Author Topic: C# Aurora Changes List v1.00  (Read 573409 times)

0 Members and 2 Guests are viewing this topic.

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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, 0.1 financial centres and 0.15 mines.
« Last Edit: February 02, 2019, 06:17:23 PM by Steve Walmsley »
 
The following users thanked this post: Deutschbag, Garfunkel, Britich, alex_brunius, SpikeTheHobbitMage, DIT_grue, TMaekler, Rye123

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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 »
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.

 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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 »
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.
 
The following users thanked this post: Garfunkel, Britich, SpikeTheHobbitMage, Viridia, TMaekler, serger, Rye123, pwhk, dag0net, xenoscepter

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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 »
 
The following users thanked this post: Garfunkel, Britich, JacenHan, SpikeTheHobbitMage, DIT_grue, TMaekler, Alucard, Rye123, dag0net

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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.
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
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 »
 
The following users thanked this post: Garfunkel, SpikeTheHobbitMage, Viridia, Kytuzian, DIT_grue, TMaekler, Rye123, dag0net

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
Re: C# Aurora Changes List
« Reply #131 on: December 22, 2018, 11:30:09 AM »
Missile Launch Detection

In VB6, missiles are only detected after their first movement sub-pulse. This is due to the sequence of play of Movement -> Detection -> Combat. Consequently, a missile ship close enough to an opponent for its missile to cover the distance in less than five seconds can avoid point defence entirely, because there is no opportunity to detect the missile before impact.

In C#, an additional detection phase takes place after missile launch, which is restricted to the detection of newly launched missiles at the point of launch. This means that no matter how close the missile ship is to its opponent, the missile will be detected if the opponent has sensors capable of detecting it. The missile will still be in the same location as the launching ship when this detection phase takes place.
 
The following users thanked this post: Garfunkel, SpikeTheHobbitMage, mtm84, Kytuzian, Impassive, TMaekler, Rye123, DEEPenergy, Vizzy, dag0net

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
Re: C# Aurora Changes List
« Reply #132 on: December 22, 2018, 12:27:16 PM »
Alien Weapon Detection

As part of the tactical intelligence in C# Aurora, it will be possible to determine the weapons of alien ships under the right circumstances.

When a ship fires beam weapons, either in the combat phase or in the missile movement phase, each race which has a current active sensor contact for the firing ship will detect the type of weapon (Railgun, Laser, etc), the power of the weapon, the number of weapons fired and the weapon range (based on target location).

When a ship launches missiles, each race which can detect the new salvo at the point of launch will detect the number and size of the launchers on the firing ship (only those launchers that fire missiles will be detected).

If a ship fires or launches multiple times, the interval between firing for each weapon type will be tracked (this won't be perfect because the alien ship may be firing different weapons at different times but will provide a reasonable idea). All the weapon intelligence gathered will be displayed for the Alien Class.
« Last Edit: December 22, 2018, 12:36:29 PM by Steve Walmsley »
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
Re: C# Aurora Changes List
« Reply #133 on: December 23, 2018, 02:13:57 PM »
Naval Bombardment of Ground Forces in Naval Combat Phase

Ground forces can be bombarded by naval forces as part of normal naval combat. Note this is not the same as Orbital Bombardment Support, which involves ships in orbit working in conjunction with ground forces to deliver precision energy weapon strikes:
http://aurora2.pentarch.org/index.php?topic=8495.msg110310#msg110310

Instead, Naval Bombardment of Ground Forces (NBG) is a mass bombardment of ground-based sensor contacts using either missile weapons or energy weapons, which does not require friendly ground forces on the target body or fire direction support and is an adjunct to Planetary Bombardment:
http://aurora2.pentarch.org/index.php?topic=8495.msg107703#msg107703.

