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C# Aurora / Re: Update on Progress
« Last post by Canek on Today at 12:31:46 AM »
I have been here for. . .  many years.  I am also eager to play the new C version.  Heck, I might even take vacation days from work when that happens!
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C# Aurora / Re: Update on Progress
« Last post by Spaceman Spiff on Today at 12:13:18 AM »
I'm mostly a lurker, but also just wanted to add that I am so excited for this.  :) I've literally been getting into a habit of checking this forum every day.  Can't wait for release and to help test it out (or whatever the next steps, upon the first release, will be)!
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C# Aurora / Re: Real World 21st Century Ground Unit Templates
« Last post by Deutschbag on Yesterday at 11:32:11 PM »
I wonder if it might be possible for Steve to release the ground-unit creator as a standalone app? Or for someone to create one and put one online? I could probably do the latter, given some time, if there's interest.

Wouldn't have much actual utility, perhaps, but it might be fun to play around with :)
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C# Aurora / Re: Update on Progress
« Last post by Deutschbag on Yesterday at 11:17:46 PM »
Glad to read about these updates. My hype for this rewrite is beyond description.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Felius on Yesterday at 08:23:04 PM »
Brief search didn't manage to find this, so:

Prefabbing 10 PDCs ended with a net result of components for 3. Might be because my production capability was large enough that the production took very short time, possibly only a few construction ticks.
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Bureau of Ship Design / Re: Beam Cruisers
« Last post by Felius on Yesterday at 06:50:35 PM »
Still a bit too much overhead on fire controls for my liking.
I don't get the meson weaponry, they don't mix well with lasers. 15cm lasers would match your maximum FC range and work quite well as dual-purpose weapons - turreted or not. They'd probably be my main armament, but big guns and especially the spinal monstrosity have their appeal.

Propulsion plant is overstressed and inefficient. 3 engines with power between 1.0 and 1.3 and 2.5m fuel would achieve considerably better performance (almost twice the range or 30% higher speed or a bit of both) at lower fuel consumption.

Better armoured and less well armed than I like similar ships, but not unreasonably so. With the above caveats, it looks quite functional.
For the Mesons, it's my "to go" weaponry for mid range combat and PD, since I tend to assume armored ships for targets. Also same reason why the I'm using big lasers, including the spinal monstrosity. More armor have a rather exponential effect on how hard a target is to penetrate, since it's not all that likely to consistently hit the same spot, specially against bigger vessels. As such, smaller guns will end having to either sandblaster the enemy or luck out on shock damage. I am considering dropping the mid size lasers for other weaponry, since while they do allow for some extra weight of fire they don't really offer greater penetration, although they help against shields. Might consider plasma cannonades or microwaves for shield depleting, but I need to think about it.

On the engines, I somewhat agree, but having trouble keeping the ship light. If I can find the tonnage I might reduce effiency to 2/3 of what it currently is, and go for 3 1600 engines instead of 2 2400 ones. Still, the ship is already a bit underarmored for my tastes (yes, I do like overly armored ships  :P ), so I'm unsure if I will find the tonnage for this iteration. Maybe next time I accept a general size increase in my fleets.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Profugo Barbatus on Yesterday at 05:54:36 PM »
Civilians don´t spend fuel right now. Expanding civilian activities to much would decrease the fuel scarcity push towards colonizing new worlds or conquering them.  If civilians used fuel, they would frequently end reserves without the player being able to do much about it. Maybe they should use fuel with players being able to limit their consumption?, this with a rebalancing of the typical ammounts of fuel found on default empire planets.

Perhaps it could be treated as them buying government produced fuel. Civilian ships consume fuel stockpiles, and give wealth. The player can disable this, but civilian lines will significantly slow down as they are forced to consume from the civilian fuel market that is implied, strangling their throughput. I'm not certain we'd still need or want that though. I usually found the cap of my fuel infrastructure was my ability to refine and distribute it, not just mine it. Reducing the amount of fuel I have after refining and distribution doesn't really encourage me to colonize more so much as it encourages me to reduce those fuel costs. 20mil+ Sorium gas giants are fairly common in my experience, and that'll last me quite a while with intelligent use.
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Bureau of Ship Design / Re: Beam Cruisers
« Last post by Iranon on Yesterday at 05:08:51 PM »
Still a bit too much overhead on fire controls for my liking.
I don't get the meson weaponry, they don't mix well with lasers. 15cm lasers would match your maximum FC range and work quite well as dual-purpose weapons - turreted or not. They'd probably be my main armament, but big guns and especially the spinal monstrosity have their appeal.

Propulsion plant is overstressed and inefficient. 3 engines with power between 1.0 and 1.3 and 2.5m fuel would achieve considerably better performance (almost twice the range or 30% higher speed or a bit of both) at lower fuel consumption.

Better armoured and less well armed than I like similar ships, but not unreasonably so. With the above caveats, it looks quite functional.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Triato on Yesterday at 03:31:08 PM »
Civilians don´t spend fuel right now. Expanding civilian activities to much would decrease the fuel scarcity push towards colonizing new worlds or conquering them.  If civilians used fuel, they would frequently end reserves without the player being able to do much about it. Maybe they should use fuel with players being able to limit their consumption?, this with a rebalancing of the typical ammounts of fuel found on default empire planets.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Yesterday at 03:06:17 PM »
Another suggestion from my side:
Area Defense PD mode right now is quite useless, as many missiles can skip through the entire PD range in a single increment. I'd suggest to make all Area PD beams also get in a Final PD shot. (The Area PD should first try to engage final inbound after all Final PD weapons fired, if none are available, engage one in range if possible)
Thus beams would get at least 1 shot in, possibly 2, depending on range. This would make longer range on PD more appealing, as currently there is little advantage for any of the range upgrades, because all the shots are fired at 10k range anyway.
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