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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ghostly on Yesterday at 01:46:08 AM »
I suggest that all diplomacy-related events that currently run once per construction increment (trespassing, diplomatic ships, establishing communications) should be triggered every increment, perhaps with the same cutoff as standing orders (3h+), with a diplomatic score adjustment based on time spent maintaining contact, or on increment length, whatever is more feasible.

As far as I understand, this shouldn't be too performance-taxing (only checking for current contact is necessary for all three), but that would be definitely worth it given how it's currently possible to intrude into alien territory without consequences, or fail to inform an NPR of your claims on the system, as long as the offending ship is outside detection range when the construction phase ends. This also means it's technically possible to enter an NPR home system and land troops on their homeworld before war is even declared. I was going to suggest that NPRs issue a harsher diplomatic response upon their colonies getting approached, however I see you've already considered the possibilities here and decided against it. I understand the concerns associated with player ships accidentally passing near a xeno colony, however approaching an alien homeworld is something that really doesn't happen by accident short of neglected geosurvey ships, so it wouldn't be far fetched to say that a NPR detecting 10kt+ of alien ships within 10mkm of their homeworld should result in an instant declaration of war.

Additionally, I would suggest that interrogating POWs of a race whose language has yet to be translated would trigger alien communication events instead of contributing to the intel score with a 80% malus. This could be restricted to the races with whom communication attempts are already underway (which are currently on by default, and can't be cancelled, maybe clicking the "Communicate" button in the Intel window again should cease the attempts?). I'm not sure whether it makes more sense for it to happen upon lifepod pickup or during proper interrogation in a naval headquarters - in any case, defeating an entire NPR's navy and capturing thousands of prisoners without ever having learned their language was certainly a peculiar experience!

I would also suggest that conducting an autopsy on an alien species would add said species to the empire's Race Information window with a population of 0, complete with full species data and an ability to create colonies for said species. This way one wouldn't have to resort to DB editing after boarding an alien colony fleet with a million colonists yet nowhere to unload them. In a similar vein, actually adding class designs for boarded alien ships into the Class Summary section of the Intel window would be very welcome, as currently one needs to switch between two windows to assess the capabilities of an enemy fleet where some classes have been boarded before.

In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).

I admit it's not the same, but you can double-click any ship in that list to focus the game on its last known location, even if it's long been destroyed or even salvaged.
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General C# Fiction / Re: The War of the Worlds
« Last post by Warer on April 27, 2025, 08:32:14 PM »
It returns! Holy heck wasn't expecting that!
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General C# Fiction / Re: The War of the Worlds
« Last post by Louella on April 27, 2025, 05:33:14 PM »
Landing Zone Gamma

'C' Battery, 4th Heavy Regiment, Royal Artillery, supporting 3rd Infantry Division

"I say, what's that you're painting on that shell, Sergeant ?"
"Horsell's Revenge, sah"
"Oh, of course. Carry on."

"what was that about, Sergeant ?"
"I were at Horsell Common, the first Martian cylinder landed right there, it did."
"How come you never said before ?"
"Never thought I'd be ere to give them what for. Ten bloody years, and ere we are. Let's get this gun in action"

"Tripods, Left sector, Left Section Engage!"

Quote from: Major Willis, Royal Artillery
The gunnery tables and calibrations for Mars have proven to be quite accurate, with fall of shot within 100 yards of the nominal distances. The thinner atmosphere and lower gravity also allows exceptional long range shooting to be undertaken, to the limit of our ability to distinguish targets with the available optical sights.


Landing Zone Beta

2nd Battalion, Highland Light Infantry

"Can't raise Division or Brigade on the radio, sir"
"Problems with the equipment ?"
"Not on our end, sir."
"Alright, see who we can raise"

"I think the Martians must have hit the HQ, the other battalion we've managed to contact reports the same situation"
"Hmm. Well we're not going to get any replacements any time soon. Knox over at 5th Brigade is senior, she'll have to take over Division. Everett at the Ox and Bucks is senior so he should take Brigade. Did you get him on the radio ?"
"No sir, we couldn't make contact with them."
"Damn. We'll have to send someone out."

