Author Topic: v2.0.0 Changes List (also known as v1.14.0)  (Read 171112 times)

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Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #15 on: May 16, 2021, 06:13:02 AM »
Logistics and Cargo Handling

In v1.13 and earlier, only a ship commander and the parent admin command structure used their logistic bonus to speed up loading and unloading cargo. For v1.14, planetary and system governors will also contribute.

The full calculation is as follows:

Cargo Handling Modifier = Number of Cargo Shuttle Bays * Admin Command Bonus * Ship Commander Logistics Bonus * Planetary Governor Bonus * Sector Command Bonus * Race Cargo Shuttle Load Modifier

Cargo Load Time = (Cargo Capacity * 20) / Cargo Handling Modifier.
Colonists Load Time = (Colonist Capacity * 10) / Cargo Handling Modifier.
Ground Forces Load Time = (Size of Force Loaded * 20) / Cargo Handling Modifier.

If there are one or more spaceports or cargo handing stations on the planet, that adds a single extra cargo shuttle bay to the calculation.

An admin command must have a commander for its bonus to apply. That bonus will apply even if the ship does not have a commander (this is a general rule for admin commands for all bonuses). Admin commands higher up the hierarchy will also apply if there is an unbroken chain of commanders.

Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #16 on: May 19, 2021, 09:33:41 AM »
Overhauls and Movement Orders

For v1.14, you can set movement orders that follow overhauls in the order list.

When a fleet is in overhaul, any existing movement orders will be ignored. Once the overhaul is complete, the fleet will begin following the orders. If an overhaul is abandoned, the fleet will begin following the orders but with the penalties for an abandoned overhaul.

When a fleet completes an 'Overhaul' movement order and moves into an overhaul state, any additional orders will remain in the queue, awaiting completion of the overhaul.

If the cycle orders flag is set, the completed 'Overhaul' movement order will be adding to the end of the movement order list. The Repeat option can also be used for order lists that include an 'Overhaul' movement order.


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Re: v1.14.0 Changes List
« Reply #17 on: May 21, 2021, 12:33:18 PM »
Alien Artifacts

I've implemented the Alien Artifacts trade good for v1.14.

The demand for alien artifacts is handled like most other trade goods. Annual demand is equal to population size in millions multiplied by any wealth modifiers. The wealth modifier is 1 without tech advances or environmental or political modifiers.

The supply of alien artifacts is generated by the exploitation of ruins. A new 'alien artifact' recovery type has been added with the same recovery chance as a manned mine. Each artifact recovery will generate from 4-200 artifacts (4xD50). I have increased the average number of installations for each ruin type to account for the extra artifact recoveries.

Once the artifacts are generated, they appear as a trade good that can be shipped by civilians. Any population of five million or more will have a demand for the artifacts.

Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #18 on: May 30, 2021, 04:47:59 AM »
Collateral Damage

I've read a number of reports that collateral damage is high enough to be a disincentive to ground combat, especially for large-scale combat. The original intention was for collateral damage to add a meaningful decision in the use of lighter forces to avoid damage vs heavy forces to win more quickly. However, given the complexity of ground combat and the difficulty in intuitively assessing likely outcomes, I've decided to substantially reduce collateral damage so it becomes a side-effect of combat rather than a significant, but opaque, factor in decision-making.

The collateral damage rules will remain as before (see link below), except that the final divisor will be 50,000 rather than 10,000. This has the effect of reducing collateral damage by 80%.
http://aurora2.pentarch.org/index.php?topic=8495.msg110508#msg110508

Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #19 on: May 30, 2021, 09:15:30 AM »
Regenerate Jump Points and Minerals

Two new buttons have been added to the System View window in SM Mode; 'Regen JP' and 'Regen Min'.

Regen JP will delete all existing jump points in the currently selected system, breaking any existing links, and then generate a new set of jump points. A popup will allow the player to set a minimum number of jump points.

