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Messages - waresky

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C# Aurora / Re: C# Aurora Changes List
« on: March 17, 2018, 02:35:07 PM »
Point Defence

In C# Aurora, fire controls set to 'Final Defensive Fire' or 'Final Defensive Fire (Self Only)' will fire on hostile missiles, regardless of whether the fire control is set to 'Open Fire'. Fire controls set to Area Mode or for AMMs will only fire defensively when that fire control is set to 'Open Fire'.

When a missile reaches its target, a target ship will use its CIWS first. If that is insufficient, it will use any weapons linked to fire controls set to 'Final Defensive Fire' or 'Final Defensive Fire (Self Only)'. If that is still insufficient, ships or the same race or an allied race with fire controls set to 'Final Defensive Fire' will be checked in increasing order of distance from the target ship.

A target population will use any ground units with CIWS to shoot at incoming missiles. If that is insufficient, the same process as for ships will take place, checking same race or allied ships within point defence range of the planet.
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C# Aurora / Re: C# Aurora Changes List
« on: March 14, 2018, 08:22:52 AM »
Combat Reports

In VB6, understanding the combat events can be difficult given the sheer amount of information. Therefore, C# Aurora uses a condensed system where you no longer see each individual weapon firing, or the damage from individual hits. Instead weapon fire and any resulting damage are shown in a summary format. The side being attacked will also receive some information about the firing ship, using the Alien Ship Name if available.

Here is the summary when a Japanese destroyer opens fire on a Martian Patrol Ship. The different in hull designation in the two reports is because Mars classes the Monoceros as a patrol ship, while Japanese Intelligence classes it as a destroyer.

Subsequent damage reports in the next two five-second increments as the Japanese ship continues firing with 10cm railguns. The 15cm railguns are recharging.

The ship is finally destroyed by the next volley.

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C# Aurora / Re: C# Aurora Changes Discussion
« on: March 06, 2018, 05:18:01 PM »
Another milestone. I've been trying to ensure that the complete game save is 100% accurate, so I don't encounter any major hidden bugs. That isn't so easy with almost two hundred tables, a lot of fields per table (172 for the Race table for example) and some tables with tens of thousands of rows.

However, recently I discovered this amazingly useful free utility (see link) that allows me to do a complete comparison on two SQLite databases, down to the contents of each field in record in each table. With that I have been able to squish a number of previously undetected bugs and finally get a 100% accurate save.

The level of confidence I now have in the save process is a major step forward to running the first test game.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« on: February 26, 2018, 01:19:53 PM »
I will repost one suggestion from another thread...

Please change the way you implement the wait command fro VB6. In VB6 this was not working great and not working at all with cycled orders, as far as I know.

I think it would be better to just have them as a regular command, three new ones... Wait in seconds, wait in hours, wait in days. You can then just inject these orders as any regular order and it is easily recognized and tracked.
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C# Aurora / Re: Aurora C# Screenshots
« on: February 25, 2018, 11:58:53 AM »
Screenshots below show the new Waypoint functionality described in the following changes post:

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C# Aurora / Re: Aurora C# Screenshots
« on: February 23, 2018, 12:22:59 PM »
Not had a screenshot for a while, so here is the Standing Orders sub-tab of the Fleet tab on the Naval Organization window. This isn't the final list of order types and conditions but is sufficient to show the layout.

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C# Aurora / Re: Screenshots published so far
« on: February 23, 2018, 12:22:38 PM »
Not had a screenshot for a while, so here is the Standing Orders sub-tab of the Fleet tab on the Naval Organization window. This isn't the final list of order types and conditions but is sufficient to show the layout.

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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.
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C# Aurora / Re: C# Aurora Changes Discussion
« on: January 28, 2018, 08:30:52 AM »
Economics is complicated :)

It is isn't as simple as more tax = more money, because high tax can limit growth, increase tax avoidance or remove incentives for investment. I am fortunate to live in a low tax economy (some might say tax haven), with maximum 20% personal tax, no capital gains tax, no inheritance tax, 0% corporation tax (except banks - 10%), yet there is no state debt and we have the same public services as most European countries. Good quality free Health Care, Education, etc.

