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Topic Summary

Posted by: Steve Walmsley
« on: June 10, 2019, 05:14:14 AM »

Are you planning on making it so NPRs fighting in some far off system doesn't force the game into small increments? Or is that just how it's gonna have to be?

If they are firing on one another the game has to run in small increment to handle the combat. However, C# is much faster than VB6 so a few small increments should not be an issue. I am currently running five races in the same system, which causes a significant slowdown in VB6, yet C# is running increments (even the 5-day construction phases) in less than a second.

The only time the game should actually interrupt and require you to click an increment button will be for events affecting players.
Posted by: amram
« on: June 08, 2019, 06:13:47 PM »

probably how it has to be, though I think it would be sensible to have an option the player can enable, which allows auto incrementing the NPR interrupts until the player's intended increment is reached, kinda like the old force x increments before interrupting, except, force auto for NPR only interrupts.

in c#, I suspect we'll notice, but not 20 mins later kind of notice, just, oh look, that one wasn't instantaneous.
Posted by: JustAnotherDude
« on: June 08, 2019, 08:09:38 AM »

Are you planning on making it so NPRs fighting in some far off system doesn't force the game into small increments? Or is that just how it's gonna have to be?
Posted by: Steve Walmsley
« on: May 30, 2019, 03:52:47 AM »

With the comparison menu and tracking, as well as the changes in espionage mechanics, would it be possible to have a comparison screen where your own resources are compared to the (estimated) resources of any known other powers?

The ELINT module will tell you over time what installations are at other populations, so something on those lines would be possible.
Posted by: Hazard
« on: May 30, 2019, 02:45:34 AM »

With the comparison menu and tracking, as well as the changes in espionage mechanics, would it be possible to have a comparison screen where your own resources are compared to the (estimated) resources of any known other powers?
Posted by: Steve Walmsley
« on: May 29, 2019, 08:59:27 AM »

For the new race comparison chart is that SM only or will there be a non SM version where the details get revealed as you gather more intelligence?

At the moment it is for races the player only without SM. I probably should add SM requirement in case a hot seat game.
Posted by: chrislocke2000
« on: May 29, 2019, 07:33:24 AM »

For the new race comparison chart is that SM only or will there be a non SM version where the details get revealed as you gather more intelligence?
Posted by: Steve Walmsley
« on: May 20, 2019, 03:32:55 PM »

Anything big planned for diplomacy Steve? I would love something simple like Paradox war score to demand planets, systems, disarmament etc.

I don't have a war score concept. Also it would be difficult to know how well you are doing without some idea of the capabilities and scale of your opponents. If France fights Germany, each will have a reasonable idea of how well they are doing. If two races that don't know much about one another fight over a few border systems, they don't have a frame of reference. I might be inflicting twice as many casualties as I am suffering, but that doesn't help if my opponent is 5x larger for example.

It will probably be more about claiming territory or setting up neutral zones. Having wars that can end with an agreement, or even understanding what your opponent wants will be a major improvement over VB6.

Posted by: Father Tim
« on: May 20, 2019, 01:38:16 PM »

I'm pretty sure he hasn't.

Generally, missiles move first -- and if they reach the target, they roll to hit -- then ships move, so it's entirely possible to fly out of Area Defense range of a salvo.

Area Defense never worked well, and therefore wasn't used much, and therefore didn't have much 'push' behind fixing/improving it.
Posted by: Marski
« on: May 20, 2019, 03:32:10 AM »

Either age is catching up to me and my search-fu has gone rusty, or there geniunely isn't an answer to this:
Has uncle Stevie mentioned if he fixed the "area defense" point-defence mode for beam firecontrol not firing on targets if its only one 5-second instance in range?
Currently fighting a war against a race for the 18th year now, and every battle in this miserable stalemate of a space-somme is a tedious process of having to spend an entire day manually assigning targets for firecontrol one after another.

Posted by: chokuto
« on: May 19, 2019, 04:10:12 PM »

Anything big planned for diplomacy Steve? I would love something simple like Paradox war score to demand planets, systems, disarmament etc.

That is not simple. Something like Paradox's warscore needs to be thought of from the start. It also wouldn't really work in Aurora because you could capture a planet and just freighter all the stuff away.
Posted by: DEEPenergy
« on: May 19, 2019, 02:56:48 PM »

Anything big planned for diplomacy Steve? I would love something simple like Paradox war score to demand planets, systems, disarmament etc.
Posted by: Steve Walmsley
« on: May 19, 2019, 12:21:13 PM »

I don't know what the current status of the AI is, but how are you planning on having the AI handle same-system empires? Will it share jump points with the other empires, or try and claim one or more for itself, and would that change if there are more/fewer jump points than empires?

I haven't coded Diplomacy yet, It's the last major area to code. However, the AI already classifies systems based on their importance so a combination of that and species modifiers will probably determine how it handles that type of situation.
Posted by: JacenHan
« on: May 18, 2019, 04:37:37 PM »

I don't know what the current status of the AI is, but how are you planning on having the AI handle same-system empires? Will it share jump points with the other empires, or try and claim one or more for itself, and would that change if there are more/fewer jump points than empires?
Posted by: Steve Walmsley
« on: May 18, 2019, 03:35:18 PM »

Hello Steve, how are the increment turn times looking as you keep adding more content and fuctionality?
I recall last year you mentioned something like what used to take 30 seconds, now takes 3 or less seconds in C#.

It's probably a greater improvement than that. I haven't played my campaign for a few days (touring the Scottish Highlands at the moment) but I was running turns early in the week with 5 races in Sol and it was still less than 1 second for each increment.

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