Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - froggiest1982

Pages: [1] 2
C# Aurora / Re: C# Aurora Changes Discussion
« on: March 20, 2018, 07:06:14 PM »
Spring is on Wednesday :)

Still a decent way to go. Getting into combat now but there are a lot of smaller areas not done. About a dozen movement orders still to do, finish off the ground-space interactions (I just wrote the code for ground units shooting down incoming missiles), quite a lot of minor windows missing, etc. but the major missing part is the AI. I also have a long 'to do' list for finishing off parts of the code with about 50 items on it.

Once most of that is done, I will run one or more test campaigns, which will probably take a few months.

Hi @Steve Walmsley, sorry I do live in New Zealand so I have a different season calendar! My spring starts end of September...

C# Aurora / Re: C# Aurora Changes Discussion
« on: March 17, 2018, 04:57:53 PM »
Looking at last screenshot posted by Steve looks like he is moving into the combat system and considering the save issue was sorted last week with orders phase that should be pretty much almost done, probably he is using an 80% playable version already.

Looking good and awesome and maybe 2018 spring release is becoming a realistic date again!

C# Aurora / Re: danger ratings for systems
« on: March 15, 2018, 09:02:10 PM »
Agree that governments have restricted civilian traffic. However, in this case that could be abused to exactly direct civilian traffic to a desired destination bu placing every other route out of bounds. If you can come up with a mechanic to implement your suggestion on an emergency basis without the potential for full-scale abuse, then I will add something on those lines.

Middle way...can we have a modifier of route importance?

Example Sol system high importance, Alpha centaury less important, Barnard star Default. Civilian Algorithm then will calculate adding a modifier considering importance; this will not divert all traffic but just the one needed to full fill the orders keep following the main rules. if you want it more complicated you could be needed a minimum amount of defence in the system if you want to be able to tick high importance modifier or eventually, you could set up a maximum of 1 or 2 high priority routes avoiding the potential for full-scale abuse.

Probably this will be needed to be activated on the galactic map with the possibility of having a filter too.

C# Aurora / Re: Default Orders for Harvesters and Miners
« on: March 07, 2018, 12:53:50 AM »
Which leads me to "Move to Gas Giant with Sorium" and "Move to Mineral Source" (the latter being mainly for NPRs and the former for civilians and NPRs, although they are open to the player). The issue is (in both VB6 and C#) that default orders cause an order to be created when the fleet has no existing orders. However, that means whenever the fleet reaches the target, the default is triggered again (and again, and again). It isn't visible to the player because it is all happening behind the scenes.

Hi @Steve Walmsley, regarding the Move to Gas Giant with Sorium and also conditional order to drop off 90% fuel at the colony, there is any way to set which colony in Aurora C#? In VB6 version the Harvesters drop off the fuel on the nearest colony including mining and civilian, therefore I end up always waiting for the 90% alert and just move the fleet manually which is not critical but still will be an improvement to the QOL

Does the new "Harvester Transfer and Return" order that?


C# Aurora / Re: Defining which events break up the time progression cycle
« on: February 20, 2018, 03:13:24 PM »

C# Aurora / Re: Replacing Teams?
« on: February 14, 2018, 07:29:03 PM »
Yes, that is a good idea. I was also wondering how to get the proposed scout team to the surface undetected :)

Making espionage a ship-based system (Russian Trawler) solves that problem. In early versions of Aurora you could learn tech from scanning alien ships with active sensors and that was removed as being too powerful (and because it made active sensors extremely provocative). A more focused, expensive module intended for signals intelligence would be a better option, especially as potential tech gains would be a minor and rare part of that. It would mainly be about establishing knowledge about population, ground force and ship capabilities (without necessarily being able to duplicate those capabilities).

The new sensor array could be a designed system, allowing a separate tech line plus variable size and effective range.

Perhaps Diplomacy could be handled both via ship and some form of ground installation (Embassy).

Hi @Steve Walmsley, question: How do I know if the ship in my system is an espionage ship or a diplomacy one? Also, I believe if you go down that path you may want to consider the diplomacy module as commercial and the espionage as military same as with Geo and Grav, that could possibly solve my dilemma as well. The embassy could be good to have but I may suggest that to be handled by diplomacy overview thick same as other agreements on diplomacy screen rather than building on the surface? I don't think have one embassy per system per planet modifier being a realistic one unless you add consulates, but it's already sounding too complicated.

It is a good idea. I've been thinking along the same lines. It makes sense that a ship could fully survey smaller bodies but larger ones would need a ground-based survey for the full impact. This could also be combined with another suggestion that certain worlds could be identified as having additional potential. Now this becomes something with a lot less micromanagement, as it might only be one or two worlds in a system.

I disagree sorry. I believe the concept of future tech will be misled this way. It is already possible with our tech to identify minerals presence IF we know what and how to look. If you want to modify that aspect, which I agree, then you may consider developing a tech expanding the simple geo sensor survey and advanced. You could have a basic sensor that tells you if there are minerals on a planet/asteroid but then you need to land there a team to identify how many and what. Then develop a series of more advanced geo survey sensors. Level one with an accuracy of 10% or so till the latest level 5 or 10 or whatever with 100% accuracy for late games. This module scheme will increase a lot of exploration depth and resource management in terms of where to focus our efforts pretty much becoming a game in the game without involving too much micromanagement as well.

C# Aurora / Re: C# Aurora Changes Discussion
« on: February 04, 2018, 10:27:14 PM »
When using transports to collect minerals Gallicite is unfortunately the last mineral to be collected if the stockpile exceeds the cargo capacity. Would be nice if there could be a changeable priority list which minerals should be loaded first.  :)

It will be good, meanwhile, I sorted in this way: Order to load mineral Gallicite in your case then load all minerals.
Aurora will process your request filling Gallicite first and then will process orders to load minerals following the stockpile queue.
Keeping in mind the above, you can already use your custom load queue pretty much everywhere saving the order and reusing it once needed for other TF.
I myself always not in need of one or 2 minerals so I adjust the queue using this simple trick.

