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11
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on Today at 04:50:06 AM »
Big fan of the sensor changes, especially the vizualization of 100 IP ones! Could've sworn that already happened sometimes, but very far from always. Does the removed horizontal bar mean the Observed Weapons display is fixed as well? Because currently ROF is often not displayed in full, even if there is no scrollbar, on top of sometimes not making sense (screenshot attached, I'm guessing I saw the same ship fire in two separate engagements because according to the DB its RoF is 44578880, maybe a workaround against that as well?).

Also, since you're updating the alien class window, I can't help but once again ask that boarded ships would get a class summary there same way ship classes discovered from intel do. Or maybe let us edit the summary window so we could add notes too :)

There is an option to display sensor ranges now, but its based on race sensors not class, requires the sensor to be active and I don't think it is completely reliable. The new one displays sensor ranges regardless of activation (because you need to know the detection range even if it isn't active) and displays the actual active sensors next to the contact (as per 2.5.1).

Yes, weapon display is slightly narrower now to allow scrollbar. I've seen the weird ROF occasionally too, but haven't nailed it yet.

I've added class summary to the other information you gain when capturing an enemy ship.
12
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 04:08:17 AM »
I apologise if this has been brought up before, but would it be feasible to implement a system where commanders also have a chance of losing efficiency bonuses once they reach a certain time in service?

I tend to treat my civilian administrators as abstractions of an entire government apparatus, and hence I assume the efficiency bonuses are tied not to a particular leader but rather to the entire colonial administration of thousands of civil servants. I find this better from a RP perspective because this leads to certain colonies being better than others at certain functions (which I RP as resulting from local expertise, incentives, and infrastructure), hence my colonies feel more real and unique. And it sometimes forces me to make sub-optimal decisions - like building up a new naval base not at the local warp point nexus, but one system over at a colony which is actually good at shipbuilding.

The problem, of course, is that immortal (story character) leaders tend to universally end up with sky-high bonuses of everything. I've been solving this by periodically randomising leader bonuses, but this gets tedious as the game progresses and I would really like an alternative. Essentially, past a certain time in service (say 20 years), I'd like to have commanders start rolling for a small reduction in their bonuses in addition to the usual rolls for an increase. Does this seem reasonable?

There is an East-West split in that assumption, Eastern cultures (China, Japan, Korea, Vietnam, etc.) place a high value on the elder members of society, deferring to their wisdom, moral authority, etc. In the West, older people are seen as less capable, out of touch, etc.

Partly that is because as you get older, your perspective changes (based on a lot more experience of life) and you value different things (time vs money for example). Younger people generally don't have the same frame of reference (less life experience) so they can't understand that different perspective. In the East, that is understood and the elders are consulted for their hard-earned wisdom. In the West, they just assume older people are 'out of touch'.

So, apart from actual age-related diseases that impair mental faculties, which is covered by the medical conditions in Aurora, I don't subscribe to the Western 'older people are less capable' paradigm. I am certainly far more capable and wise than I was at half my current age, because I have twice the life experience and I have learned from twice as many mistakes :)

I realise that in your above suggestion, you reference 'story characters' that can't get ill, but being extremely capable is the whole point of story characters.
13
Spoilers / Alpha&Omega aliens
« Last post by Nostramo on Today at 03:22:58 AM »
A few decades ago, my scouts discovered a very strange system, one ideal inhabited planet inhabited by two races at once. These two races live in peace. I was very interested in it, I didn't know that such a thing is possible in Aurora. I called them Alpha & Omega aliens, so with Alpha I have some progress with establish communication, but Omega refusing any my attempts for communication.
The ships of these two races use very strong shields, at that time their shields were 2-3 times stronger than those I used to use at military stations and orbital fortresses. This was very alarmed by the entire scientific world of our state, given the fact that a lot of resources were spent on the development of our own shields, each of their ships is equipped with such shields that we could not afford even for a large and well-protected orbital fortress. It seems that I encountered a race that placed a strong emphasis on shield technology, because the speed of their warships was not high, about half the speed of my fastest destroyers.

