Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: SteveAlt on September 08, 2010, 02:10:53 AM

Title: New Carrier orders for v5.30
Post by: SteveAlt on September 08, 2010, 02:10:53 AM
There will be a couple of new orders involving landing parasites on carriers in v5.30. At the moment the you can choose the 'Land on Mothership' order when the destination is a fleet. The fighter or FAC will move to the fleet and then land on whichever ship is its currently assigned mothership. For clarification, the description of that order will change to 'Land on Assigned Mothership'.

The first new order is 'Land on Specified Mothership (No Assign)', which can only be chosen when the destination is a fleet. This pops up the extra order box (the one used for ground units or teams) where you can select a specific mothership within the destination fleet on which to land, rather than the assigned mothership. This doesn't change the mothership assignment though, so you can send a fighter to land on a different carrier, perhaps for refuelling, but still use the 'Land on Assigned Mothership' order when it returns home again.

The second new order is  'Land on Specified Mothership (+ Assign)'. This works in the same way as above except that in addition to landing on a mothership, the parasite's permanent assignment is also set to that same ship. This creates an easy way to transfer fighters or FACs between carriers, or to send newly built fighters to their first carrier.

Steve
Title: Re: New Carrier orders for v5.30
Post by: waresky on September 08, 2010, 04:49:51 AM
Ah awesome,u help a lot with those features.

Ty v much on advance,Steve...
Title: Re: New Carrier orders for v5.30
Post by: martinuzz on September 08, 2010, 06:11:18 AM
Yes, very nice. Eagerly awaiting 5.30
Title: Re: New Carrier orders for v5.30
Post by: Steve Walmsley on September 28, 2010, 06:41:39 AM
You can also scrap fighters in v5.30. It is done from the stockpile tab in the same way as missiles but the actual scrapping uses the same mechanics as ships.

Steve
Title: Re: New Carrier orders for v5.30
Post by: Charlie Beeler on September 28, 2010, 07:01:59 AM
You can also scrap fighters in v5.30. It is done from the stockpile tab in the same way as missiles but the actual scrapping uses the same mechanics as ships.

Steve

Excellent!!  This will be a significant help to those of us that play with a large fighter force.

How about refits?  Armor repair? 

Yes yes,  the howling masses are never satisfied.   ;D

Title: Re: New Carrier orders for v5.30
Post by: Steve Walmsley on September 28, 2010, 07:59:47 AM
I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. Armour repair will be automatic and happen at the same time as regular damage control.

Each HS of armour damage will be treated as a separate item and the cost in maintenance supplies will be equal to double the unit armour cost. Note that each box on the armour display is not a HS but is equal to HS / Armour Strength. So for Duranium Armour each armour box is 1/5th of a HS. For Composite Armour, each armour box is 1/8th of a HS. Successful damage control will therefore generate a number of armour repair points equal to one HS of whatever armour is on the ship. Those repair points will be applied one layer at a time with priority given to the deepest penetration if there are insufficient points for an entire layer. For example, assume a ship has composite armour and damage to six armour columns of 1/2/4/5/3/1. Successful repair will create eight armour repair points. For the first layer every column will be repaired, using six points in total. The damage will now be 0/1/3/4/2/0. For the second layer only two points are available so they will be applied to the 3 and the 4, leaving the armour damage as 0/1/2/3/2/0.

As with normal damage control, the repair chance will be based on cost and the damage control rating of the parasite or the mothership (whichever is higher). The maintenance supplies will be drawn from the mothership if the parasite has insufficient supplies of its own. As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve
Title: Re: New Carrier orders for v5.30
Post by: Beersatron on September 28, 2010, 10:08:22 AM
I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. Armour repair will be automatic and happen at the same time as regular damage control.

