Author Topic: v2.6.0 Changes Discussion Thread  (Read 135408 times)

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Offline Kaiser

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Re: v2.6.0 Changes Discussion Thread
« Reply #150 on: November 21, 2024, 08:27:48 AM »
The new NPR features look incredible and I am starving to play it :P, but I think We will need time to understand well how they work, for example, is It possible to have a game where multistar NPR and single star NPR are created or have the same random chance to appear during the course of the game?

Or, do these options require a previous setup from us during the game settings?
 

Online skoormit

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Re: v2.6.0 Changes Discussion Thread
« Reply #151 on: November 21, 2024, 08:37:27 AM »
Will the total starting population of a multi-system NPR be scaled the same way that NPR starting populations are currently scaled?
Or will the homeworld be the same population as currently calculated, and any non-homeworld population is just extra for being multi-system?
 

Offline GregoryT

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Re: v2.6.0 Changes Discussion Thread
« Reply #152 on: November 21, 2024, 12:32:47 PM »
I am really liking this new multi-system NPR. Will an existing NPR in a game have a chance to spawn a multi-system NPR as well or will that be only for the players?
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #153 on: November 21, 2024, 04:19:36 PM »
I am really liking this new multi-system NPR. Will an existing NPR in a game have a chance to spawn a multi-system NPR as well or will that be only for the players?

Any spawned NPR will follow the multi-system rules, regardless of whether it is triggered by a player or an NPR.
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #154 on: November 21, 2024, 04:21:42 PM »
Will the total starting population of a multi-system NPR be scaled the same way that NPR starting populations are currently scaled?
Or will the homeworld be the same population as currently calculated, and any non-homeworld population is just extra for being multi-system?

The NPR home world will be generated normally and then the check will be done for multi-system vs single system. If it is multi-system, the populations and mining colonies in the additional systems will be scaled by the home world population. These will be in addition to the originally-generated home world population.
 
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Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #155 on: November 21, 2024, 04:25:35 PM »
The new NPR features look incredible and I am starving to play it :P, but I think We will need time to understand well how they work, for example, is It possible to have a game where multistar NPR and single star NPR are created or have the same random chance to appear during the course of the game?

Or, do these options require a previous setup from us during the game settings?

Post-start, they will follow whatever parameters are set in the game details window. Minor races will always be single-system. Normal NPRs will use the base + random. If you want multi-system but with a wide variety, set the base to 0, with the random positive and have a minor race percentage above zero. So if you have 50% minor, base 0 and random 5, some NPR will be single system, some will be multi-system but only with 1 or 2 radius and some will be 5 radius. At start, you can have both single-system and multi-system  by using the Customise NPRs option.
 
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Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #156 on: November 22, 2024, 04:04:59 AM »
I've run about twenty years of a campaign with eight multi-system NPRs, using 3 + 3 for the base / random.

There are 575 systems in the game, with 10 discovered by my conventional player race. About 80% of those are starting systems, with the rest discovered post-start.

There are 110 bodies with populations above 0.1m, 84 colonies with at least one automated mine and 276 with at least one civilian mining complex.

There are over 6000 ships in 2000 fleets. About 60% of the fleets are civilian. I added extra shipping lines to multi-system NPR (1 for every 2 transits), but I think I might remove that and just start them with a single line.

I also noticed a LOT more civilian mining colonies, because the NPRs often start with several systems above 10m pop so it is easier for them to spawn. I think that is fine, as it definitely creates the impression of a more developed Empire.

One minor error popped up, which I fixed. Otherwise, the run was error-free. At this point, I am going to setup a more serious campaign with a TN player race. Maybe Babylon 5, or maybe Enterprise era of Star Trek, both of which lend themselves to single-system player vs developed alien empires.
 
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Offline paolot

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Re: v2.6.0 Changes Discussion Thread
« Reply #157 on: November 22, 2024, 05:19:24 PM »
Quote
I've run about twenty years of a campaign with eight multi-system NPRs, using 3 + 3 for the base / random.

Steve, sorry: is your player race a multi-system one too?
Is it possible to set some starting parameter so the game can create a multi-system race for the player (if the player likes this option)?
About the other data in your game: I imagine that you have checked the DB, is it right?
Thank you really again and again for your dedication to this creation!!
« Last Edit: November 22, 2024, 05:21:02 PM by paolot »
 
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Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #158 on: November 23, 2024, 08:50:32 AM »
Quote
I've run about twenty years of a campaign with eight multi-system NPRs, using 3 + 3 for the base / random.

Steve, sorry: is your player race a multi-system one too?
Is it possible to set some starting parameter so the game can create a multi-system race for the player (if the player likes this option)?
About the other data in your game: I imagine that you have checked the DB, is it right?
Thank you really again and again for your dedication to this creation!!

The player race is single system. Creating your multi-system Empire is straightforward. Just use the explore JP option on the System View.

Yes, the data I gave came from the DB.
 

Offline bro918

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Re: v2.6.0 Changes Discussion Thread
« Reply #159 on: November 23, 2024, 08:52:17 AM »
There are over 6000 ships in 2000 fleets. About 60% of the fleets are civilian. I added extra shipping lines to multi-system NPR (1 for every 2 transits), but I think I might remove that and just start them with a single line.

Holy moly!!! How is the performance with that much stuff in the galaxy?
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #160 on: November 23, 2024, 08:55:31 AM »
There are over 6000 ships in 2000 fleets. About 60% of the fleets are civilian. I added extra shipping lines to multi-system NPR (1 for every 2 transits), but I think I might remove that and just start them with a single line.

Holy moly!!! How is the performance with that much stuff in the galaxy?

I started to notice it after about 15 years. By 20 years it was maybe 5 seconds for each 1 day increment. That's one reason I am going to remove the extra starting shipping lines.
 
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Offline paolot

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Re: v2.6.0 Changes Discussion Thread
« Reply #161 on: November 24, 2024, 12:29:57 PM »
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NPR Fighters and Carriers

Thank you, Steve!
Just one word: a gorgeous addiction!!
I really think this is Aurora 3.0.   :) :) :)
 

Offline paolot

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Re: v2.6.0 Changes Discussion Thread
« Reply #162 on: November 24, 2024, 12:33:05 PM »
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NPRs and Precursors may sometimes deploy carriers and fighters.

Which are the condictions that can trigger the deployment?
 
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Offline Kaiser

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Re: v2.6.0 Changes Discussion Thread
« Reply #163 on: November 24, 2024, 12:43:45 PM »
Quote
NPRs and Precursors may sometimes deploy carriers and fighters.

Which are the condictions that can trigger the deployment?

Wait a moment, I missed this update, do NPR and precursor now deploy carriers and fighters?

EDIt: sorry I saw this right now,  amazinggggggg!!!
« Last Edit: November 24, 2024, 12:45:40 PM by Kaiser »
 
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Offline Xkill

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Re: v2.6.0 Changes Discussion Thread
« Reply #164 on: November 24, 2024, 12:44:19 PM »
Wow, NPR carriers... That's definitely a Christmas present if I ever saw one, haha.

Does "fighter" in this case include FACs or is it only the 500 ton parasite crafts?