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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Warer on Today at 05:00:26 PM »
I apologise if this has been brought up before, but would it be feasible to implement a system where commanders also have a chance of losing efficiency bonuses once they reach a certain time in service?

I tend to treat my civilian administrators as abstractions of an entire government apparatus, and hence I assume the efficiency bonuses are tied not to a particular leader but rather to the entire colonial administration of thousands of civil servants. I find this better from a RP perspective because this leads to certain colonies being better than others at certain functions (which I RP as resulting from local expertise, incentives, and infrastructure), hence my colonies feel more real and unique. And it sometimes forces me to make sub-optimal decisions - like building up a new naval base not at the local warp point nexus, but one system over at a colony which is actually good at shipbuilding.

The problem, of course, is that immortal (story character) leaders tend to universally end up with sky-high bonuses of everything. I've been solving this by periodically randomising leader bonuses, but this gets tedious as the game progresses and I would really like an alternative. Essentially, past a certain time in service (say 20 years), I'd like to have commanders start rolling for a small reduction in their bonuses in addition to the usual rolls for an increase. Does this seem reasonable?

There is an East-West split in that assumption, Eastern cultures (China, Japan, Korea, Vietnam, etc.) place a high value on the elder members of society, deferring to their wisdom, moral authority, etc. In the West, older people are seen as less capable, out of touch, etc.

Partly that is because as you get older, your perspective changes (based on a lot more experience of life) and you value different things (time vs money for example). Younger people generally don't have the same frame of reference (less life experience) so they can't understand that different perspective. In the East, that is understood and the elders are consulted for their hard-earned wisdom. In the West, they just assume older people are 'out of touch'.

So, apart from actual age-related diseases that impair mental faculties, which is covered by the medical conditions in Aurora, I don't subscribe to the Western 'older people are less capable' paradigm. I am certainly far more capable and wise than I was at half my current age, because I have twice the life experience and I have learned from twice as many mistakes :)

I realise that in your above suggestion, you reference 'story characters' that can't get ill, but being extremely capable is the whole point of story characters.
A small decline in a bonus/es could also represent corruption setting in rather than failing health, something that could be remedied by assigning someone else to that post though that would probably just add micro the game?

And I'll just add that people genuinely can get out of touch ~because~ with age does come wisdom, and surely very wise wouldn't do something as silly as make a mistake on something they're very sure about no? Confidence is a slow and insidious killer and all that.  But that's off topic so apologies for bringing it up.

Personally I think having some ebb and flow in character capablities could be neat, maybe tied into some kind of Leadership techs that effect a cap on Bonuses and their growth?
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Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by runawaypally on Today at 04:13:24 PM »
I made sure it was so before original install, and it was the default setting. I had to change nothing, and have never modified it.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by papent on Today at 02:51:24 PM »
  • System Governor as another Admin level between sector and planet.
  • Return of Tour lengths for automated assignments. So captains can have a couple ships underneath them before assuming a flag rank or Junior Officers can experience support/fighter and other roles before getting a major command
  • Ground Force Admin Commands as beyond the Division level, it's impractical to create HQ units and the user may want to spread the Corps or Army Group between multiple bodies in the same system.
  • Ability to retrain officers from Fleet/Army/Admin/Science to another type of officer, Mostly for Roleplay or to quickly increase officer numbers in one category. i.e. your overmanned on Administrators but have a pressing need for ground force commanders or your ground forces are small and you need to find a propulsion MacGyver among your grunts.
  • Ability to designate a Fleet/Ground positions ± 1/2 rank for assignment would be a welcomed addition.
  • Reintroduction of Staff Officers for admin commands. maybe just 2 positions but you choose the boni they will provide.
  • Reintroduction of Missile Series system
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Was it from the start or you did after?

If the DB was loaded even once with improper setting will stay corrupted even on new saves, you have to use the original DB from clean install.
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C# Mechanics / Re: 2.2 AMM theorycrafting
« Last post by Pallington on Today at 02:03:51 PM »
Necro posting, but terminal guidance is for saving on engine costs and therefore gallicite, without using a full 0.5 size for retargeting on size 1 AMMs. Because those AMMs aren't going anywhere if half their space is for retarget capability.

At BCAM (i know, nobody plays high enough tech to care), 0.71 mass ratio and x600% engine burn ratio caps you out at 270k km/s. This gives 270% to hit against 10km/s (therefore 23% or so against the 120km/s ASMs you're likely to run into), and costs 3.4 gallicite. Total cost 7.4.

At 0.46x600% and terminal guidance, you save 1.2 gallicite (and 1.2 boronide but who cares), spend only 0.6 uridium, and get a missile with 176k km/s but 282% to hit against 10km/s. Can't hit missiles built around being fast but even if you had the speed to catch up, without ATG your hit chance would be a piddly 15-20% max.

