Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Today at 06:04:00 PM »
Good afternoon, I understand correctly that the forces of attraction of celestial bodies are not implemented in the game.  Those.  ships cannot travel between planets by first setting course and leaving the rest to the gravity of the star and planets.
No this is not a newtonian model.
There is no acceleration at all ships move at their designed speed instantly. Even the slowest ship you could build is going to be vastly quicker in getting anywhere than relying on gravity .
2
Good afternoon, I understand correctly that the forces of attraction of celestial bodies are not implemented in the game.  Those.  ships cannot travel between planets by first setting course and leaving the rest to the gravity of the star and planets.
3
C# Suggestions / Panic on low training in combat
« Last post by shadowpho on Today at 09:44:21 AM »
Currently training/grade does not do much if you use missiles.  It would be nice if the effects of low grade/training were increased.  An easy and awesome way to do that is to add panic system.  Crew gets scared when they take damage, or see friendly spacheships explode.   This is mitigated by crew training, crew grade and commanders.  Too much panic = random effect (ship tries to flee towards nearest jump point and away from biggest enemy ship, or ship shuts down engine or ship takes random internal damage)

Then their morale resets when they get their crew leave.
4
Is it a good idea to put your ground forces support equipment (long range arty, fire controllers, logistics, and constructions units) inside the same unit as your HQ or should they be broken up into smaller dedicated units to take advantage of Ground Commander skills?
My current force layout puts some artillery and some supply in each HQ formation, then at the division level (Battalion, brigade, division), I have 1 engineer battalion and 2 supply battalions as direct subordinates of the division HQ. That way even smaller formations have most of what they need to work, and I consider it a good middle ground when it comes to micro-management
5
Is it a good idea to put your ground forces support equipment (long range arty, fire controllers, logistics, and constructions units) inside the same unit as your HQ or should they be broken up into smaller dedicated units to take advantage of Ground Commander skills?
6
In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".

My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.

Eeeeexcellent. That's what I thought but I was feeling a bit unsure, thanks!
7
C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by Jorgen_CAB on Yesterday at 08:59:00 PM »
I consider this a large enough exploit that I bump the RP cost of carronades up by 50% in my DBs. Since ground combat effectiveness scales to the fourth power of the tech level (roughly), it is really ridiculous. I have considered putting it back to 2x as in VB6 but I know it was changed for a reason - but then again, VB6 had a separate ground forces attack tech line, so maybe back to 2x is a good idea. Jorgen is certainly correct that the carronade as it is constitutes a quite strong and respectable choice of weapon - especially since it only has one tech instead of 2-3, so a carronade caliber that costs 30k RP to develop is the same net research cost as most weapons' 15k RP level since you have to develop 2-3 of those 15k techs.

But is it really... if you take laser technology as an example it is only tied to the size of the gun, not with the range modification technology... so they are pretty much the same cost. It is you that choose to spend more time on other technologies so it is your priority that makes the difference not the technology.

The Carronade will give you one extra level of ground technology for the same cost as the laser.
Railgun will be slightly more expensive in the first levels but will be even cheaper than Carronade technology as you move up the tech levels.
Particle beam technology is the most expensive to raise ground weapon technology.

No weapon is equal in this regard...
8
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 08:00:42 PM »
1 - Do NPRs have to perform fleet training to avoid penalties? Doesn't look like it...
No but NPRs play by slightly different rules when it comes to that.

2 - Do NPRs fully use FACs and fighters and carriers now? Have seen FACs, but not sure on the fighters and carriers.
Yes, at least to FACs - not sure if carriers/fighters were added already. Steve has been meaning to add them and the 7.2 update to VB6 Aurora was meant to include them - they even show up in Steve's AAR for that update - but then the conversion to C# happened.

3 - Do NPRs have civilian shipping lines? Can't quite see why they wouldn't but would be nice to know.
Yes, sort of.

4 - Do NPRs use fighters, and by extension, ships and FACs for ground support already or is that not implemented yet?
NPRs do not use ground-support fighters. They also can use ships to bombard colonies and troops but I don't know whether they do actual ground-support missions.

In the Game Settings, there is a checkbox (ticked by default) called "Generate New Races as NPRs".

My understanding is that if I uncheck this box, new races will be generated (according to the NPR generation chance setting) as player races. However, I am concerned that I may be misunderstanding and the functionality is actually to disable automatic new race creation entirely. Does anyone happen to know for certain what the mechanic is here?
Yes, untick the box and any new race is player-controlled one. If you don't want any new races generated automatically, set the percentage change of spawning to zero.
9
Forgot to say that I really like all the ships presented so far in this thread and the thought behind them, this is what this game is all about.

Please post more as it develops... if there is combat what did they learn and how do the doctrines change?
10
Speed is in many way important, but an over emphasize on it can also leave your overall fleet impotent over someone that have not overengineered in it.

Just don't say that on the Reddit Aurora forum...  ::)

I'm well aware of the love for speed in many peoples hearts, I also to some extent understand why... but it is very easy to squander resources on luxury things when you have lot's more than the opponent or the opponent does not surprise you with alternative strategies.

My issue is that.. especially if you play against the AI... then speed is actually even less of an issue. But I don't think people even try other strategies. Sensors and information are even more powerful against the AI as it is quite easy to fool by attacking it with no idea where you even are. Attacking AI with ECM induced missiles also seem OP, as they don't put ECCM in their AMMs, at least I managed to defeat a much more advance AI that way not long ago. I just had basically container carriers with (very cheap and slow) filled with strike crafts and scouts. The AI had no counter to that what so ever... that is why I prefer to play multiple faction but I do retain AI threats as well.

But I think that, as I mostly play multiple factions, it is generally paramount that you get most of the resources you have to find a doctrine that works best for you (or rather the individual faction). This will include everything from terrain, resources, scientists, alliances, threats etc... How much are you investing on defensive or offensive capacity, obviously depend on your resources quite often and this influence the type of ships you can build and how they are designed. Just the fact that you will never ever have a perfectly homogeneous fleet in such environments make it obvious that things are not as easy as one tactic defeat all others.

Then obviously we have role play which in turn make things way more complicated as it now involves politics and that people have difference of opinions as to what is the best thing to do and prioritise. This also will influence ship doctrines and developments and not always for good, which lead ship to become... well... not optimised. At least I try to play my games as if the factions experience everything for the first time, so I can't draw on previous game experience. We can't very well press pause and reset from a previous save in real life either... ;)

It is better to have a bunch of crappy ships today than a score of superior ones tomorrow if the war is today. The thing is... you don't know when that next conflict will start either.

But anyway... I'm just mumbling now so I better stop... :)
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk