Author Topic: v2.6.0 Changes Discussion Thread  (Read 135411 times)

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Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #255 on: May 14, 2025, 08:20:47 AM »
In my opinion, the Diplomatic Modul belongs more to the group in which Command and Control is (Essential Systems).

Yes, Diplomatic module isn't an easy fit. It isn't really an essential system though as very few ships will have one, while most will have MSP, crew quarters and a bridge.

I put it in production because it produces diplomatic points. Less tangible than minerals or fuel, but it is still creating something that didn't exist before.
 
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Offline Hazard

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Re: v2.6.0 Changes Discussion Thread
« Reply #256 on: May 14, 2025, 10:31:38 PM »
I'd be tempted to put all the transfer stuff for the different types of cargo all under a single header, but the fuel and ordnance transfer systems would bloat that out massively. Definitely would put the hubs all under the single header of 'hub' though, as there's only 1 hub tech for both ordnance and fuel.

Unless decoy missiles are fundamentally different, I'd shove their launchers under the missile combat header. Yes, even though they are arguably a defensive tool.

IIRC, there's only 1 passenger module, all other colonist transportation is shoving people into cryogenics. Might as well merge the categories.
 

Offline ReviewDude01

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Re: v2.6.0 Changes Discussion Thread
« Reply #257 on: May 17, 2025, 01:14:49 PM »
regarding component sorting:
just put engines sensors , defence (shields and armor and decoys) and weapons separately together
command first
everything else last

or if you want to keep alphabet sorting you can name components like SThermal Sensor , SActive Sensor ,  WGauss , WMissile Launcher  - and make function to not display first letter of each string in component list

11/10      im absolutely hyped up for 2.6.0

Carriers for AI finally. and other important stuff, when its going to be released ?

your recent missile changes with DECOYS and decoys on missiles and PD  was something that i wanted since first encountering aurora 5 years ago, but your implementation is better than I would recommend

you finally added single ship jump drives (not directly but I also wanted to see long ago)

now my point :

Is there any hope to adding various SHIP IMAGES per class ?

Im btw a little of programmer. Implementation seems more like:   image adress maybe string saved to each class,  if image not found in files then then default racial image is used.
This can be extended to be used on regular map also, instead of DOTS, and obviously on galactic map.

You already have plenty of images in aurora folders.

Is there any problem with this?
(some things in programming are not that simple for various reasons sometimes)


Additional suggestions:
enable button for NPR AI control over player task group,  this can evade lots of micro with fleet combat, i believe this was somehow done in VB Aurora
i found that lots of people claimed that fighters and forward fire directors are not cost effective in planetary bombardment, maybe just give fighters 90% chance to evade AA fire



EDIT: you are srsly a mastermind, I have played or at least tried probably 70% of space 4x games (the more popular ones) since 2000 and your combat mechanics are the best, but also, i like local resource storage, minerals being transported,
But I would also redo / rework various parts of aurora  but Im not the author, good luck!   
 



« Last Edit: May 17, 2025, 02:04:25 PM by ReviewDude01 »
 

Offline Aloriel

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Re: v2.6.0 Changes Discussion Thread
« Reply #258 on: May 17, 2025, 02:03:26 PM »
regarding component sorting:
just put engines sensors , defence (shields and armor and decoys) and weapons separately together
command first
everything else last

or if you want to keep alphabet sorting you can name components like SThermal Sensor , SActive Sensor ,  WGauss , WMissile Launcher  - and make function to not display first letter of each string in component list

11/10      im absolutely hyped up for 2.6.0

Carriers for AI finally. and other important stuff, when its going to be released ?

your recent missile changes with DECOYS and decoys on missiles and PD  was something that i wanted since first encountering aurora 5 years ago, but your implementation is better than I would recommend

you finally added single ship jump drives (not directly but I also wanted to see long ago)

now my point :

Is there any hope to adding various SHIP IMAGES per class ?