Regen Min will delete all existing mineral deposits in the currently selected system, then run the standard mineral generation process for each body (which can still result in no minerals). Any bodies with existing colonies will be excluded from this process.

The SM buttons also include 'No Geo Survey' and 'No Grav Survey' which will remove the selected survey information for the viewing race.

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Re: v1.14.0 Changes List
« Reply #20 on: June 09, 2021, 10:26:20 AM »
Rename Alien Ground Units

The Intelligence window now gives you the option to rename each alien ground unit class in the same way as an alien ship class.

The updated name will be used in all ground combat reports.

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Re: v1.14.0 Changes List
« Reply #21 on: June 09, 2021, 10:34:52 AM »
Contacts as Move Destination

When using an alien ship as a move destination, you are actually following one of the contacts associated with that ship (active, thermal, EM or sensor emission). When you lose the contact type you are following, the current movement order has no destination and will be cancelled. Even when you can still see the ship via a different contact type, the order still has to be manually changed to follow that type.

For v1.14, when you lose a ship contact, the game checks for any other current contacts for the same ship and automatically changes the movement order to the remaining contact.

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Re: v1.14.0 Changes List
« Reply #22 on: July 18, 2021, 09:14:07 AM »
Default Movement Actions

On the movement orders tab of the Naval Organization window, double-clicking a destination will trigger a default movement order for that destination without having to select the order type. For example, double-clicking a jump point in the destination list will create a 'Standard Transit' order for that jump point. This 'default action' for double-clicks can be toggled on/off using a new 'Use Default Movement Actions' checkbox.

The default actions for each destination type are as follows:
  • Jump Point: Standard Transit
  • Population: Refuel And Resupply From Colony
  • Fleet: Join Fleet
  • Contact: Follow
  • Life Pod: Rescue Survivors
  • Wreck: Salvage Wreck
  • Survey Location: Gravitational Survey
  • System Body: Geological Survey
  • Waypoint: Move To

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Re: v1.14.0 Changes List
« Reply #23 on: August 02, 2021, 09:25:02 AM »
Fleet Raise Shields Button

Fleets now have an Raise/Lower Shields button in the same way as Ships.

If all ships with shield generators have active shields, the button will read 'Lower Shields' and will turn off the active shields. If one or more ships have inactive shield generators, the button will read 'Raise Shields' and will turn on all inactive shields in the fleet. If a fleet does not have any ships with shield generators, the button will not appear.

If you want a fleet with only some shields active to turn them all off, then press the button twice.

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Re: v1.14.0 Changes List
« Reply #24 on: August 03, 2021, 08:09:37 AM »
Minimum Player Systems for Spoilers

Three new fields have been added to the Create Game window to specify Minimum Known Player Systems for Aether Raiders, Star Swarm and Invaders. These can only be set on game start.

If the total number of player systems is less than the specified number then:
  • Raiders will not launch any raids
  • Swarm will not be generated in new systems
  • Aether Rifts will not be formed, either in new or existing systems
Note this is not the same as turning these spoilers off. Raiders and Swarm will still gain tech in the background and Invaders will use the full time since game start to generate forces when they do eventually invade. This option is simply to delay the encounters until the player empire is larger.
« Last Edit: August 04, 2021, 06:54:28 AM by Steve Walmsley »
 

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Re: v1.14.0 Changes List
« Reply #25 on: August 04, 2021, 07:16:42 AM »
Events for All Player Races on Tactical Map

A new display option on the Tactical Map that appears in SM Mode allows you to see events for all player races. This is identical to the same function on the Events window. An additional column showing the race is displayed when this option is active.
 

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Re: v1.14.0 Changes List
« Reply #26 on: August 08, 2021, 08:53:06 AM »
Eccentric Orbits

The next version finally adds something I have been considering for a long time – eccentric orbits. You can still have circular orbits as an option, but the assumption for future development will be the new orbital mechanics.

