Author Topic: Change Log for v7.00 Discussion  (Read 36955 times)

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Iranon

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Re: Change Log for v6.50 Discussion
« Reply #90 on: June 03, 2015, 02:23:18 AM »
As soon as you get Capacitor 3, 10cm Railguns outperform maxed-out Gauss weapons, at more than 1 shot per HS.
If you could turret those, missiles would cease to be a problem and you wouldn't even need AMMs.
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #91 on: June 03, 2015, 02:45:27 AM »
Could the suggestions go into the suggestion thread unless they're actually related to the changes in 6.50?
I guess I'm just cranky waiting for carriers :p
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Offline Vandermeer

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Re: Change Log for v6.50 Discussion
« Reply #92 on: June 03, 2015, 03:39:43 AM »
Gib carriers, naow!!

Gib tame nprs. Gib alphabetic stacking task groups.
Wantwantwant.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Prince of Space

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Re: Change Log for v6.50 Discussion
« Reply #93 on: June 12, 2015, 05:08:49 PM »
It sounds like the neutral populations will only be accessible to civilian colony ships. Will players be able to toggle off immigration from a neutral population Source, perhaps to simulate a more insular culture? And if the neutral population falls below the 25 million threshold, will it automatically cease to be a Source colony?
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #94 on: June 13, 2015, 12:49:40 AM »
It would be great if the neutrals obeyed the political and cultural settings, higher xenophobia reducing their desire to be transported closer to alien home systems, and reducing the amount who would want to be transported to any planet with populations of a different species, determinism effecting their spread to places that are troubled, perhaps anywhere that's had battles, or dust/ radiation, or near enemy systems, trading effecting their spread based on colony wealth or raising the spread towards alien worlds, diplomacy effecting spread towards alien systems, or more likely towards multi cultural or multi species worlds, also towards areas that have recently seen war, expansionism causing expansion towards the furthest reaches of space or anywhere with unlimited population aka cost 1 worlds, and finally militancy causing spread towards areas of unrest or warfare, or perhaps otherwise reducing their desire to leave, instead wanting to stay and fight.
I can see a system where when a ship arrives to pick up colonists the final destination is checked against all populations, they get a bonus or reduction calculated which then affects the ratio of colonists drawn from each population the ship then picks up a bunch of all populations and dumps them on the selected planet. The important part is that when they arrive each group is added to that planets population, all acting as one colony, but the racial make up of the colony is still kept track of, in the civilian tab underneath the colonisation status selector it could list the different populations that make up the colony.
" Why is this godforsaken hellhole worth dying for? "
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"Stop exploding, you cowards.  "
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #95 on: June 13, 2015, 05:41:17 AM »
It sounds like the neutral populations will only be accessible to civilian colony ships. Will players be able to toggle off immigration from a neutral population Source, perhaps to simulate a more insular culture? And if the neutral population falls below the 25 million threshold, will it automatically cease to be a Source colony?

Neutral populations will only be available to government-owned colony ships. They won't be accessible to shipping lines. I should have mentioned that in the original post :)

Two reasons:
1) Gives you a reason to build more government-owned colony ships
2) Stops all colonization being from neutral countries (which would be the most efficient otherwise)
 

Offline Prince of Space

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Re: Change Log for v6.50 Discussion
« Reply #96 on: June 14, 2015, 04:10:40 PM »
I like the incentive to build colony ships. Maybe I can float Blade Runner blimps through neutral cities, advertising the chance to begin again in a golden land of opportunity and adventure.

Hypothetically, if a player has pillaged a neutral population done to 0, will it remain as a vestigal political entity? And are neutral pops subject to the population growth rules just like regular populations?
 

Offline Britich

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Re: Change Log for v6.50 Discussion
« Reply #97 on: June 14, 2015, 07:53:27 PM »
Quote from: Iranon link=topic=7258. msg79591#msg79591 date=1433316198
If you could turret those, missiles would cease to be a problem and you wouldn't even need AMMs.

It would also stop the game slowing down when you have 200 ships throwing AMMs at each other cos then it would be more viable for the AI to use them instead of spamming AMMs.
 

Offline GreatTuna

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Re: Change Log for v6.50 Discussion
« Reply #98 on: June 15, 2015, 07:23:20 AM »
Off-Topic: show

It would also stop the game slowing down when you have 200 ships throwing AMMs at each other cos then it would be more viable for the AI to use them instead of spamming AMMs.
You say that like the AI is smart in this game.
No offense, but it could use some more love. NPRs use less than half weapons available currently (gauss, lasers and missiles I believe).

