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Topic Summary

Posted by: Jorgen_CAB
« on: Yesterday at 06:02:51 AM »

Awesome... I missed that part!!!

Thanks!
Posted by: JacenHan
« on: December 08, 2018, 02:29:28 PM »

Already in:

Quote from: Steve Walmsley
New Game Settings

This is a placeholder for Game-level modifiers

1) Percentage modifier for Research Speed (for all races)
2) Percentage modifier for Terraforming Speed (for all races)
3) Percentage modifier for starting minerals on Sol.
4) Flag for Active Civilian Shipping Lines. When this is disabled, shipping lines will not produce ships.
5) Flag for recovering tech due to conquest. You can disable this so no new tech is gained via conquest.
6) LY entry to limit Starting NPR Locations to within a specific range of Sol: http://aurora2.pentarch.org/index.php?topic=8495.msg108824#msg108824
7) Option for Planet X in the Sol System: http://aurora2.pentarch.org/index.php?topic=8495.msg109206#msg109206

You can specify a number of Earth-based player races on the Game Setup window. You will cycle through a number of Race Creation windows equal to the number of races selected. You will still need to create any non-Earth-based races after the main game creation process.
Posted by: Jorgen_CAB
« on: December 08, 2018, 01:59:32 PM »

Steve... one thing I always wanted to have in Aurora which should not be too difficult would be a tech cost multiplier for each game.

Sometimes I like to start with large populations and if you do then tech cost will not really matter for a very long time because you speed through the technology tree way too fast. It also might make scientists administrative skill matter a fair bit more in general which to some might be interesting.

So being able to just set a tech multiple cost when you start the game would go a long way to customize how quickly you want to be able to progress through the technology tree.

It should only effect the amount of point you need to research something, the actual costs of things should otherwise stay the same.
Posted by: Father Tim
« on: December 07, 2018, 07:31:39 PM »

Or make it a special modifier similar to the various training changes. It just only works for formations made up of HQs and Logistics units and nothing else. Could even make for relatively cheap units; large scale logistics dumps have historically been run by second line units IIRC.

Please don't.  As far as I'm concerned, the whole point to the revised ground unit system is the flexibility it offers.  I don't want "formations made up of HQs and Logistics units and nothing else."  I want the freedom to build whatever units I want -- maybe Ranch Hands (infantry) and Cowboys (cavalry) and Chuck Wagons (logistics vehicles).

Maybe I think every unit should include Jawa Bearers (LOG INF) or that my Tusken Raider Supply Companies need four Armoured Banthas (LAV LV) to guard the ten, twelve, or seventeen Transport Banthas (LOG LV).  (Tusken Raider Supply Companies always travel single file, to hide their numbers.)

My point is, don't backslide to "Supply Companies" and "Logistics Brigades" or any other sort of fixed unit types and/or sizes.
Posted by: Garfunkel
« on: December 07, 2018, 11:59:01 AM »

Manual toggle is probably the best option. Sure, there will be times when players forget to toggle it, but it avoids the headache of coding for a multitude of different and rare situations that might crop up.
Posted by: Hazard
« on: December 06, 2018, 05:27:50 PM »

Or make it a special modifier similar to the various training changes. It just only works for formations made up of HQs and Logistics units and nothing else. Could even make for relatively cheap units; large scale logistics dumps have historically been run by second line units IIRC.
Posted by: Barkhorn
« on: December 06, 2018, 05:26:44 PM »

really great :) was 100% what I was asking for :)

but quick question about this Steve...

will such a logistic formation be flagged as such for the whole battle running? I mean if I have a formation with 75% logistic size - after a few battle turns the logistic units are "used up", some destroyed by combat and there is only a ratio of 55% left (so under 2/3) but the fighting is going on...

will it still be a "logistic formation" for this rule or just a weak combat formation as it was with a lot of logistic units into?  (which would mean it would be better to go 90% or even 95% in the beginning to be sure)

Yes, that is a problem that would have to be addressed. In practical terms though, you would probably create a very logistic heavy formation and then merge with an HQ once it was very small. I need some form of check on logistic size though or the code would start using logistic units from 'normal' formations on the assumption they were logistic formations. Another option is I simply allow the player to flag logistics formations in the same way as supporting formations.
You may also have the reverse situation in some cases, in which a combat formation loses more combat elements than logistics elements and suddenly becomes a logistics formation.

I propose just sidestepping the whole issue and adding a flag that designates a formation as a logistics formation, like how tankers and colliers are designated.
Posted by: Steve Walmsley
« on: December 06, 2018, 04:48:38 PM »

really great :) was 100% what I was asking for :)

but quick question about this Steve...

will such a logistic formation be flagged as such for the whole battle running? I mean if I have a formation with 75% logistic size - after a few battle turns the logistic units are "used up", some destroyed by combat and there is only a ratio of 55% left (so under 2/3) but the fighting is going on...

will it still be a "logistic formation" for this rule or just a weak combat formation as it was with a lot of logistic units into?  (which would mean it would be better to go 90% or even 95% in the beginning to be sure)

Yes, that is a problem that would have to be addressed. In practical terms though, you would probably create a very logistic heavy formation and then merge with an HQ once it was very small. I need some form of check on logistic size though or the code would start using logistic units from 'normal' formations on the assumption they were logistic formations. Another option is I simply allow the player to flag logistics formations in the same way as supporting formations.
Posted by: King-Salomon
« on: December 06, 2018, 03:11:40 PM »

really great :) was 100% what I was asking for :)

but quick question about this Steve...