Stellar orbits have an eccentricity of up to 0.9 during normal generation, although they will generally be in the lower end of that range. You can edit this up to 0.95 by modifying the star. Even with this change, stellar orbits will not cross. As an example, a star with an 0.9 eccentricity will have an aphelion nineteen times greater than the perihelion whereas 0.5 eccentricity would be around three times greater.

Planetary orbits will generally have less eccentricity than stars and will often be close to circular. The maximum planetary orbit eccentricity without ‘Gas Giant Effects’ (see next post) will be 0.65, with 70% below 0.15 and 90% below 0.25. Unlike stars, the orbits of planets may cross due to their eccentricity (like Pluto and Neptune). Trojan asteroids and LaGrange points will follow the same eccentric orbit as their parent body. That isn’t entirely correct from a maths perspective, but keeping them in the same orbit looks a lot better and has minimal impact vs their true positions.

Each eccentric orbit is inclined independently. In other words, the ‘stretch’ in orbit for different stars or planets in the same system may extend in different directions. Bodies moving in eccentric orbits will move at different speeds, depending on their location, with the fastest speed at perihelion and the slowest speed at aphelion. Overall, they will still match the year for a circular orbit based on their semi-major axis.

Because planets will be changing their distance from the star, their surface temperature will change over time, which also may impact other environmental factors such as hydrosphere type and atmospheric content. As a result, each planet is effectively being terraformed as it moves. Colony cost will potentially become a range, rather than a fixed number. In practice, minimal eccentricity orbits will not have a major impact on colony cost and even when temperature changes it may not affect overall colony cost due to the greater influence of other factors. Even so, when choosing colony sites, the max colony cost should be considered in addition to the current colony cost.

Comets will no longer use their previous movement rules and will instead use the same orbital mechanics as planets, albeit with eccentricities ranging from 0.5 to 0.999. Their tails will point away from the star, rather than opposite the direction of travel. Their physical characteristics will remain as before.

Moon orbits will remain circular. The orbits of significant moons are likely to have minimal eccentricity anyway. For example, the four Galilean moons have eccentricity < 0.01, Titan is 0.03 and Neptune's largest moon Triton has an almost perfect circular orbit. Also, the conditions on a given moon will be far more influenced by the parent body’s eccentricity than its own. In summary, adding eccentricity to moons would add more to processing time than to gameplay.

About ten percent of non-Trojan asteroids will have eccentric orbits. Those that are eccentric will on average have greater eccentricity than planets, although nothing close to comets. The limited number of eccentric asteroids is to avoid any performance issues and also balance between interesting and overwhelming.

The system view window shows current distance, perihelion and aphelion for stars and planets and the colony cost display can be changed between current and max colony cost. When the ‘Max CC / Temp’ option is active, the total of habitable bodies displayed for each star and the body colours on the grid will reflect the max colony cost and the temperature shown for each body is the temperature used for the max colony cost (which could be higher or lower than current temperature). The atmosphere panel shows current, min and max temperatures and the colony cost panel shows both current and maximum temperature factors.

The population window shows both current and maximum colony cost, if the latter is higher than the former.  The galactic map has a new option so you can toggle between displaying the number of habitable planets based on current or max colony cost. Finally, you can toggle between normal and max colony cost on the mineral search window when filtering by colony cost. NPRs will base their colonization decisions on max colony cost, rather than current.

For Sol, all the planets, dwarf planets, comets, near-Earth asteroids and around 10-15% of other asteroids (the largest or most well-known) currently in the game have been assigned their correct eccentricity and semi-major axis. Their orbital position and direction of eccentricity is randomised. I could try to calculate the correct values for the former but given that games often start in different time periods, it isn’t worth it unless I also add a calculator to set the correct values for a given year.

Here is a screenshot of the inner Sol system. Mercury and Mars have the most eccentric orbits with values of 0.206 and 0.0934 respectively



This is with dwarf planet orbits shown and asteroids hidden



Oops! Forgot one.