There are some differences, such as you anyone moving here require a work permit and has to work for five years before qualifying for welfare, yet crime is almost non-existent (local paper front-page headline when 20 pints of milk was stolen) and I have never seen any homelessness. Unemployment rate is 0.8% (not a typo). Raising tax here might damage all the above, if people and businesses relocate.

Aurora 'economics' is about balancing various industrial capacities, availability of workforce, mineral supplies, fuel, maintenance and wealth. Each of those can be affected by the player in some way to maintain the balance. Wealth for example is helped by building financial centres, investing in civilian shipping, creating lots of small colonies to boost trade, pop growth (which is wealth growth) and civilian mining (which requires pop of 10m in system). Tax rates are assumed to be generating optimum revenue as per the Laffer Curve).
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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
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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
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: January 26, 2018, 09:56:36 AM »
How about adding the "geological team survey complete" info to the System View and/or Geology Survey Report pages.
Also, in the Teams tab, it seems that you should be able to see the teams that you have created and their location.

This has been added for C# Aurora.
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C# Aurora / Re: C# Aurora Changes List
« on: January 23, 2018, 04:50:21 PM »
Sol System Changes

This is a placeholder for Sol System changes as I make them

1) Salacia and 2007 OR10 upgraded to dwarf planet status. They are large enough and I am sure this will be confirmed at some point.
2) Added 2017 MB7. Asteroid/Comet with furthest known orbit.
3) C/2017 K2: Non-periodic comet
4) Oumuamua: Interstellar object but treated as extreme distance comet heading outwards
5) 2017 UV43: Centaur.
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Announcements / Site Down
« on: January 12, 2018, 05:29:08 PM »
As you all may have noticed, the site was down. I am unsure how long it was down for as I am fighting a cold. Everything is upgraded and should be working. Please let me know if I missed any modifications.
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C# Aurora / Re: C# Aurora Changes List
« on: January 02, 2018, 01:55:51 PM »
Ground Forces: Part 2 - Formation Templates

The screenshot below shows the Formation Templates tab of the Ground Forces window. Formation Templates are the equivalent of VB6 Ground Unit Types, although it might be easier to think of them as serving the same function as Ship Classes. They are a detailed design that serves as a template for building Formations based on that same design, which is the same relationship as Ship Classes to Ships.

This tab is split into two halves. On the left is a list of available Ground Unit Classes created using the Unit Class Design tab (as explained in the previous rules post). All of these were created using TL4 technology, with three exceptions. For comparison purposes, the Challenger 2 Main Battle Tank and the Warrior AFV were created using Conventional, rather than Trans-Newtonian, technology, while the Challenger – Base TN Upgrade was the Challenger design with TL1 technology. It should be possible to simulate most modern army units with the new C# Aurora ground combat, so you could theoretically be landing on an alien world with Abrams and Bradleys or T-14 and T-15 Armatas. The ten columns for the Unit Class List are as follows:

1)   Type: An abbreviation for the Base Type (infantry, Vehicle, Heavy Vehicle, etc.)
2)   Name: The name assigned during Unit Class Design. This can be changed using the Rename Unit button.
3)   Size: Transport size in tons.
4)   Cost: Cost in Build Points.
5)   Arm: The Armour Strength of the Unit. This is based on the armour available at the time of design and is not upgraded when newer technology becomes available (as with ship designs).
6)   HP: The Hit Points of the Unit. This is set at design time and does not change.
7)   Components A to D: Abbreviations for each of the components included in the Unit Class. These are the same abbreviations as used on the Components table in the Unit Class Design tab. As with armour and hit points, any components use the technology available at the time of unit design. To see the detailed view of the components, click on the Unit. The Unit Summary will be shown in the bottom section on the left hand side.

