Author Topic: Change Log for 6.40 Discussion  (Read 30916 times)

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Offline Steve Walmsley

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Re: Change Log for 6.40 Discussion
« Reply #90 on: December 29, 2013, 04:04:18 PM »
I look forward to reading the In Character reaction to that. :3

Well, its a little hard to accept from my own POV so I might start a new test campaign that will make use of the new NPR changes from the start. The Multiple NPRs in Sol has worked well so I am tempted to run the Jovian Federation based on terraformed Galilean moons with NPRs on Earth (3) and terraformed Luna, Mars, Titan and possibly other locations. Maybe a special set up with an NPR on a hollow asteroid, or in orbital habitats around one of Neptune moons. Still considering at the moment but the truce countdown has opened up some really interesting scenarios.
 

Offline MarcAFK

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Re: Change Log for 6.40 Discussion
« Reply #91 on: December 29, 2013, 05:29:19 PM »
Oh boy, you are on a roll here steve, NPRs are getting a wholelotta love this update and I'm loving every change that's making them more formidable. I would hate to see you lose your current action packed campaign, but I'm sure that if you do restart you'll get similar results considering it's basically your earth based friends causing trouble in the neighbourhood.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline sloanjh (OP)

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Re: Change Log for 6.40 Discussion
« Reply #92 on: December 30, 2013, 07:27:27 AM »
Well, its a little hard to accept from my own POV so I might start a new test campaign that will make use of the new NPR changes from the start.

Well you could just "not notice" the similarity.  I'm assuming that there's two systems with two system IDs that happen to have the same planetary statistics, as opposed to the second race magically appearing in the same system with the same system ID as the original - that might be a little tough to ignore :)

John
 

Offline Bremen

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Re: Change Log for 6.40 Discussion
« Reply #93 on: December 30, 2013, 11:16:03 AM »
Alternately you could jump your scout out, delete the system, and go through the jump point again. That's what I did in my LP when I got an inconvenient system.

But it's up to you how you want to handle it; I'm just curious to see where the game will go if it continues.
 

Offline Steve Walmsley

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Re: Change Log for 6.40 Discussion
« Reply #94 on: December 30, 2013, 11:43:54 AM »
Alternately you could jump your scout out, delete the system, and go through the jump point again. That's what I did in my LP when I got an inconvenient system.

But it's up to you how you want to handle it; I'm just curious to see where the game will go if it continues.

This isn't a new system. It's one of the starting NPRs home systems so deleting it would corrupt the game. The NPRs generated during the game don't suffer this problem, only those at game start.

http://aurora2.pentarch.org/index.php/topic,6532.msg68093.html#msg68093

I could probably ignore it, although it would definitely be an irritant :) There are other reasons to restart though such as the problems with NPR escort design. Besides, I have a cool new idea for a multiple NPR start in Sol :)
 

Offline ollobrains

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Re: Change Log for 6.40 Discussion
« Reply #95 on: December 30, 2013, 02:27:51 PM »
While youre at it is it possible to get NPRs to do planetary invasion with troops or is that a bit beyond a simple implementation.  First step could be having them build different troop types perhaps
 

Offline ollobrains

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Re: Change Log for 6.40 Discussion
« Reply #96 on: December 30, 2013, 02:35:54 PM »
actually another idea here, planetary leaders having specific mineral extraction bonuses.

Perhaps they worked in the mines before becoming a civilian administrator but say a 20% to duranium or 20% to solarium production.  This would add more flavour to specific mineral colonies for example allowing u to give a small reasonable additional boost to specific mineral output

As an offset they could have a small negatie effecgt on another mineral for example as they are "specailised" in what they are able to extract

Same could be applied to captains of asteroid mining ships if they are mining a planet they could get a small bonus to output of their fleets in one of the minerals they are extracting
 

Offline joeclark77

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Re: Change Log for 6.40 Discussion
« Reply #97 on: December 30, 2013, 06:36:12 PM »
RE comets, Steve, would it be possible to have a way to tell Aurora "more comets, please!" without setting a minimum per system?  Let us increase the average or the propensity for comets instead of setting a hard floor.
 