After some time, communication with Alpha aliens successfully established and they demand me to leave them or they will open fire. Omega aliens still refusing any attempts. I understand them and fulfilled that demand immediately, my scout also have gathered valuable data about them, so they must be very nervous. And I leave them for decades, because I spotted swarm nearly to one of my important colonies..and the war has begun, I stopped every civilian research program for military research, because after first military fleet to fleet encounter with swarm I understood that my fleet is smeg :D
I lost two strike fleet groups: 2 kinetic cruisers and 4 heavy destroyers, but they at least have kill one swarm 20t vessel. It’s just a big lucky that two other of NPRs was busy by each other, and don’t try to attack me when I was busy with swarm. Aurora really can make fantastic stories.

So, the war with swarm ended (I conquered their system where they came from, and tracked down the escaped queen and kill it) my empire returns to peaceful life, and I finally build my first diplomatic vessel with commercial drive, no active sensors and with mass less than 10t. I send that vessel to the Alpha & Omega aliens with transponder turned on for all, and park it to their world with distance at 5m km, why they are still want me to leave their system? But at least for now, they use a standard demand (without opening fire :D)

I’m discover that Alpha&Omega aliens have no one stabilised jump gates at their system, and all neighbouring systems are free, so they looks like a simple minor race isn’t it? Does this mean that I cannot establish diplomatic contact with them?
My admirals, inspired by the recent victory over swarm suggest me to invade in their system or at least send diplomatic vessel with solid military escort in case if they try to attack that vessel, but I’m do not want to do this, i want try to establish contact with them and be allies, they looks very similar as humans, because their home world ideal for humans too, and in case of success I will have good buffer zone which will allow me to forget about protecting this direction, please help :)
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on Today at 01:39:46 AM »
Big fan of the sensor changes, especially the vizualization of 100 IP ones! Could've sworn that already happened sometimes, but very far from always. Does the removed horizontal bar mean the Observed Weapons display is fixed as well? Because currently ROF is often not displayed in full, even if there is no scrollbar, on top of sometimes not making sense (screenshot attached, I'm guessing I saw the same ship fire in two separate engagements because according to the DB its RoF is 44578880, maybe a workaround against that as well?).

Also, since you're updating the alien class window, I can't help but once again ask that boarded ships would get a class summary there same way ship classes discovered from intel do. Or maybe let us edit the summary window so we could add notes too :)
15
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by SevenOfCarina on Yesterday at 05:44:54 PM »
I apologise if this has been brought up before, but would it be feasible to implement a system where commanders also have a chance of losing efficiency bonuses once they reach a certain time in service?

I tend to treat my civilian administrators as abstractions of an entire government apparatus, and hence I assume the efficiency bonuses are tied not to a particular leader but rather to the entire colonial administration of thousands of civil servants. I find this better from a RP perspective because this leads to certain colonies being better than others at certain functions (which I RP as resulting from local expertise, incentives, and infrastructure), hence my colonies feel more real and unique. And it sometimes forces me to make sub-optimal decisions - like building up a new naval base not at the local warp point nexus, but one system over at a colony which is actually good at shipbuilding.

The problem, of course, is that immortal (story character) leaders tend to universally end up with sky-high bonuses of everything. I've been solving this by periodically randomising leader bonuses, but this gets tedious as the game progresses and I would really like an alternative. Essentially, past a certain time in service (say 20 years), I'd like to have commanders start rolling for a small reduction in their bonuses in addition to the usual rolls for an increase. Does this seem reasonable?
16
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Yesterday at 04:53:00 PM »
This one is a doo-hoo-hoozy.

TL;DR: In extreme cases, fleets that want to launch AMMs but have no more in stock will spam enough game log messages to crash the game.

Details:

On two separate occasions, I launched about 34 salvos of 5 missiles each, targeting a waypoint at a planet with a hostile fleet.
These salvos were launched 5 minutes apart.
Both times, in a short time after the first salvos arrived on target, the game crashed with an out-of-memory error.

I have been attacking this fleet periodically for many, many years.
The fleet used to fire a large number (many thousands) of AMMs at my incoming missiles.
But eventually they ran out of AMMs to launch.
Now, for every increment while a salvo of mine is visible to them, this fleet is generating thousands of game log entries of the form:
Quote
Ship so-and-so cannot lauch [SIC] a such-and-such as no missiles of the required type are available in the ship's magazines.

This most recent time, I saved the game immediately prior to the first salvo arriving on target.
In the last increment of that save, the hostile fleet generated 16,324 such entries.
In that save, FCT_GameLog contains 1,272,442 records.
Of those, 1,268,840 are these "cannot lauch" entries.