I haven't done spacemaster testing but if terminal guidance actually does work as these numbers imply, then late game when you start feeling gallicite crunch you REALLY should consider slowing your missiles and putting on terminal guidance (even lower levels will probably help) to make up the aim% difference. Eventually you'll even want to not slow down the missile that much (evidently next tech level will give me an extra few dozen km/s for my engine usage since i'm not capped out)

Retarget also is much worse when you don't care to make your AMM last longer than 20s, which is most likely the case for a size 1 AMM. If you use size 2 or size 3 AMM, then retarget is much more valuable, as you will probably put enough fuel for the AMM to last minutes, at which point you can actually try multiple times. Just beware the fuel expenses.

Edit: In fact, at bigger missiles this is even more important. You could probably save 2+ gallicite from your missile just by swapping over to TG instead of relying purely on speed, and use the extra space for retargeting or fuel for retargeting. If all you need is good range and a bit more than 120% of the ASM's speed, there's a very real argument to how much gallicite you put into your AMM.
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Humanity First / Humanity First: 2163
« Last post by Kurt on Today at 09:26:02 AM »
August 4, 2163, Rift System
The salvage effort of the destroyed Rifter and Terran ships is complete.  A total of 116 Rifter systems of various types were recovered, along with over a hundred Terran systems from the destroyed bases.  In addition, 27,000 tons of TN resources were recovered, including 5,500 tons of precious gallicite.  The salvage ships set out for Terra. 

August 24, 2163, 86 Cygni (Bob controlled Space)
Terran sensor buoys detect a barrage of nuclear explosions on the jump point to the Oct controlled system of HIP 84051, and then a new wreck appeared on the jump point. 

September 19, 2163, Terra
The fast salvage ships deliver their load of components and raw materials to Terra on this date.  The components are studied carefully, but none contain advanced tech, and although that is disappointing to the scientists and engineers on the examination teams, it is a relief to the naval high command.  The Rifters have so far not demonstrated any tech in advance of the current Imperial standard. 

 November 27, 2163, Sol
The last four warships scheduled to be refitted with the new solid-core anti-matter drives go into the yards.  The commercial yards are still working on the support fleet, in particular the troop transport squadrons, but the fleet is now in the final phase of the refitting program.  However, the Io labs recently finished development work on a new generation of laser weaponry, with upgraded capacitors.  Negotiations begin on targeted refits to upgrade some capital ships to the new standard before the fleet departs to Oct space. 

December 15, 2163, Mu Puppis, Bob Territories
Sensors left in the Bob home system of Mu Puppis detected a flurry of explosions in the outer system and the appearance of a wreck at the explosion’s location, in spite of the fact that there had been no ships on their screens before this. This information was relayed back the forward base at Upsilon Puppis, and then back to the Empire. 

The navy wasn’t ready to mount the planned Oct Pacification Campaign yet, but a squadron of newly refitted battlecruisers and carriers, supported by destroyers, was dispatched to bolster the forward base’s defenses. 

January 29, 2164, Sol System
The Empire calls a halt to the refitting program for the commercial fleet.  Stocks of gallicite are dangerously low, and stockpiles across the empire have been emptied to fuel the refit of the fleet and its support units.  Until those stockpiles can be replenished, no further refits will be authorized.  Similarly, plans to expand the fleet will have to be put on hold, at least for now. 

February 21, 2164, Sol System
Troop Transports begin loading Imperial Guard troops for transport to the forward base in Upsilon Puppis.  The first wave will consist of two corps of Imperial Guard troops, and the newly constructed 1st Super Heavy Armor Division. 

September 22, 2164, V577 Monoceri System, Shield Forward Base
At 0600 hours Shield Base Naval Operations Center received a distress call from a small civilian freighter crossing the Sigma Cephei system.  Sigma Cephei was an uninteresting system three jumps from Shield Base, on the route between Shield and the new colony in the Omega Pegasi system.  Sigma Cephei had no Terran naval presence, which meant that the small freighter was likely doomed. 

During the major refit and build up to the offensive against the Oct’s beyond Bob space, Shield Base’s squadron had been reduced, but as the attacker was likely a small group of raiders, Captain Feng wasn’t too worried.  He dispatched a strike carrier, jump cruiser, and a destroyer to investigate and hunt down any remaining raiders. 

The three Terran ships arrived in Sigma Cephei on the 27th.  During their voyage to the system the raiders had hunted down and destroyed a second small freighter.  The squadron immediately set out for the location of the wrecks. 

Just over nine hours later, as they were about half way to the wrecks, a third small freighter reported that it was under attack in-system of the previous attacks.  The Terran squadron was fifteen hours away.  It took the raiders forty-five seconds to destroy the freighter, after which they hunted down the life pods. 

At 0734 on the 28th the Terran Squadron picked up a Raider ship on their sensors.  It was immediately identified as a salvage class ship, and was at the location of the first ship to be destroyed.  Captain Feng ordered the Phobos to launch her fighters to run down the salvage ship while the squadron continued on towards the last known location of the Raider attack ship(s). 

When the fighter squadron reached its own sensor range of the salvage ship it detected two Raider class ships, and two light raiders, escorting the salvage ship.  The fighters continued closing.   