Offline Steve Walmsley

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Re: Change Log for 6.40 Discussion
« Reply #98 on: December 30, 2013, 06:52:50 PM »
RE comets, Steve, would it be possible to have a way to tell Aurora "more comets, please!" without setting a minimum per system?  Let us increase the average or the propensity for comets instead of setting a hard floor.

I've modified comet generation so that 75% of systems will have at least one but those that do have comets will have slightly fewer on average.

 

Offline joeclark77

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Re: Change Log for 6.40 Discussion
« Reply #99 on: December 30, 2013, 08:19:21 PM »
Great. One other thing: could you take a look at civilian mining ops? It'd be nice to see them mine bodies that don't have duranium or sorium, also, maybe they should expand through the jumpgate network to adjacent systems? As it works now, you rarely get any outside of Sol because you will usually colonize the best worlds yourself long before the colony system will have the population necessary to attract civilians.
 

Offline Wolfius

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Re: Change Log for 6.40 Discussion
« Reply #100 on: December 30, 2013, 09:50:57 PM »
actually another idea here, planetary leaders having specific mineral extraction bonuses.

Perhaps they worked in the mines before becoming a civilian administrator but say a 20% to duranium or 20% to solarium production.  This would add more flavour to specific mineral colonies for example allowing u to give a small reasonable additional boost to specific mineral output

As an offset they could have a small negatie effecgt on another mineral for example as they are "specailised" in what they are able to extract

Same could be applied to captains of asteroid mining ships if they are mining a planet they could get a small bonus to output of their fleets in one of the minerals they are extracting

Eh, I dunno, seems like it would be a bit too micro-heavy for the benefit. There are 11 minerals, then when you have dozens or hundreds of administrators and commanders...


Great. One other thing: could you take a look at civilian mining ops? It'd be nice to see them mine bodies that don't have duranium or sorium, also, maybe they should expand through the jumpgate network to adjacent systems? As it works now, you rarely get any outside of Sol because you will usually colonize the best worlds yourself long before the colony system will have the population necessary to attract civilians.

If that's added there needs to be an option to turn it off. Some of us don't like jumpgates being thrown up everywhere; not having any way to get NPRs to stop building jumpgate networks to your homeworld short of the induced spontanious disassembly of their ships, E-Mail Rays, and High-Energy Postcards is bad enough as it is.
 

Offline joeclark77

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Re: Change Log for 6.40 Discussion
« Reply #101 on: December 30, 2013, 10:13:26 PM »
If that's added there needs to be an option to turn it off. Some of us don't like jumpgates being thrown up everywhere; not having any way to get NPRs to stop building jumpgate networks to your homeworld short of the induced spontanious disassembly of their ships, E-Mail Rays, and High-Energy Postcards is bad enough as it is.
I didn't mean the civvies would build jumpgates, rather, I meant to suggest that if you've built jumpgates to adjacent systems, they might build civilian mining operations in those connected systems.
 

Offline Erik L

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Re: Change Log for 6.40 Discussion
« Reply #102 on: December 31, 2013, 09:30:17 AM »
Black Holes Return

Somehow the Black Holes have been removed from the Real Stars database. I can't remember if this was deliberate or accidental :) so I have put them back in.

I think you took them out since there were none in the volume of space you had catalogued with the Real Stars option.

Offline Steve Walmsley

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Re: Change Log for 6.40 Discussion
« Reply #103 on: December 31, 2013, 09:59:46 AM »
I think you took them out since there were none in the volume of space you had catalogued with the Real Stars option.

As far as we know! :)
 

Offline alex_brunius

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Re: Change Log for 6.40 Discussion
« Reply #104 on: December 31, 2013, 10:19:47 AM »
Would it be difficult to have options to add black holes also to non real stars games?

It would be sweet to be able to run games where you can encounter both kinds of strange astronomical features added!