Side discussion:
You might wonder why am I launching this way.
I have eliminated the fleet's PD capabilities and I have soaked all of their AMMs.
The missiles I am launching now have the Retargeting capability, an onboard sensor, and are very slow.
Each increment, some small percentage of the remaining missiles will hit whatever ship is the current target.
If those hits are enough to kill the target, the remaining missiles pick another target.
Rinse, repeat. In theory, a large salvo of these will just keep attacking until the entire fleet is gone.
In practice, there's one problem: sometimes the hits in a given increment do not kill the target, but instead destroy all of the engines and/or missile jammers.
As a result, the remaining missiles now have a 100% chance to hit, and so, in the following increment, they all hit.
End of entire salvo.
To mitigate these overkill losses, I launch very small salvos, spaced many minutes apart.
Each salvo should get all of its hits in before the next salvo arrives.
So my maximum losses from any given overkill event is (usually) a single salvo.

The upshot of this is that, after each salvo arrives, the game runs 5-second increments until all missiles in that salvo have hit.
This takes 10, 20, sometimes 30 increments for a salvo.
And because the hostile fleet is trying to launch AMMs every single increment, and is logging a message for every single missile that they are unable to launch an AMM for, well, we get this super bloated game log that crashes the game.

How to fix?
Might be easy...maybe instead of writing the event each time a ship wants to launch missiles but is out of them, you only write it the first time. This means keeping up with which fleets have written such a message this increment.
Or maybe each fleet gets a counter that is reset to 0 at the start of each increment, and you increase it by one instead of writing this message.
Then at the end of the increment you write one such message per ship with a non-zero counter, and append "x[N]" to the message, where N is the value of the counter. Then reset the counters back to zero.



17
The Academy / Re: Ranks & Promotions
« Last post by nuclearslurpee on Yesterday at 03:16:19 PM »
2. I couldn't find a specific list, but I believe it is based on either the unit size or the unit's HQ value. However, this isn't super important because you can override the default rank for a template and put whatever you want (use the "Change Rank" button). I tend to end up doing this for almost every design myself.

I've never gotten to the point in game where I've had weapons on ships or armies that weren't just suppression garrison. So since you're saying ground formation rank is pretty arbitrary since I can assign what I want now I'm curious if you or someone else could help me figure out what I should expect, or how you assign each rank.
For Naval and Ground
T8
T7
T6
T5
T4
T3
T2
T1
Like what do you try and have each rank do or correspond to, and when should I expect to use them in game cause I start the game with a T5 naval guy but don't think I'm gonna be using him anytime soon. I know I can do the game however I want but having a reference point I can build from and learn from makes this game more enjoyable for me.
And followup with ranks, what the hell are admin ratings. Like I have a rating 6 person but no rating 5 person. I had rating 3 person replace a rating 2 person as governor. I have basically equal amounts of rating 1-4. So what the hell is the difference.

So, there is considerable flexibility here, and within a few game mechanical rules you can do nearly anything you want, although some things work better than others. I'll share what I typically do.

Naval
Ranks 1--3 are typically ship commanders or fill various sub-command roles such as executive officer (AUX component) or tactical officer (CIC component). Rank 4 are usually a mix of senior ship commanders and low-level naval admin commanders. Ranks 5+ are usually naval admin commanders. The naval administration hierarchy can be many layers deep, although usually 4 or 5 layers is plenty. You can see an early example in one of Steve's change log posts here.

A typical naval admin command structure could look like:

GEN Supreme Command (R8)
    NAV Naval High Command (R7)
        NAV Battle Fleet Command (R6)
            NAV Home Fleet (R5) - Home defense fleet and new construction
            PTL Expeditionary Fleet (R5) - Long-range deployments and patrols
        SRV Survey Fleet Command (R6)
            SRV Survey Fleet (R5) - Survey ships
            IND Stabilization Fleet (R5) - Stabilization ships
    LOG Auxiliary High Command (R7)
        LOG Shipping Fleet Command (R6)
            LOG Colonization Fleet (R5) - Colony ships and freighters for infrastructure
            LOG Heavy Lift Fleet (R5) - Freighters for installations and minerals, tankers, troop transports, etc.
        IND Industrial Fleet Command (R6)
            IND Fuel Harvester Fleet (R5) - Fuel harvesters
            IND Orbital Mining Fleet (R5) - Orbital miners
            IND Terraforming Fleet (R5) - Orbital terraformers

This is only an example. In some cases I'll have multiple admin commands at the same level that prioritize the same bonuses for fleet organization purposes. In other cases I may have lower-level admin commands with an R4 commander (especially for LOG and IND types) to create jobs for commanders with specializations that don't fit well in the role of being a senior ship commander.