Comet Orbits



Even further out comets



And the furthest...



Here is the System view for Sol with current colony cost and temperatures shown. Note that for Mercury, the major planet with the highest eccentricity, the current temperature is 424C and colony cost is 3.21. In the colony cost and atmosphere panels below, you can see the minimum and maximum surface temperatures are 362C and 509C respectively. The latter will result in a colony cost of 3.92, which is shown as the Max Temperature Factor.



Below is the same view with the ‘Show Max CC / Temp’ option selected. Mercury now has a colony cost of 3.92 and a temperature of 509C. The colony cost of Mars has changed from 2.11 to 2.51 and the temperature is shown as -70C, rather than -61C. For Mars, the minimum temperature is the worst case whereas for Mercury it is the maximum temperature. Earth is selected and shows the minimum and maximum temperatures of 11.8C and 16.6C, due to the small orbital eccentricity of 0.0167. Both of these are well within the habitable range so the colony cost remains at zero.



I’ll be starting a new campaign shortly to test the new mechanics. v1.14 is probably going to become v2.0 given the scope of this change.

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Re: v1.14.0 Changes List
« Reply #27 on: August 08, 2021, 08:57:33 AM »
Gas Giant Effects

A new option for v2.0 is ‘Gas Giant Effects’. This is a change to system generation resulting from the influence of gas giants or superjovians on nearby smaller planets. Any gas giant with a mass of 50 Earth masses or higher will be checked. For gas giants with a mass between 50 and 200, the affected zone will be between Perihelion * 0.67 and Aphelion * 1.33. For gas giants with a mass up to 500, the factors are 0.5 and 1.5, while superjovians over 500 mass will affect from 0.4 to 2.0. The effects of gas giants are checked in descending order of mass.

Each dwarf planet in the zone will be affected in one of three ways: There is a 40% chance that D10 * 0.04 will be added to its orbital eccentricity, a 30% chance it will be captured as a moon by the gas giant and a 30% chance it will be ejected from the system.

Each terrestrial planet in the zone will be affected in one of four ways: 20% chance that D10 * 0.04 will be added to its orbital eccentricity, 40% chance it will be replaced by an asteroid belt, 20% chance it will be captured as a moon and 20% chance of being ejected from the system.

Each smaller gas giant or superjovian in the zone has a 70% chance of being ejected from the system and a 30% chance that D10 * 0.04 will be added to its orbital eccentricity. Note that the effects of the smaller gas giant on other planets will be checked after this change in eccentricity, so the alteration in orbit can affect other planets too. In reality, even the larger gas giant would have some impact on its orbit due to proximity to the smaller gas giant, but this is ignored to avoid disappearing down a deep rabbit hole.

Here is a example of a system where the fourth planet is a superjovian that has changed the orbit of the third (terrestrial) planet. The colony cost of the affected planet is now in a range between 3.22 and 5.24.



The overall effect of this option will be to add additional chaos to system generation and will likely result in fewer stable colony worlds. Note that our own solar system is broadly in line with the above rules. The asteroid belt was a terrestrial planet destroyed by Jupiter while Pluto was affected by Neptune. The four gas giants are far enough apart to avoid influence on each other (within the scope of the above).

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Re: v1.14.0 Changes List
« Reply #28 on: August 08, 2021, 09:01:17 AM »
Twin Planets

Each terrestrial planet has a 1% chance of creating a twin world, represented in-game as a moon with a radius above 90% of the parent planet.

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Re: v1.14.0 Changes List
« Reply #29 on: August 08, 2021, 12:50:17 PM »
Single Orbit View

A new display option entitled 'Selected Orbit' has been added to the Tactical Map. If this option is active and you click on a system body, the orbit of that system body will be displayed even if the selected type of body does not have orbital paths displayed.

For example, the comet Borrelly is selected and all other orbits are turned off.