Each HS of armour damage will be treated as a separate item and the cost in maintenance supplies will be equal to double the unit armour cost. Note that each box on the armour display is not a HS but is equal to HS / Armour Strength. So for Duranium Armour each armour box is 1/5th of a HS. For Composite Armour, each armour box is 1/8th of a HS. Successful damage control will therefore generate a number of armour repair points equal to one HS of whatever armour is on the ship. Those repair points will be applied one layer at a time with priority given to the deepest penetration if there are insufficient points for an entire layer. For example, assume a ship has composite armour and damage to six armour columns of 1/2/4/5/3/1. Successful repair will create eight armour repair points. For the first layer the first run through every column will be repaired, using six points in total. The damage will now be 0/1/3/4/2/0. For the second layer only two point are available so they will be applied to the 3 and the 4, leaving the armour damage as 0/1/2/3/2/0.

As with normal damage control, the repair chance will be based on cost and the damage control rating of the parasite or the mothership (whichever is higher). The maintenance supplies will be drawn from the mothership if the parasite has insufficient supplies of its own. As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve

*faints*
Title: Re: New Carrier orders for v5.30
Post by: Charlie Beeler on September 28, 2010, 03:46:10 PM
Wow!!  That's better than I'd hoped for!  Thank You.
Title: Re: New Carrier orders for v5.30
Post by: UnLimiTeD on September 28, 2010, 04:04:13 PM
Proper Epic.
Title: Re: New Carrier orders for v5.30
Post by: On_Target on September 29, 2010, 10:33:44 AM
You can also scrap fighters in v5.30. It is done from the stockpile tab in the same way as missiles but the actual scrapping uses the same mechanics as ships.

Steve

YESSS.  You're the best, Steve.

I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. Armour repair will be automatic and happen at the same time as regular damage control.

Each HS of armour damage will be treated as a separate item and the cost in maintenance supplies will be equal to double the unit armour cost. Note that each box on the armour display is not a HS but is equal to HS / Armour Strength. So for Duranium Armour each armour box is 1/5th of a HS. For Composite Armour, each armour box is 1/8th of a HS. Successful damage control will therefore generate a number of armour repair points equal to one HS of whatever armour is on the ship. Those repair points will be applied one layer at a time with priority given to the deepest penetration if there are insufficient points for an entire layer. For example, assume a ship has composite armour and damage to six armour columns of 1/2/4/5/3/1. Successful repair will create eight armour repair points. For the first layer every column will be repaired, using six points in total. The damage will now be 0/1/3/4/2/0. For the second layer only two points are available so they will be applied to the 3 and the 4, leaving the armour damage as 0/1/2/3/2/0.

As with normal damage control, the repair chance will be based on cost and the damage control rating of the parasite or the mothership (whichever is higher). The maintenance supplies will be drawn from the mothership if the parasite has insufficient supplies of its own. As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve

Just when I thought it couldn't get better, it does.
Title: Re: New Carrier orders for v5.30
Post by: Steve Walmsley on October 04, 2010, 10:00:09 PM
As this seems to be becoming the thread for v5.30 changes, here is another one. I have added four new orders relating to Tractor Beams: Tractor Specified Ship, Tractor Specified Shipyard, Release Tractored Ships, Release Tractored Shipyards.

The first order allows you to select a ship from the fleet that is the destination of your order and the second allows you to select a shipyard from a population that is the destination of your order. In both cases, when the order is executed the target ship/shipyard becomes part of the fleet containing the Tug. It is just the same as using the Link button on the Ship window. If your fleet contains multiple tugs, you can create multiple orders for ships/shipyards and they will be assigned automatically to Tugs with available tractors within the fleet. For example, this will allow you to create a fleet of three Tugs and send them to pick up three fuel harvesting bases.

The Release Tractored Shipyards order is only possible when you select a population as the destination of the Tug fleet. This works just like the break link button on the ship window and the Shipyard(s) will be automatically attached to the shipyards for that population. Releasing ships from Tractor Beams can be done at any acceptable destination for a fleet and will result in a new fleet being created, in the same way as detaching tankers or supply ships.

Using tractors has been a micromanagement issue for a long time so I hope this will finally make it easier to utilise tugs on a wider scale.