I hope this helps if Steve will not fix or implement this issue.

C# Aurora / Re: C# Aurora Changes Discussion
« on: February 02, 2018, 12:30:01 AM »
I dunno, I mean I do actually like to keep at close look at my officers every now and then and I also use a lot the not end tour tick, usually for newcomers if they have 500 or more promotion points then I do tick them to avoid any regrettable loss.

In the first 50 years or so, I also tick all ground officers and civilian administrators (you never have enough of these suckers :-) ).

I understand the need of an automatism for some, but I won't use it; I need to know my people if you know what I mean.

C# Aurora / Re: C# Aurora Changes Discussion
« on: January 30, 2018, 09:28:37 PM »
I am reading everybody's comment @waresky you have opened the pandora's vase, I almost feel sorry to have second your thoughts!!!  :D :D :D

Anyway, I believe that Aurora's economy works beautifully and I still like that most of my Martian economy is run by selling illegal drugs; also, generally, altogether there is nothing wrong with it but (I know everything before the word ’but’ is bs usually) I still would like to recover or balance my debt when you are fighting expensive wars with your shipyards pissing 20 1000t FACs at the time or those 5 dreadnaughts you commissioned during a delusions of grandeur moment are just about to be completed with your expenses skyrocket by 30% or 40% in one go.

I think we should find a solution that can integrate with the 20% increase economy research and the financial centres build. What about an administration building that decrease expenses? Could work by levels same as the naval academy, deep space sensor, spaceport, etc and that could also be a trait in civilian administrators able to enhance that. So this will give me the opportunity of using the administrator with 40% fewer expenses or fleet maintenance, giving even more control over our economy working not only in expanding it.

So you have your level 2 Administration building which gives you a 3% fewer maintenance costs (Level 1 1%, Level 2 3%, Level 3 5.5% etc. the formula is 1+1.5 per level with a max of 10% maybe? so 5 levels I don't know) then you have your Administrator ability which boost that up too, something like 1% extra for each 10% ability? Obviously, I leave the balance up to Steve based on what he does already with terraforming etc.

I think the above will work well because the goal of an economy it is not only to grow but also saving where and when possible, some people does it well some other poorly.

C# Aurora / Re: Cap Civilians?
« on: January 29, 2018, 08:23:17 AM »
Looks like in the new game settings there is an option to avoid civilians to spawn, probably not exactly what I was asking but still better than nothing!

Maybe in the future, if the game doesn't react as we all hope, the new function will come handy.

C# Aurora / Re: C# Aurora Changes Discussion
« on: January 28, 2018, 04:49:52 PM »
So I was thinking, with the rewrite bringing up the opportunity to add new options, and the new depth in ground combat, is there any chance of getting a toggle for research capture? I regularly avoid letting my underdog games weaker factions actually invade worlds, only to avoid the underdog suddenly just learning half the advanced tech in the game. I can see where people would want that, but in a fully RP, player controlled game, I don't really want my setup being yanked out cuz a faction stole a bunch of levels of tech I was thematically avoiding.

Well you have just been served sir, have a look at the latest change discussion start new game


Italian Language Forum / Re: ITALIAN FORUM 10yr Survey
« on: January 26, 2018, 10:02:08 PM »
Mancato il sondaggio.

Dal 2010 sempre presente

Non aspetto il C# perche la 7.1 va gia bene di suo. Meglio non inseguire chimere.

Si aspetta ed ovviamente si spera non dispera

C# Aurora / Re: C# Aurora Changes Discussion
« on: January 26, 2018, 09:59:55 PM »
Everyone talk about physics,weapons...but : TAXES? Politics? 1 tax level by EVERY single planets,no difference?No settings allowed?..its really annoying.


I second this

C# Aurora / Re: C# Aurora Changes Discussion
« on: January 25, 2018, 04:12:46 PM »
So I was thinking, with the rewrite bringing up the opportunity to add new options, and the new depth in ground combat, is there any chance of getting a toggle for research capture? I regularly avoid letting my underdog games weaker factions actually invade worlds, only to avoid the underdog suddenly just learning half the advanced tech in the game. I can see where people would want that, but in a fully RP, player controlled game, I don't really want my setup being yanked out cuz a faction stole a bunch of levels of tech I was thematically avoiding.

I can see and understand your frustration, but it is always possible to change this in SM mode. However, I believe Steve is working on something similar or at least I believe I've read something about it but it's now buried in a conversation. The discussion was to set up the game from beginning with the possibility of stealing or not techs and also which one of the secret techs would be available in a game to acquire, at the start or not at all.

I believe if the above will confirmed and implemented then pretty much sorts your issue. ;D

Edit: I just found the post

C# Aurora / Re: Release date?
« on: January 22, 2018, 05:08:05 PM »
Any updates on progress? Really looking forward to this...

From 6 to 8 months away without hiccups. Steve recently replied to one post saying that he is moving his house and for the next 2 or 3 weeks will not work on Aurora C#, but he said the project committed already 2 years of his life, therefore, will not be abandoned such as Aurora trans Newtonian or Aurora 2. He also said that he will start a test game soon (once the settled in) and will start coding the missing parts (AI, commands and movements) while playing which is encouraging because from previous build we can say without problem that usually time is right: 6 to 8 months usually from AAR to stable build. From what we understood the roots of the game are there and now we are moving into the mechanisms and interactions (pre-alpha stage).

Original post here:

Pages: [1] 2