Author Topic: v1.14.0 Changes List  (Read 8024 times)

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Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #15 on: May 16, 2021, 06:13:02 AM »
Logistics and Cargo Handling

In v1.13 and earlier, only a ship commander and the parent admin command structure used their logistic bonus to speed up loading and unloading cargo. For v1.14, planetary and system governors will also contribute.

The full calculation is as follows:

Cargo Handling Modifier = Number of Cargo Shuttle Bays * Admin Command Bonus * Ship Commander Logistics Bonus * Planetary Governor Bonus * Sector Command Bonus * Race Cargo Shuttle Load Modifier

Cargo Load Time = (Cargo Capacity * 20) / Cargo Handling Modifier.
Colonists Load Time = (Colonist Capacity * 10) / Cargo Handling Modifier.
Ground Forces Load Time = (Size of Force Loaded * 20) / Cargo Handling Modifier.

If there are one or more spaceports or cargo handing stations on the planet, that adds a single extra cargo shuttle bay to the calculation.

An admin command must have a commander for its bonus to apply. That bonus will apply even if the ship does not have a commander (this is a general rule for admin commands for all bonuses). Admin commands higher up the hierarchy will also apply if there is an unbroken chain of commanders.

Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #16 on: May 19, 2021, 09:33:41 AM »
Overhauls and Movement Orders

For v1.14, you can set movement orders that follow overhauls in the order list.

When a fleet is in overhaul, any existing movement orders will be ignored. Once the overhaul is complete, the fleet will begin following the orders. If an overhaul is abandoned, the fleet will begin following the orders but with the penalties for an abandoned overhaul.

When a fleet completes an 'Overhaul' movement order and moves into an overhaul state, any additional orders will remain in the queue, awaiting completion of the overhaul.

If the cycle orders flag is set, the completed 'Overhaul' movement order will be adding to the end of the movement order list. The Repeat option can also be used for order lists that include an 'Overhaul' movement order.


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Re: v1.14.0 Changes List
« Reply #17 on: May 21, 2021, 12:33:18 PM »
Alien Artifacts

I've implemented the Alien Artifacts trade good for v1.14.

The demand for alien artifacts is handled like most other trade goods. Annual demand is equal to population size in millions multiplied by any wealth modifiers. The wealth modifier is 1 without tech advances or environmental or political modifiers.

The supply of alien artifacts is generated by the exploitation of ruins. A new 'alien artifact' recovery type has been added with the same recovery chance as a manned mine. Each artifact recovery will generate from 4-200 artifacts (4xD50). I have increased the average number of installations for each ruin type to account for the extra artifact recoveries.

Once the artifacts are generated, they appear as a trade good that can be shipped by civilians. Any population of five million or more will have a demand for the artifacts.

Offline Steve Walmsley (OP)

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Re: v1.14.0 Changes List
« Reply #18 on: May 30, 2021, 04:47:59 AM »
Collateral Damage

I've read a number of reports that collateral damage is high enough to be a disincentive to ground combat, especially for large-scale combat. The original intention was for collateral damage to add a meaningful decision in the use of lighter forces to avoid damage vs heavy forces to win more quickly. However, given the complexity of ground combat and the difficulty in intuitively assessing likely outcomes, I've decided to substantially reduce collateral damage so it becomes a side-effect of combat rather than a significant, but opaque, factor in decision-making.

The collateral damage rules will remain as before (see link below), except that the final divisor will be 50,000 rather than 10,000. This has the effect of reducing collateral damage by 80%.
http://aurora2.pentarch.org/index.php?topic=8495.msg110508#msg110508

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Re: v1.14.0 Changes List
« Reply #19 on: May 30, 2021, 09:15:30 AM »
Regenerate Jump Points and Minerals

Two new buttons have been added to the System View window in SM Mode; 'Regen JP' and 'Regen Min'.

Regen JP will delete all existing jump points in the currently selected system, breaking any existing links, and then generate a new set of jump points. A popup will allow the player to set a minimum number of jump points.

Regen Min will delete all existing mineral deposits in the currently selected system, then run the standard mineral generation process for each body (which can still result in no minerals). Any bodies with existing colonies will be excluded from this process.

The SM buttons also include 'No Geo Survey' and 'No Grav Survey' which will remove the selected survey information for the viewing race.

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Re: v1.14.0 Changes List
« Reply #20 on: June 09, 2021, 10:26:20 AM »
Rename Alien Ground Units

The Intelligence window now gives you the option to rename each alien ground unit class in the same way as an alien ship class.

The updated name will be used in all ground combat reports.

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Re: v1.14.0 Changes List
« Reply #21 on: June 09, 2021, 10:34:52 AM »
Contacts as Move Destination

When using an alien ship as a move destination, you are actually following one of the contacts associated with that ship (active, thermal, EM or sensor emission). When you lose the contact type you are following, the current movement order has no destination and will be cancelled. Even when you can still see the ship via a different contact type, the order still has to be manually changed to follow that type.

For v1.14, when you lose a ship contact, the game checks for any other current contacts for the same ship and automatically changes the movement order to the remaining contact.

 

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