Steve
Title: Re: New Carrier orders for v5.30
Post by: Yonder on April 21, 2011, 02:30:59 PM
I hope that this is an acceptable necro.

In addition to repairing armor for ships in hangar bays, do the motherships also have the ability to roll back maintenance clocks? Or does that only happen at Maintenance facilities on planets?
Title: Re: New Carrier orders for v5.30
Post by: Charlie Beeler on April 21, 2011, 02:45:07 PM
I hope that this is an acceptable necro.

In addition to repairing armor for ships in hangar bays, do the motherships also have the ability to roll back maintenance clocks? Or does that only happen at Maintenance facilities on planets?

This can only be done by a maintenance facility.  Leave the fighters in the hanger with the carrier is overhauled.
Title: Re: New Carrier orders for v5.30
Post by: voknaar on April 21, 2011, 10:09:28 PM
this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve

Wait so does this mean if you build a carrier with large enough hanger space to fit your battle ships it could then repair its armor/damage in the field? Or is it only for fighters and FAC?
Title: Re: New Carrier orders for v5.30
Post by: Ziusudra on April 21, 2011, 10:27:16 PM
I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. ...

As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship ...

Steve
It seems to clear to me that any ship that will fit can be repaired. Assuming you have the maintenance supplies.
Title: Re: New Carrier orders for v5.30
Post by: Charlie Beeler on April 22, 2011, 07:16:13 AM
Wait so does this mean if you build a carrier with large enough hanger space to fit your battle ships it could then repair its armor/damage in the field? Or is it only for fighters and FAC?

Yes, this means you can now build MFRD's.  (Mobile Fleet Repair Dock)
Title: Re: New Carrier orders for v5.30
Post by: UnLimiTeD on April 26, 2011, 06:29:04 AM
Now we just need a HUGE commercial Hangar.
Say, 100 HS for 50 HS space?
Half repair speed? Lower costs? ^^ ;D ;D ;D
Title: Re: New Carrier orders for v5.30
Post by: voknaar on April 26, 2011, 09:34:28 PM
Now we just need a HUGE commercial Hangar.
Say, 100 HS for 50 HS space?
Half repair speed? Lower costs? ^^ ;D ;D ;D

Agreed a dedicated commerical repair bay. Which can't hold ships on a perminant basis nor benifit from officer's fighter ops skills.
Title: Re: New Carrier orders for v5.30
Post by: Yonder on April 28, 2011, 03:41:19 PM
I have long wanted a commercial hangar bay (that would stop the maintenance clock of ships in it from progressing) for a small size penalty, but I don't think that a commercial bay should be able to actually make repairs, especially to armor. That definitely seems like something that would stay within the scope of the military.
Title: Re: New Carrier orders for v5.30
Post by: LtWarhound on April 30, 2011, 04:21:34 PM
Quote from: Yonder link=topic=2900. msg34317#msg34317 date=1304023279
I have long wanted a commercial hangar bay (that would stop the maintenance clock of ships in it from progressing) for a small size penalty, but I don't think that a commercial bay should be able to actually make repairs, especially to armor.  That definitely seems like something that would stay within the scope of the military.

In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   
Title: Re: New Carrier orders for v5.30
Post by: Erik L on April 30, 2011, 04:28:44 PM
In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   

Maybe higher levels of armor need to be designated as military, i.e. 1 armor = Civilian, 2+ armor = military. And can be repaired with the appropriate facilities.
Title: Re: New Carrier orders for v5.30
Post by: Brian Neumann on April 30, 2011, 04:34:08 PM
Maybe higher levels of armor need to be designated as military, i.e. 1 armor = Civilian, 2+ armor = military. And can be repaired with the appropriate facilities.
The problem with this is that civilian ships need higher levels of armour when in nebula's.  An alternate idea might be a sliding scale of points of armour depending on tech levels could be civilian.  Say every two levels of armour reasearch would raise the amount that a civilian ship could have by 1 level.  This would work out to be up to 7 levels of armour at high tech which is enough for most nebula's speed limitations.

