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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 11:07:37 AM »
Editable value in Game Options for

Maximum number of Civilian Shipping Lines (per Race)
Maximum number of ships per a Civilian Shipping Line

Shipping Lines have changed in v2.6 and will have far fewer ships.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on August 19, 2025, 04:14:54 AM »
I don't recall, can we see the design of civilian ships?

Yes, on the class window. Click Civilian (might be Show Civilian) to see their designs. Civilian colony ships will carry between 50,000 and 250,000 colonists, depending on the design.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on August 19, 2025, 04:05:44 AM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

The systems don't exist in the game until someone finds them, at which point they are generated.

For known stars, I could show the actual star locations using a variant of the galactic map, but the galaxy is 3D and the map is 2D so there would be a lot of overlaps. Also there are 65,000 stars in the known stars database.

One option I have considered for a while is a rotatable 3D map for the above purpose, but humans handle 2D information a lot better than 3D information so it would mainly be for fun. Most people would still use 2D to comprehend the situation.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Zax on August 18, 2025, 09:56:58 PM »
I don't recall, can we see the design of civilian ships?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by gpt3 on August 18, 2025, 08:49:35 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists.

I hope so. But ...?!

Quote
I KNOW its not individuals! (12.5? )

12.5 are trade goods, not persons.  :)
Aurora 4x doesn't model the conventional economy (except for trade goods). Its assumption is that the Trans-Newtonian economy is so prosperous that conventional goods/services are effectively post-scarcity. That's why you don't need to manually transport food and oxygen to all of your colonies.

What this means is that it's entirely possible that your colony ship's cargo consists of one billionaire, twenty-four servants, and the billionaire's private zoo.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 18, 2025, 02:26:15 PM »
I've found this suggestion for v2.0
https://aurora2.pentarch.org/index.php?topic=13020.msg166200#msg166200
while I was overthinking about more or less the same item for accuracy of weapons.
No answer to this and no other similar proposal i found.

High speed/high power computing can increase the aiming ability of weapons (turrets, CIWS, STOs) I think.
Using this feature they can perform better and faster calculation of the target future position, and therefore the direction to aim to, increasing the probability that a shot hits the target.
I've done some hypothesis.
The research cost could start at 1,000 (one thousand) research points, then increases e.g. like
RP_lev(X) = RP_lev(1)*(1+int((lev(X)-1)^3)).
While, at each level, the multiplicative factor for the accuracy could be
ACC_lev(X) = int(10,000*(1.2+(1.0025-1.2)/(1+(lev(X)/10)^4)))/10,000
starting from 1.0025 and capped at 1.20 for high levels.
For the first 20 levels, the values from these formulas are:
RP;Acc:
1,000.00;1.0025 - 2,000.00;1.0028 - 9,000.00;1.004 - 28,000.00;1.0074 - 65,000.00;1.0141 - 126,000.00;1.0251 - 217,000.00;1.0407 - 344,000.00;1.0598 - 513,000.00;1.0807 - 730,000.00;1.1012 - 1,001,000.00;1.1198 - 1,332,000.00;1.1357 - 1,729,000.00;1.1487 - 2,198,000.00;1.1592 - 2,745,000.00;1.1674 - 3,376,000.00;1.1738 - 4,097,000.00;1.1788 - 4,914,000.00;1.1828 - 5,833,000.00;1.1859 - 6,860,000.00;1.1883
The mass of the computers should influence the outcome too: the ability of small units (e.g. 50 kg, or 0.001 HS) could be reduced (e.g., dividing this factor by 4 or 5); the listed numbers could be obtained with at least 1 ton (0.2 HS) computer, while large ones (50 or 100 tons, i.e. 1 or 2 HS) could increase it a bit more (30% maximum).
But, as BwenGun said, computers can really be applied to everything in the game: research, factories, tracking stations, shipyards, finance, terraforming, ship components, prisoners interrogation, etc. etc..
Apart coding it, the hard point is the balance of this with the rest of the mechanics in the game.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 18, 2025, 01:48:24 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists.

I hope so. But ...?!

Quote
I KNOW its not individuals! (12.5? )

12.5 are trade goods, not persons.  :)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 18, 2025, 01:46:26 PM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

Theoretically, I suppose. You can get info about a system from prisoners, so the galactic map can show systems without any connection info. That, however would include bodies. I don't think planets can be hidden in any way.

Thanks!
I'm reading the campaign of Steve, where there are systems shown without links to other stars in the galactic map, revealed by prisoners.
But, in a more "general" way? I wish to reach the stars because I know they are there, and I can imagine there could be some valuable wealth to conquer out there.
At the beginning of each match, instead, the sky is empty. So what am I looking for, if there is nothing to go to?
If it isn't possible now, I would like an option (Y/N) to reveal the rest of the systems, with the possibility to show various percentage of them, eventually.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Zax on August 18, 2025, 01:33:27 PM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

Theoretically, I suppose. You can get info about a system from prisoners, so the galactic map can show systems without any connection info. That, however would include bodies. I don't think planets can be hidden in any way.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Zax on August 18, 2025, 01:31:14 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists. I KNOW its not individuals! (12.5? )
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