The raiders waited to the last minute to begin running, but it was far too late.  One light raider pulled away from the other four ships at full speed, while the other three armed-raiders limited their speed to that of the salvage ship they were escorting.  The fighters launched a salvo of Sparrow III ASM(L)’s at the three warships in close proximity to the salvage ship.  These were the Empire’s latest missiles, an improvement over the Sparrow IIb’s that had been used in previous engagements.  The Sparrow III’s were 10,000 km/s faster, at 52,800 km/s, had more range, and were equipped with the Empire’s latest development, laser warheads.  Eighty-eight ASM(L)’s roared away from the fighters, divided between the three warships. 

All three warships took multiple penetrating hits, and one was reduced to drifting.  Their missiles launched, the fighters turned towards the Phobos to rearm.  Captain Feng ordered his squadron to chase down the lead raider while the fighters returned to their bays.  The Jump Cruiser Destructor and destroyer Henderson took the fleeing light raider under fire at 1107 hours, scoring only one hit at extreme range.  The two warships relentlessly closed on the fleeing ship and pounded it to scrap, then turned on the group of damaged raiders still covering the salvage ship. 

The Terran squadron closed with the group of two raider warships escorting the salvager and opened fire at 380,000 kilometers range.  By the time they had closed to 200,000 kilometers the lone medium raider had been destroyed and the squadron shifted fire to the damage light raider.  It only took two salvoes to eliminate the light raider, after which the Terran squadron shifted to targeting the salvager. 

With the salvager gone, the Terran squadron set its course for the medium raider that had been crippled during the missile attack, while their fighters set out for the location of the most recent attack.  It only took two salvoes to eliminate the medium raider, after which the squadron turned to follow their fighters.  During the engagement a pair of raider ships had appeared in between the fighter’s location and the site of the last attack, a light raider and an Echo class ship, which was a suspected commercial ship of some sort. 

At 1303 hours the fighters launched twenty-four ASM(L)’s at the lone light raider escorting the Echo class ship.  The medium raider survived, but was left drifting.  The fighters left the drifting warship and the Echo class ship for the following warships and set out for the scene of the last attack.  Once there they found nothing except for lift pods containing twenty-one crew members of the civilian freighter. 

After destroying the Echo and the crippled medium raider with laser fire, the squadron set its course for the life pods, which were being watched over by the fighters.  Once the life pods were recovered the fighters had landed, the squadron set out for the inner system to determine if there were any more raiders lurking in the system.  When no more raiders were detected, the squadron set its course for Shield Base.

Back on Terra, the fleet is nearly ready to set out for Bobruisk space to confront the Octs.   
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Development Discussions / Re: Naming Theme Suggestions
« Last post by 1tallboi on Today at 09:06:48 AM »
Gods of Night, Storms, and Knowledge and Foresight. The latter list is fairly incomplete
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Development Discussions / Re: Naming Theme Suggestions
« Last post by 1tallboi on Today at 08:53:12 AM »
Name themes for all 21 Provinces (and the capital) of Mongolia, all of the uniquely-named Soums (subdivisions of Provinces), and the nine districts of the capital city

EDIT: I am considering creating name lists for each Province containing the Soums of said province, but that's 21 name lists and there are a decent number of duplicates between the provinces and I'm a bit too lazy for that for today
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ghostly on Today at 06:04:30 AM »
So, apart from actual age-related diseases that impair mental faculties, which is covered by the medical conditions in Aurora, I don't subscribe to the Western 'older people are less capable' paradigm.

Well, there's no correlation between commander skills and health as of now. I think a system of declining leader bonuses could work if tied to their health somehow, perhaps with increasing chance of happening the worse their medical condition is. A select few commanders would age gracefully and retire in perfect health with their skills intact, while others would slowly wither away and probably get replaced before their time was due. This would particularly affect homeworld governors whose bonuses might carry an empire's entire industry until one day they're gone with no one to replace them. A slow decline would be less abrupt and painful to deal with than suddenly losing your 50% SHIP 40% CON 40% POP not-quite-God-Emperor-of-Terra overnight.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on Today at 04:50:06 AM »
Big fan of the sensor changes, especially the vizualization of 100 IP ones! Could've sworn that already happened sometimes, but very far from always. Does the removed horizontal bar mean the Observed Weapons display is fixed as well? Because currently ROF is often not displayed in full, even if there is no scrollbar, on top of sometimes not making sense (screenshot attached, I'm guessing I saw the same ship fire in two separate engagements because according to the DB its RoF is 44578880, maybe a workaround against that as well?).

Also, since you're updating the alien class window, I can't help but once again ask that boarded ships would get a class summary there same way ship classes discovered from intel do. Or maybe let us edit the summary window so we could add notes too :)

There is an option to display sensor ranges now, but its based on race sensors not class, requires the sensor to be active and I don't think it is completely reliable. The new one displays sensor ranges regardless of activation (because you need to know the detection range even if it isn't active) and displays the actual active sensors next to the contact (as per 2.5.1).

Yes, weapon display is slightly narrower now to allow scrollbar. I've seen the weird ROF occasionally too, but haven't nailed it yet.

I've added class summary to the other information you gain when capturing an enemy ship.
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