Brian
Title: Re: New Carrier orders for v5.30
Post by: Mel Vixen on May 01, 2011, 12:16:25 PM
Why not a own Techline for repair-speed? You could incooperate the Amor-levels in that line.
Title: Re: New Carrier orders for v5.30
Post by: Narmio on May 01, 2011, 08:11:26 PM
If populations were decoupled from celestial objects then you wouldn't need a big civilian hangar bay that could repair and maintain large ships - you could use a lot of smaller ships with maintenance modules.  Presumably you stop the fleet and enact a "Conduct Maintenance" order and your repair ships would buzz about doing their thing on whatever was in their TG. Moving the TG or giving it another order would stop them working. I suppose if you had the minerals available you could even do deep-space overhauls at that point.
Title: Re: New Carrier orders for v5.30
Post by: Yonder on May 03, 2011, 12:45:53 PM
In Aurora, Armor = Hull.   As a civilian ship captain, I wouldn't be very impressed with a repair bay that couldn't patch basic holes in the hull of my ship.   

That's not entirely accurate. After a fight in which a ship has his hull breached and components damaged, once the components are repaired he's basically as good as new. He still has his armor breached, but there is no longer atmosphere streaming out, the crew aren't in danger, etc. The hull is patched for all (non-nebula) civilian purposes.

The armor still has holes, which is an issue if you have to undergo enemy fire again, but that is most definitely a military issue, not a civilian one.

Enemy military actions are the only thing that can put holes in armor, so I don't think that requiring a military system to repair those holes is weird.
Title: Re: New Carrier orders for v5.30
Post by: UnLimiTeD on May 03, 2011, 05:05:34 PM
But building a civilian hangar bay without that capability would.
I mean, it's essentially a slightly more resource efficient damage control.
Why tug a huge hanger around with you if that space would be better spent on freighters with maintenance spares?
I don't believe that military personal is in any way better at repairing armor, just like they are not better at engineering.
They are better at fighting, but a mobile Hangar doesn't need to do that.
Title: Re: New Carrier orders for v5.30
Post by: Yonder on May 04, 2011, 01:22:40 PM
It opens a few build options up for very long endurance missions. A completely reasonable example would be a large civilian survey vessel with an attachment of escort fighters. Sure if there is ever actually a fight it has to go home for repairs, it's not a mobile combat carrier, but until there is a fight that survey vessel can travel along without any maintenance concerns for it's military escorts.

It would also help in ways that wouldn't come up often in normal gameplay, but could in specific fluff settings, like Motherships or migrant civilizations. Currently the entire fleet has to set up shop on some asteroid every couple of years for overhauls, with non-repairing civilian hangars you would be able to travel without increasing the maintenance clock, but rolling back the clocks after battle, or repairing armor damage after battle, would require mooring and repair.

In real life even military maintenance facilities, like on an aircraft carrier, can only maintain normal wear and tear on their aircraft, repairing actual battle damage to the airframe is out of the question. I think that having civilian hangars that can repair battle damage would be overpowered and thematically out of place.
Title: Re: New Carrier orders for v5.30
Post by: UnLimiTeD on May 06, 2011, 05:13:50 AM
It wouldn't be overpowered. Military hangars can repair armor damage already.
It's the cost of the actual repair that makes it more economic to send ships home.

A civilian Repair Hangar would be more akin to a swimming Dry Dock than an Aircraft carrier, like a small towable Shipyard.
As such it would obviously need to be reasonable expensive, and unable to properly rearm docked Ships. "Real world" analogies don't scale here, it can take months to get a fleet back to a maintenance facility, so instead of running around with a dozen freighters to drop a repair outpost after a battle, or 50 Maintenance ships, why not use a real Hangar?
It's be significantly more expensive after all, using spares instead of resources, but it drops the micromanagament quite a bit.