Im btw a little of programmer. Implementation seems more like:   image adress maybe string saved to each class,  if image not found in files then then default racial image is used.
This can be extended to be used on regular map also, instead of DOTS, and obviously on galactic map.

You already have plenty of images in aurora folders.

Is there any problem with this?
(some things in programming are not that simple for various reasons sometimes)


Additional suggestions:
enable button for NPR AI control over player task group,  this can evade lots of micro with fleet combat, i believe this was somehow done in VB Aurora
i found that lots of people claimed that fighters and forward fire directors are not cost effective in planetary bombardment, maybe just give fighters 90% chance to evade AA fire
Steve has said for some time that ship images won't be a thing. Part of it is that he wants it to be utterly flexible and up to the imagination of the player. Who's to say that a carrier has to look a certain way? Maybe this carrier isn't a carrier at all. Maybe it's a drone launcher? Anyway, that's what he's said in the past.
Sarah
Game Developer in Unity and UE4 and 5
 
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Offline ReviewDude01

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Re: v2.6.0 Changes Discussion Thread
« Reply #259 on: May 17, 2025, 02:04:11 PM »
regarding component sorting:
just put engines sensors , defence (shields and armor and decoys) and weapons separately together
command first
everything else last

or if you want to keep alphabet sorting you can name components like SThermal Sensor , SActive Sensor ,  WGauss , WMissile Launcher  - and make function to not display first letter of each string in component list

11/10      im absolutely hyped up for 2.6.0

Carriers for AI finally. and other important stuff, when its going to be released ?

your recent missile changes with DECOYS and decoys on missiles and PD  was something that i wanted since first encountering aurora 5 years ago, but your implementation is better than I would recommend

you finally added single ship jump drives (not directly but I also wanted to see long ago)

now my point :

Is there any hope to adding various SHIP IMAGES per class ?

Im btw a little of programmer. Implementation seems more like:   image adress maybe string saved to each class,  if image not found in files then then default racial image is used.
This can be extended to be used on regular map also, instead of DOTS, and obviously on galactic map.

You already have plenty of images in aurora folders.

Is there any problem with this?
(some things in programming are not that simple for various reasons sometimes)


Additional suggestions:
enable button for NPR AI control over player task group,  this can evade lots of micro with fleet combat, i believe this was somehow done in VB Aurora
i found that lots of people claimed that fighters and forward fire directors are not cost effective in planetary bombardment, maybe just give fighters 90% chance to evade AA fire
Steve has said for some time that ship images won't be a thing. Part of it is that he wants it to be utterly flexible and up to the imagination of the player. Who's to say that a carrier has to look a certain way? Maybe this carrier isn't a carrier at all. Maybe it's a drone launcher? Anyway, that's what he's said in the past.

Sorry but this can be fixed by a toggle button in settings, Use custom Images
edit> but thanks for info !!!
 

Offline Viridia

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Re: v2.6.0 Changes Discussion Thread
« Reply #260 on: May 21, 2025, 05:07:10 AM »
-Removed as in the wrong thread-
« Last Edit: May 22, 2025, 06:42:02 AM by Viridia »
Long-time lurking player, Babylon 5/Battlestar Galactica/sci-fi lineartist, figure-painter and gamer - you can find my work by searching ViridiaGaming online.
 

Online Zap0

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Re: v2.6.0 Changes Discussion Thread
« Reply #261 on: May 21, 2025, 02:30:13 PM »
Can you have multiple identical refueling components? Multiple of different types, too? Does something limit how many things can be refueled at once? If I have 80 refueling components can I refuel one thing at 80x speed or up to 80 things at 1x speed?

I don't quite understand how it's supposed to work from the changelog description.
 
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Offline Hazard

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Re: v2.6.0 Changes Discussion Thread
« Reply #262 on: May 21, 2025, 02:33:56 PM »
Quote
Refuelling Changes

Refuelling systems are changed from 500 tons to 1000 tons.