A typical ground forces command structure could look like:

Army Group (R4)
    Army Corps (R3)
        Division (R2)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
        Division (R2)
            ...
        Division (R2)
            ...
    Army Corps (R3)
        ...
    Army Corps (R3)
        ...

Basically, trying to mirror the high-level organization of real-world military forces usually works well, as long as you keep it to a fairly high level (trying to represent individual platoons, for example, is usually a bad idea and not worth the effort). Like real-world militaries, you can be pretty flexible, e.g., assigning extra brigades or divisions to an Army Group-level command depending on the mission profile.

I rarely find any use for ground forces commanders higher than R5 or R6, so I tend to make rank structures that look like this:
 R8   N/A NO_COMMANDER
 R7   --- --------------------------------
 R6   FM Field Marshal
 R5   GEN General
 ...
Then I use the R8 rank to mark formations that should not receive commanders (e.g., CMC garrisons, replacement units). The "blank" R7 rank prevents automated promotions from reaching R8, since I will never use the R7 rank for anything so there will be no opportunities for a commander to be promoted to R7.
18
The Academy / Re: Ranks & Promotions
« Last post by LordOther on Yesterday at 12:31:21 PM »
1. Check out this post for the full description of what determines the required commander rank for a ship design.

Alright, this is helpful. After searching a bunch I found other things from the change list but Google never decided this post is worth showing me.

2. I couldn't find a specific list, but I believe it is based on either the unit size or the unit's HQ value. However, this isn't super important because you can override the default rank for a template and put whatever you want (use the "Change Rank" button). I tend to end up doing this for almost every design myself.

I've never gotten to the point in game where I've had weapons on ships or armies that weren't just suppression garrison. So since you're saying ground formation rank is pretty arbitrary since I can assign what I want now I'm curious if you or someone else could help me figure out what I should expect, or how you assign each rank.
For Naval and Ground
T8
T7
T6
T5
T4
T3
T2
T1
Like what do you try and have each rank do or correspond to, and when should I expect to use them in game cause I start the game with a T5 naval guy but don't think I'm gonna be using him anytime soon. I know I can do the game however I want but having a reference point I can build from and learn from makes this game more enjoyable for me.
And followup with ranks, what the hell are admin ratings. Like I have a rating 6 person but no rating 5 person. I had rating 3 person replace a rating 2 person as governor. I have basically equal amounts of rating 1-4. So what the hell is the difference.

3. Promotions are done "on-demand" and promotion score is used only as a tiebreaker for multiple commanders with the same primary skill for the role seeking a promotion. Otherwise promotion score has no bearing on what rank the officer is. There is a "cooling off" period of one year between promotions, so officers will not promote multiple times in a row. See this post for details.

On-demand being how promotion works makes so much sense now. Like I'm trying to use all the base game medals plus US medals and figuring out the score to give each and seeing how little promotion score the original spawns had made me think if I gave someone the medal of honor at what I had the score at someone would have bumped 2 ranks.
19
Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by runawaypally on Yesterday at 10:28:34 AM »
I have my decimal as a period as instructed in the setup guide. Is there something somewhere else I need to change?
20
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Yesterday at 08:55:34 AM »
Alien Sensor Update

There are a few bugs around detection of alien class sensor types, so I have fixed the code and added some new features.
  • There will no longer be duplications of sensors, or the same sensor on different ships showing with a different name.
  • The display on the alien class window is fixed so that it doesn't create a horizontal scroll bar.
  • When sufficient ELINT data is gathered for an alien active sensor, an intelligence event will display the sensor range and resolution.
  • In addition to being listed on each class, active sensors with at least 100 intelligence points will have their own section on the intelligence treeview, showing range, resolution and known classes. The sensor name can be changed
  • Alien sensors with at least 100 intelligence points will be drawn on the map in the same way as friendly active sensors, if the Display Active option is on.
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