For the purposes of bombarding ground forces, each weapon type on each ship is treated separately for targeting purposes. For example, a ship with both 10cm and 15cm railguns would make two separate rolls to select a target formation, one for each weapon type, and therefore target all weapons of the same type on the same formation. Target formations are selected based on a weighted random roll, with the weighting based on formation size. Once a formation is selected as a target, each shot against that formation selects a random element within the formation, again using a weighted random roll.

Ship using energy weapons for NBG have one third of the chance to hit compared to using Orbital Bombardment Support (as in the latter case they are being directed by FFD units) and do not benefit from any ground support bonus from the ship commander or tactical officer. Their to-hit chance is the base ground combat to hit chance (20%), reduced by two thirds, multiplied by the to-hit modifier of the planet's dominant terrain and divided by both the fortification of the target formation elements the and fortification modifiers of the planet's dominant terrain. In summary, blind-firing energy weapons at general concentrations of enemy forces is not a very effective way of destroying them, especially in difficult terrain, although it can be done given sufficient patience and maintenance supplies. When firing at Detected STO units, the two-third reduction in to-hit chance is not applied, as the STO units have given away their general location.

Ships using missiles for NBG have a 100% base chance to strike their targets, as nuclear warheads require considerably less precision than energy weapons, and may hit multiple targets. This is modified by the to-hit modifier of the planet's dominant terrain and divided by both the fortification of the target formation elements and the fortification modifier of the planet's dominant terrain. One attack is made with the missile's full warhead damage. Two attacks are made with one half damage, four attacks with one quarter damage etc. This division continues while the damage is higher than 1 point of warhead strength. Each of these attacks can also hit multiple smaller targets, such as infantry. The number of sub-attacks is equal to 50 / target size.

This means that a single 8 point missile warhead targeted on infantry will make 15 attacks (1 + 2 + 4 + 8) and each attack will be directed against 10 units, for a total of 150 infantry attacked. However, bear in mind that if the infantry are fortified normally that will reduce the normal 100% chance to hit by a third. If they have help from construction units and are in difficult terrain such as mountains, the chance to hit could be much lower so many of them could survive the attack. Missiles also cause environmental damage so if you plan to use the planet afterwards, this may not be the best approach.

The ground combat damage for an naval weapon is equal to 20x the square root of the damage at the same range in ship-to-ship combat. Armour penetration is equal to half the that damage. Fractions are retained. For example, the AP/Damage ratings would be 10/20 for a 10cm railgun round or gauss cannon, 17.3/34.6 for a 10cm laser, 30/60 for a 9-point missile warhead, 40/80 for a 25cm laser. Weapons roll for failure in the same way as in naval combat.

Any weapon used for NBG has the same environmental impact as it would for planetary bombardment. Missile warheads cause radiation and dust levels to increase by an amount equal to their warhead size. Energy weapons increase the dust level by 5% of their damage amount and have no effect on radiation.

Each NBG shot has a one third chance to also strike the population itself, inflicting installation damage and population losses accordingly (see Planetary Bombardment link above for details). Conversely, each energy weapon or missile used for general Planetary Bombardment attack has a one third chance to also attack any ground forces on the planet (using the above rules), regardless of whether those ground forces have been detected. Note that all the to hit modifiers vs ground still apply so the chance of accidentally hitting any ground unit with an energy weapon for example is still very low.
« Last Edit: August 21, 2019, 11:18:17 AM by Steve Walmsley »
 
The following users thanked this post: Garfunkel, SpikeTheHobbitMage, TMaekler, Alucard, Rye123, dag0net

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12036
  • Thanked: 22710 times
Re: C# Aurora Changes List
« Reply #134 on: December 26, 2018, 10:19:50 AM »
Jump Drive Size Requirements

When using a jump drive to open a jump point for other ships, the only requirement is that the jump drive capacity is large enough for the transiting ship. There is no requirement in C# Aurora for ship mounting the jump drive to be as large as the transiting ship.

Relatively small jump tenders or bases will now be able to open a jump point for much larger ships.