From the other side, this will make not one, but two weapons useless. Gauss (much weaker version of railguns in terms of firepower) and lasers (worse DPS + much worse AM capablities).
[/offtopic]
It's not supposed to be here, right? I just responded to other post.

About the new version, I like it and eagerly awaiting it. Especially carriers: I hope some of the fighters will carry mesons w\ microwaves, just to make things different.
 

Offline NihilRex (OP)

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Re: Change Log for v6.50 Discussion
« Reply #99 on: June 16, 2015, 02:34:34 AM »
Neutral populations will only be available to government-owned colony ships. They won't be accessible to shipping lines. I should have mentioned that in the original post :)

Two reasons:
1) Gives you a reason to build more government-owned colony ships
2) Stops all colonization being from neutral countries (which would be the most efficient otherwise)

Is there any chance of immigration happening automatically on the same planet?

I play Aurora as Single Player most of the time, and I'd love to just set the Rest Of The World as a nation, and let them slowly immigrate into my supertech paradise...
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #100 on: June 18, 2015, 12:16:58 PM »
Is there any chance of immigration happening automatically on the same planet?

I play Aurora as Single Player most of the time, and I'd love to just set the Rest Of The World as a nation, and let them slowly immigrate into my supertech paradise...

No, the colonists can only be used for colonies in other systems. This is to avoid several nations racing each other to transport colonists between two populations on the same planet.
 

Offline swarm_sadist

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Re: Change Log for v6.50 Discussion
« Reply #101 on: June 28, 2015, 07:35:31 PM »
A couple of questions:

-Will there be a limit to how much you can take from a neutral population? Can I just build a massive colony ship and suck up an entire neutral population without any cost?

-Can neutral nations be attacked? Will they have states of war or ground forces? Any penalty to attacking a neutral nation?

-Can you change a nation's diplomacy with other nations and only draw from friendly neutrals.. EX: A NATO vs Warsaw campaign with NATO, Warsaw and Neutral Aligned nations.

-Will you be able to trade with them? Do they generate infrastructure/Trade Goods?

-Does the neutral faction have it's own commander name theme? If 100% of a population is from a neutral population with a different commander theme, does that carry over to the colonized planet?

-Is there a short form we can use? NF (Neutral Faction)? NR (Neutral Race)? NN (Neutral Nation)?
 

Offline Mel Vixen

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Re: Change Log for v6.50 Discussion
« Reply #102 on: July 09, 2015, 04:18:35 PM »
Steve: Will you include the pictures New Horizons and dawn shot of their respective targets (Pluto, Charon, Ceres)

Other then that i think the new neutral citizen mechanic is rather exploity. I mean the idea is good overall but it feels wrong. I would be more ok with setting something like immigration incentives that burden your treasury.
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Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #103 on: July 19, 2015, 10:38:40 AM »
A couple of questions:

-Will there be a limit to how much you can take from a neutral population? Can I just build a massive colony ship and suck up an entire neutral population without any cost?

-Can neutral nations be attacked? Will they have states of war or ground forces? Any penalty to attacking a neutral nation?

-Can you change a nation's diplomacy with other nations and only draw from friendly neutrals.. EX: A NATO vs Warsaw campaign with NATO, Warsaw and Neutral Aligned nations.

-Will you be able to trade with them? Do they generate infrastructure/Trade Goods?

-Does the neutral faction have it's own commander name theme? If 100% of a population is from a neutral population with a different commander theme, does that carry over to the colonized planet?

-Is there a short form we can use? NF (Neutral Faction)? NR (Neutral Race)? NN (Neutral Nation)?

Yes, you can build a massive colony ship, although that isn't functionally different than a lot of small colony ships. I'm running a brief test campaign with a neutral pop of five billion, so that would take a while to use up.

Neutral countries have substantial ground forces but nothing else. You can invade them (or bombard them) theoretically, although they are intended for multi-race starts so the other races might take exception. There is not really any point having them for a single race start.

You could use diplomacy against them but as they have no industry and no naval forces, it doesn't help you beyond a trade relationship.

Yes, you can trade with them as if they were any other foreign population.

No commanders.

No abbreviation yet :)
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #104 on: July 29, 2015, 03:10:37 PM »
/spitballing with Neutrality:

Neutrals could cost wealth to pickup.  Your citizens could gradually bleed over into being neutrals if there's not sufficient employment.  Extrasolar NPRs could have neutral populations!  Neutrals could run their own shipping lines;  You could offer them contracts to operate as if they were one of your shipping lines.

perhaps we will at long last solve the question of what makes a man turn Neutral...