will such a logistic formation be flagged as such for the whole battle running? I mean if I have a formation with 75% logistic size - after a few battle turns the logistic units are "used up", some destroyed by combat and there is only a ratio of 55% left (so under 2/3) but the fighting is going on...

will it still be a "logistic formation" for this rule or just a weak combat formation as it was with a lot of logistic units into?  (which would mean it would be better to go 90% or even 95% in the beginning to be sure)
Posted by: Garfunkel
« on: December 06, 2018, 02:58:56 PM »

That's great, so now my army corps can include a supply force that will automatically supply all the divisions attached to the corps. Great!
Posted by: Steve Walmsley
« on: December 06, 2018, 02:50:45 PM »

Although I don't think I have mentioned it yet, a formation element can draw supply from an independent logistics formation that is directly attached to a formation in its own hierarchy, including its immediate parent formation.

An 'independent logistics formation' is defined as a formation with at least two thirds of its size dedicated to logistics and with no subordinate formation. This is all coded. Supply will be drawn from the independent logistics formation before the formation to which it is attached.

This is all optional and, as stated above, it is probably just as easy to drag and drop on to the HQ formations where you need the supply.
Posted by: Garfunkel
« on: December 06, 2018, 01:31:31 PM »

That's a bit misleading as while you're correct that units get supply only from other units higher in their HQ hierarchy, you CAN put supply units on multiple levels of the HQ hierarchy. For example, I have planned to have them on battalion and regiment and divisional level. That helps that each individual HQ level doesn't need to grow massively. Remember also that you can just drag'n'drop units and formations around, so nothing prevents you from building units that are literally nothing but 100x supply vehicles and then restock your actual fighting formations when necessary with just few clicks.
Posted by: King-Salomon
« on: December 06, 2018, 11:31:42 AM »

a question/suggestion about ground-unit logistics (hope it wasn't answered already)
Quote
For example, a formation element of 10 tanks engaged in combat is part of an armoured formation with a brigade HQ formation above it and a division HQ formation above that. The tanks will check for a vehicle-based logistics element within the division formation first, then a vehicle-based logistics element within the brigade formation and finally either type of logistic element within their own parent formation. If no logistic elements are available, the tanks will use their inherent supply, although they can only use that inherent supply for ten combat rounds, unless resupplied. If a unit does not require a full resupply (for example, it still has sufficient inherent supply for eight combat rounds), it will only draw an appropriate fraction of its normal GSP requirement (in this case 20%).

If I understand it correctly it is only possible to get supply from "higher tier" units in the same hierarchy - which will result in REALLY big HQ formations to have the potential supply units for it's "underlings" (the higher the HQ-tier, the more underformations it has, so expotentiell bigger the formation...)

Is this correct?

If so, wouldn't it be an idea to add something like "pure logictic formations" (most likely battalions) which are not part of any hq-formation but direct under it in the hierarchy and would be the "first to get supply from"?

Meaning something like this with the example from above: 

Tank formation (company) of 10 tanks - part of a brigade which has 5 tank companies and 2 pure logistic companies - which is part of a division with 2 pure logistic "brigades"

The tanks will check for a pure vehicle-based logistics formation directly under the division formation first (the 2 logistic brigades) - than in the division formation second if necessary.
Then a pure vehicle-based logistics formation under it's brigade formation (the 2 logictic companies), later within the brigade formation.
Finally either type of logistic element within their own parent formation. If no logistic elements are available, the tanks will use their inherent supply, although they can only use that inherent supply for ten combat rounds, unless resupplied.

Even after all the time I am still not sure about my understanding of "formation" and "element".. so maybe I am just confused...

but having pure logistic formations for resupply would have 2 advantages:
a) more flexible HQ-formations which don't have to be "really big" for logistic reasons and getting smaller later by "consuming" the logistic-trucks - not sure I want to think about formation size for an army-corps or whole "war theater" hq formation which even just has supply units for a few days as reserve...
b) easier way to "restock" the supply formations - as you just have to rebuild the supply formations and attach new one to the HQ-formations
Posted by: MasonMac
« on: December 05, 2018, 06:39:48 PM »

Not sure if its already in the game - but would it be possible to use a list of star names for custom systems?

Ex:

Bear Galaxy
  • Ursus Arctos
  • Bear-512
Creative names I know. But you get the concept right? You upload the list of names into aurora like with the ship names and aurora creates systems with these names without real systems.
Posted by: Jorgen_CAB
« on: December 05, 2018, 01:27:33 AM »

While it should perhaps not be possible to hit most things specifically in combat I think that engines should be one exception since they are very big and produce the majority of the heat. Especially heat guided missiles should have a greater chance of hitting the engines and you should also have a decently good chance of targeting engines with normal weapons as well. Of course the overall chance of hitting the target should go down of you try to hit something specific... but still could be fun.
Heat guided missiles being more likely than normal to hit engines and EM guided missiles being more likely than normal to hit active sensors that have been turned on, could be neat, but I don't think the game needs a system for generally being able to target various components.

Something simple such as if you have at least 0.25 MSP of either passive Heat, EM those components counts as bigger than they actually are. Perhaps engines counts as twice the size and active sensors as five times the size or something... or perhaps a ratio based on passive strength versus the radiating power of the sensor in some way which functions as the size multiplier.
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