Author Topic: C# Aurora Changes List  (Read 76340 times)

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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #120 on: October 26, 2018, 08:40:40 AM »
Conventional Industry

In VB6 Aurora, Conventional Industry provides the same output as 0.1 construction factories, 0.05 refineries and 0.1 mines.

For C# Aurora, Conventional Industry provides the same output as 0.1 construction factories, 0.05 ordnance factories, 0.025 fighter factories, 0.05 refineries and 0.15 mines.
« Last Edit: October 26, 2018, 02:03:24 PM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #121 on: November 02, 2018, 03:20:32 PM »
Linked Windows

C# Aurora has a option to link all the open windows, so that when you change the current Race in one window, all the other windows change to the same race.
 

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #122 on: November 03, 2018, 05:41:28 AM »
Tactical Map in Background

C# does not have a starting menu bar in the same way as VB6. Instead, the Tactical Map is the main game window.

Once the Tactical Map is open however, both VB6 and C# have a similar issue. Assume you have the Tactical Map on maximised and you open the Economics window. That window is now on top of the Tactical Map. Now you click the button on the Tactical Map to open the Fleet Window. While that is on top of the Tactical Map, the existing Economics window is now behind the Tactical Map because clicking on the button gave the tactical map focus and therefore precedence over the existing Economics window. Which means if you want to see both Economics and Fleet at the same time you need to manually bring Fleet to the front (or move Economics to a second monitor before clicking the Fleet button).

Therefore C# now has an option called 'Keep Tactical in Background'. While this is active, after pressing the toolbar button on the Tactical Map, the new window will open and then the Tactical Map will move to the background, leaving all other windows in front of it and the newly opened one on top.
« Last Edit: November 05, 2018, 10:28:17 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #123 on: November 07, 2018, 01:42:47 PM »
Mineral Search Window

The new version of the Mineral Search window. This should be more flexible than the VB6 version as you can specify minimum amounts and accessibilities for every mineral, plus the amounts are now nicely lined up so it is easier to compare different bodies. The window will order by the mineral with the highest minimum amount. The filter apply in left to right order, so if you specify gas giants only, it doesn't matter what you specify for asteroids.

For example, here are all bodies with at least 1000 tons of Duranium with 0.3 accessibility or higher.



Here is the same but with the added requirement of at least 1 ton of Sorium.

 
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Re: C# Aurora Changes List
« Reply #124 on: November 09, 2018, 04:31:35 AM »
Continual Capacity Upgrade Target

In C#, you can set a target capacity when using the Continual Capacity Upgrade shipyard task. The upgrade will end when it reaches that target capacity.

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #125 on: November 09, 2018, 05:10:55 AM »
Colony Cost of Comets

In VB6 Aurora, the colony cost of comets was not a major concern as there was no low gravity infrastructure. For C#, comets could potentially contain populations, albeit small ones.

Therefore temperature and colony cost now update as comets move towards and away from the sun. This means the population supported by infrastructure will change as well over time. The distance displayed on the system view is the current, rather than maximum, distance. You can flip between current and max colony cost on the System View and it is displayed on Colony Summary of the Economics window and on the Body Info tab of the Tactical Map.

The Unload Colonists Standing Order will ignore comets, so civilian traffic will not attempt to place colonists on comets about to disappear into the void.

I may add some larger comets to make this more interesting. Longer-term, I may also add eccentric planetary orbits with a similar approach to the above. This is an experiment on a small scale to see what issues I encounter

« Last Edit: November 09, 2018, 06:58:35 AM by Steve Walmsley »
 
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Re: C# Aurora Changes List
« Reply #126 on: November 17, 2018, 07:01:13 AM »
Orbital Mining Modules

Asteroid Mining Modules in VB6 are replaced with Orbital Mining Modules in C#.

Each race has a new tech line called Maximum Orbital Mining Diameter. The starting tech is 100 km and each additional tech increases the size of the body that can be mined (125 km, 160 km, etc.). The tech line finishes at 500 km. Any system body, including asteroids, comets, moons and small dwarf planets, that falls within this diameter can be mined using Orbital Mining Modules. This does mean that some asteroids will be too large for orbital mining.

The population summary shows parent body diameter and eligibility for orbital mining. On the system view, you can flag those bodies that are eligible for orbital mining. On the Mineral Search window you can choose to filter on eligible bodies.
 
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Re: C# Aurora Changes List
« Reply #127 on: November 25, 2018, 11:58:53 AM »
Abandon Overhaul

In VB6, a fleet can issue an Abandon Overhaul order and one month later, any ships in overhaul within that fleet will be returned to a normal maintenance state.

For C#, each individual ship (or a whole fleet) can choose to abandon overhaul at any point. It immediately returns to a normal maintenance state but suffers severe after-effects as the crew try to return the ship to normal working order. The ship has an 'Overhaul Factor' that starts at 0.01 immediately following the abandon overhaul decision and increases to 1.00 over the course of thirty days. The increase takes place in each movement phase sub-pulse, following movement in that sub-pulse. The 'Overhaul Factor' is used in a similar way to crew grade and morale and affects the following:

1) Weapon Chance to Hit.
2) Engine Power
3) Maximum Shield Strength
4) Maintenance Failure Chance
5) Jump Shock Length
6) Fleet Training

For example, a ship six days after abandoning overhaul will have an overhaul factor of 0.2. Assuming no crew grade or morale modifier, engine power and maximum shield strength will be 20% of normal, combat to hit chance will be 80% lower than normal. Maintenance Failure will be 80% higher, Jump Shock length will be 80% longer and Fleet Training will be at 20% of normal.

This rule allow ships to leave overhaul immediately if absolutely necessary (such as hostile vessels closing in), but the short-term penalties are considerable. The Abandon Overhaul order has been removed.

Ships undergoing overhaul in C# Aurora are zero speed for purposes of incoming missile or weapon fire, cannot fire weapons or launch missiles and have zero shield strength.
« Last Edit: November 30, 2018, 11:24:27 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #128 on: November 25, 2018, 12:03:54 PM »
Fleet Maximum Speed

Fleets have a checkbox on the Naval Organization window entitled 'Use Maximum Speed'.

If this is checked, Fleets will automatically recheck their speed at the start of each movement sub-pulse and use the maximum available.
 
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Re: C# Aurora Changes List
« Reply #129 on: November 26, 2018, 08:29:24 AM »
Maximum Wealth Balance

In Conventional Start games, races often build up a huge wealth reserve due to a lack of costs. This removes wealth as a consideration for many years and takes away meaningful decisions.

Therefore, in C# Aurora, a race's wealth balance can never exceed double the annual wealth. Any excess beyond that is assumed to be spent on improving the lives of its citizens.
 
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Re: C# Aurora Changes List
« Reply #130 on: November 26, 2018, 11:10:50 AM »
Ground-based Xenoarchaeology

Xenology Teams do not exist in C# Aurora.

Instead, a new ground unit component (100 tons) provides 0.5 xenoarchaeology points. Ground units with this component may be added to ground formations to provide a xenoarchaeology capability. All formations at the same population with a xenoarchaeology capability will combine their xenoarchaeology points.

The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).
« Last Edit: November 26, 2018, 11:12:27 AM by Steve Walmsley »
 
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