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91
Spoilers / Re: Pacifism in the Era of Raiders
« Last post by Xkill on November 30, 2024, 09:35:42 PM »
I actually love playing like this. At first, only military I'll have are STO weapons. That is not "full pacifist", however.

I think it's a problem with the Raiders since they don't raid as much as they assault and then genocide if given the chance. My way of dealing with this is by establishing that Raiders need a significant level of interstellar activity to notice sapients in the Aurora dimension. Just survey ships is not enough. There needs to be colonies in other systems regularly receiving shipments of factories, goods and infrastructure.

As such, once I put down one or two out-system colonies, Raiders get activated for the player. I leave it on for NPRs though as they always have military. If Raiders manage to overrun planetary defences and glass a colony and hulk some freighters it's annoying, but not game ending. And if they attack the homeworld, the greater density of STO weapons kill them.
92
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Steve Zax on November 30, 2024, 09:22:48 PM »
Another cool RP moments:



Unsuccessful coup attempt?
93
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by mike2R on November 30, 2024, 05:51:45 PM »
I'm seeing some character encoding issues in the B5 Shadows name theme - things like: Oblivion’s Flame
94
C# Utilities / Re: AHK-Script to close Windows with 'Escape'
« Last post by GodEmperor on November 30, 2024, 04:37:07 PM »
Works and its fukken amazing. ;D
95
Spoilers / Pacifism in the Era of Raiders
« Last post by nuclearslurpee on November 30, 2024, 04:27:55 PM »
In the past, it was common for players to roleplay as a pacifist race which did not start building any military units until first contact, or sometimes until first hostile contact.

However, since the introduction of Raiders, I have not seen this kind of RP setting very much and it seems almost impossible to pull off as long as Raiders are turned on, since unlike most other threats in the game they can immediately appear in an undefended core system, including Sol itself, and take over once they find no opposition. Even Swarm, Invaders, or extremely hostile NPRs once encountered take some time to survey towards Sol before they can effect a game over, and for spoiler threats the distance at which a threat can materialize can be more or less controlled by the number of systems game rule (which isn't as effective for Raiders since they can spawn into any system immediately).

So, I am wondering if anyone has had success playing a pacifist setting with the Raiders active, or otherwise how people are working around this problem. I imagine the option of playing with a limited military is in play, but that's not what I'm interested in here. So far, the apparent solution seems to be turning Raiders on only once some other (hostile) alien presence is encountered and military buildup is underway, which is a bit gamey but I suppose works fine otherwise.
96
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on November 30, 2024, 04:18:12 PM »
Suggestion: Make Cloaking and Thermal Reduction tech levels match.

Rationale: currently, when encountering a cloaked ship, it is immediately obvious that the ship is cloaked because its active sensor signature and thermal emissions signature don't match. For example, a ship with a 90% cloaking efficiency may have a thermal reduction effect of 12% normal or 8% normal. In either case, it is immediately obvious that the ship is cloaked and using thermal reduction, and furthermore it is usually pretty trivial to construct a table using the discrete cloaking and thermal reduction tech levels to work out either the exact tonnage of that ship or at worst 2 or 3 possibilities, of which usually only one is probable due to, e.g., observed engine speeds or sensor signatures and the implied tech level.

Matching the cloak and thermal reduction tech values would allow effective deception in addition to the existing stealth capabilities, particularly in AAR narratives and multiple-player-race campaigns. I consider cultivating these opportunities preferable to what is right now purely a metagaming way to discern opponent ship capabilities.

I feel similarly about NPR sensor resolutions but I acknowledge the latter is a much trickier problem to solve cleanly.
97
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on November 30, 2024, 03:21:35 PM »
Yessss! Nice to see the B5 related name lists! Hybrid carriers make perfect sense for B5 too... Are we going to see you do a B5 run Steve?

Yes, that is the plan. A B5 run to test multi-system starts and carriers.
98
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Aloriel on November 30, 2024, 03:04:21 PM »
Yessss! Nice to see the B5 related name lists! Hybrid carriers make perfect sense for B5 too... Are we going to see you do a B5 run Steve?
99
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on November 30, 2024, 02:47:01 PM »
Chat GPT Naming Themes

I've added some ship name, system name and commander name themes that I generated using ChatGPT. I've found it to be very useful for generating theme-based names when you run out of ideas :)

There are 24 ship names based on Babylon 5 and Star Trek races, with between 60 and 100 names per theme. I'll attach some examples.

The 13 system name themes and 11 commander name themes, all for Babylon 5 races, are a similar size. They are more  generic, but suitably 'alien-sounding'

Here are four example ship name themes.

http://www.pentarch.org/steve/NameFiles/GPT Ships - Shadows.txt

http://www.pentarch.org/steve/NameFiles/GPT Ships - Centauri.txt

http://www.pentarch.org/steve/NameFiles/GPT Ships - Narn.txt

http://www.pentarch.org/steve/NameFiles/GPT Ships - Drazi.txt
100
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kaiser on November 30, 2024, 02:21:44 PM »
Hey Steve, I was reading a bit on Discord about other players discussions and I started wordering, do NPR colonize and fortify their empire strategically speaking?

I mean, is the game coded in a way that the NPR sistematically create different/several outposts or military bases with STOs and ground forces to create a "front" against other NPR and human player in order to defend itself?

I am asking this because I cannot find the wiki about how NPR works and I often find its logistic and strategy a bit random and considering last update in 2.6.0 it might be maybe a good idea to edit/add something in this direction?

Specifically I wish to see NPRs focusing on the creation of more fortified bases in systems where they have a claim especially the systems bordering other species to make life difficult for the human player and other NPRs in case of war or for example more bases in moons or asteroid close to where they have important colonies or strategic sites in order to create a military cluster hard to defeat without paying a big price.

After all this is what we would do in the space ;)

I know it is not simple to code all of this but maybe it is worth to add something.
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