As an example, the Leman Russ Battle Tank is a Heavy Vehicle of 104 tons, with 60 Armour and 60 Hit points, costing 12.48 BP. The components are Heavy Anti-Vehicle (HAV) and Heavy Crew-Served Anti-Personnel (HCAP). Looking at the summary, the HAV has 1 shot per combat phase with Penetration 60 and Damage 60, while the HCAP has 6 shots with Penetration 20 and Damage 10.

The right-hand half of the tab shows Formation Templates. A new Formation Template is created by clicking the New button. In this case, four have already been created. Each Template comprises one or more Template Elements, shown in the bottom right section Each Template Element has a specific number of specific Ground Unit Class. For example, the Guard Armoured Regiment is currently selected, which has four template elements: 60x Leman Russ Battle Tank, 1x Macharius Command Tank, 12x Hydra Flak Tank and 24x Hellhound Anti-Infantry Tank.

Each template element has the following attributes:
1)   Name: The Unit Class for this element.
2)   Units: The number of units of that Unit Class in this element
3)   Size: The total size on tons of this element. For example, 60 Leman Russ Battle Tanks at 104 tons each is 6,240 tons.
4)   Cost: The total cost in Build Points for this element.
5)   HP: The total aggregate hit points for the element.
6)   HQ: The headquarters capacity of the element’s Unit Class in tons. If there are multiple units in a template element, only one is considered for the headquarters capacity. Any additional units are for redundancy. The headquarters capacity is the total size of the formation (or formation hierarchy) that can be effectively controlled by a commander based in a unit with this component. In the case of the Macharius Command Tank, it has an HQ capacity of 10,000 tons.
7)   FFD: The total number of Forward Fire Direction (FFD) components in the template element. Forward Fire Direction allows a front-line unit to direct the fire of bombardment units from a formation in a support position, fighters on close air support missions, or ships in orbit.
8)   Const. The construction value of the element in Construction Factory Equivalents (CFEs).
9)   CIWS: The number of Close-in-Weapon-System components in the template element, capable of defending the planet (on which the unit is based) from missile attack.
10)   STO: The number of Surface-To-Orbit energy weapon components in the template element. STOs are capable of engaging ships in space within weapon range of the planet on which the unit is based.

The totals for each Template Element are added together to create the total for the Formation Template as a whole, shown in the top right section. In the example shown, the Guard Armoured Regiment has a total size of 8,942 tons, which is the combination of all four template elements. The Formation Template list has an additional column for Rank. A default rank will be suggested by the program, although this can be overridden by the player. This rank will be used by Automated Assignment process for any Formations built using this Formation Template.

To add new Template Elements to a Formation Template, use the Add Units button in conjunction with the adjacent text field to specify the number of units in the new element. This number can be subsequently edited by selecting the element and clicking the Edit Amount button. Both Formation Templates and Element Templates can be deleted using the appropriate buttons.

This screenshot shows the Macharius Command Tank on the left and the Brigade Headquarters formation template on the right. The Macharius is a super-heavy vehicle, with two super-heavy anti-vehicle weapons and an HQ4 component, which provides a headquarters capacity of 10,000 tons. This is a large and expensive vehicle at 518 tons and 93.24 BP, but is well-protected as the loss of the HQ in a formation will result in the loss of any commander bonuses (and maybe the commander himself).

The Brigade Headquarters formation template includes two Guard Brigade Headquarters units, in case one is destroyed, plus thirty-six large artillery pieces, twelve flak tanks and a company of Guardsman. Combat involves three locations. Front-Line, Support or Rear-Echelon. Units in a Support position can only attack using bombardment weapons, or defend themselves against air attack. This formation is intended to serve in the Support location and is organising accordingly. However, it is possible for a Support Formation to temporarily find itself moved into a Front-Line position, so the Guardsman Element will provide additional protection in that case.

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