Refuelling Hubs in their current format have been removed from the game. All orders, standing orders and conditional orders relating to refuelling hubs have also been removed.

A new concept called Refuelling Stations has been added.
A ship can transfer fuel at a rate equal to its refuelling rate multiplied by its number of refuelling stations
Any ship with a refuelling system automatically has one Refuelling Station.
The Twin Refuelling Station component is 5000 tons and costs 100 BP. It allows a tanker to refuel at twice the normal rate.
The Quad Refuelling Station component is 20000 tons and costs 400 BP. It allows a tanker to refuel at 4x the normal rate.
The Refuelling Hub component is 80000 tons and costs 1600 BP. It allows a tanker to refuel at 10x the normal rate.

So about this.

Does a ship with multiple refueling systems also have multiple refueling stations? Because if so, it'd be much cheaper to just load up more refueling systems.

And how does this interact with space ports and other planetary infrastructure?
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #263 on: May 21, 2025, 05:03:30 PM »
You can still only have one refuelling system. I'll edit the post to make that clear.
« Last Edit: May 21, 2025, 05:05:46 PM by Steve Walmsley »
 

Offline Hazard

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Re: v2.6.0 Changes Discussion Thread
« Reply #264 on: May 21, 2025, 05:22:51 PM »
In that case I would encourage switching the refueling systems to a racial tech.

Perhaps one with the following adjustable traits:
Transfer Speed (following current progression of refueling speeds)
Underway Efficiency (following current progression of underway replenishment techs)
Connector Ports (integer number multiplying transfer speeds)

Which combine to calculate the weight/size of the part.

Ships refueling from a space port or similar of course always use the best transfer speed.
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #265 on: May 21, 2025, 05:24:45 PM »
In that case I would encourage switching the refueling systems to a racial tech.

Perhaps one with the following adjustable traits:
Transfer Speed (following current progression of refueling speeds)
Underway Efficiency (following current progression of underway replenishment techs)
Connector Ports (integer number multiplying transfer speeds)

Which combine to calculate the weight/size of the part.

Ships refueling from a space port or similar of course always use the best transfer speed.

We already have transfer speed and underway efficiency as racial techs. The new component is effectively connector ports.

I've updated the original post to be clearer.
 
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Offline Hazard

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Re: v2.6.0 Changes Discussion Thread
« Reply #266 on: May 21, 2025, 06:28:53 PM »
By 'racial tech' I mean 'go and design a component with these traits'.

Same as with sensors, weapons, engines, and so on.
 

Online nuclearslurpee

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Re: v2.6.0 Changes Discussion Thread
« Reply #267 on: May 21, 2025, 08:22:12 PM »
Very glad to see that we can finally use ordinary tankers to support distant survey fleets as it should have been all along. The arbitrary restriction of standing and conditional orders to only work with Refuelling Hubs was only a source of frustration.
 

Offline xenoscepter

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Re: v2.6.0 Changes Discussion Thread
« Reply #268 on: May 21, 2025, 09:07:48 PM »
So what becomes of the Fighter/FAC Small Refuelling Module?
 

Offline Bremen

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Re: v2.6.0 Changes Discussion Thread
« Reply #269 on: May 21, 2025, 09:23:09 PM »
If I'm reading the refueling station changes it becomes more expensive, at least tonnage wise, as it increases? As in it's 1000 tons to refuel 1 ship, 6000 tons to refuel two ships twice as fast (so 1.5x the tonnage per fuel/hour), 21000 tons to fuel two ships 4x as fast (2.6x per fuel/hour), 81000 tons for two ships 10x as fast (4.05x per fuel/hour), and so on. This seems backwards and detrimental to good ship design... is it supposed to be more efficient to use a bunch of smaller tankers?

It's possible I'm misunderstanding the change, otherwise I'd just suggest simplifying it down to only the refueling system and allowing using multiples to improve the transfer rate. So if one refueling system let you transfer 10 liters an hour, two would let you do twenty, and so on. That results in a nice simple system.
 
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