before, but this thread is too big for easy searching, so I apologize but I'm going to bring it up again.

It would be unutterably awesome if C# involved some way to customize interrupts without tweaking the DB itself. Turning off maintenance interrupts or fuel interrupts, turning on population unrest interrupts, etc., along with the ability to change your mind while still in the game.

Even more unutterably awesome would be the ability to customize interrupt priority by source. For example, I could say, "Interrupt when maintenance failures happen, but not from this ship. Tell me when the population on this world increases in unrest, but not the others. Don't bother me about ground combat on these three worlds."
Posted by: Steve Walmsley
« on: June 15, 2019, 04:27:02 AM »

TLDR: missile range should be more heavily restricted on most powerful engines instead of difference being 50m,12km/s vs 70m,10km/s it should be like more like 500k,12km/s vs 10m,10km/s

Missile ranges and fuel calculation have changed in C# Aurora (see the changes list). I'm finding in my campaigns that the only missile designs using max power are short-range AMMs
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