"Sergeant, take 5 men, and head to the Ox and Bucks position, see who's still in command there"
"Very good, sir"

"Nothing but craters and dead Martians far as the eye can see, Sergeant."
"Must be someone still alive, wait, I've got an idea. McCullough! play a tune on your pipes. If any of our lads are still alive, they'll let us know"

As the bagpipes played, the surviving Oxfordshire and Buckinghamshire Light Infantry came out of their foxholes and trenches, waving and cheering.

Quote from: Colonel Charlotte Knox
Having repelled the Martian attack, albeit with significant casualties, 2nd Division have restored our chain of command by borrowing some command cars from 8th Cavalry Div, who have consolidated their own formations. We're still in the fight.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on April 27, 2025, 10:55:36 AM »
It's just that regular infra is available as a trade good in large numbers from the very start of  the game, and is demanded immediately, and more or less inexhaustibly, by all of your colonies (until you tell them to stop or they reach their population capacity).
The fact that LG colonies can't benefit from that source of free infra is a feature, not a flaw.

It absolutely is on the player's part, but it is my understanding that the AI is simply incapable of using its construction factories to manufacture infrastructure for its LG colonies (it seems to struggle with industrial projects in general, at least from what my recent checkups of the respective DB table tells me, perhaps it gets its new installations from elsewhere?). In this case, this change would be mainly aimed at making things easier for the AI, which I would wholeheartedly support, but not at the expense of robbing the LG colonies of their uniqueness.

Perhaps the solution is to allow NPR civilian industry to manufacture small amounts of LG infrastructure on non-LG worlds in addition to their normal output? This would allow the NPRs to grow their colonies while retaining interesting choices for the player. If the goal is to keep things "fair", this could be extended to player civilians, as a game option, although I don't see this being necessary. I guess there's a danger of the AI getting confused by two types of civilian infrastructure of one world, but surely that won't present a significant problem, the AI seems to handle proper installation and trade goods assignment well enough already.

In either case, anything that helps NPRs get better at growing new colonies is welcome, they're severely lacking in that department as of now, but such changes should not diminish the player experience if at all possible.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on April 26, 2025, 09:21:07 AM »
Thank you, Louella.
The coordinates of these two stars in this catalogue confirm that both are in Horologium constellation, but rather far angularly one another. So, their designation in the DB should be different.
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C# Suggestions / galactic map display mode
« Last post by Galactic map proposals on April 26, 2025, 05:50:48 AM »
Hi everyone,
I wanted to talk about the galactic map, as for me, it becomes a major issue once the number of known systems exceeds 150.

I understand that creating a true 3D map of the galaxy would be complex, would add a lot of dependencies, and wouldn't necessarily make things more interpretable. After all, system connections aren't always perfectly correlated with real distances.

I've thought about it, and I have a few proposals for how we could enhance the map without needing to move to full 3D:

1. Multiple Maps
If the player could store and switch between several maps, they could highlight different regions of the graph-space to align better with system connections or restricted distances. This could also work well with system icon size adjustments (see below).

2. System Icon Size Alteration
If players could adjust the size of system icons, they could compress nodes and reduce the visual clutter on the map. For instance nodes with degree 1-2 could be made smaller as they are non-essential to understand network topology.

3. Subgraph Collapsing
Players could group several systems into clusters and collapse them into a single large node. This node would maintain all external connections that the original systems had. An expand/collapse button would allow toggling the view as needed.

(More Esoteric Ideas)

4. Toroidal Map
Toroidal graphs form a much larger class than planar (spherical) graphs. There's no need to go into 3D: a toroidal map can still be displayed on a square. If you've played Civilization, it's similar to east-west wrapping, but with the ability to wrap north-south as well (and, just for fun, you could even imagine a Klein bottle visualization).

5. Non-Straight Connections
Allowing connections to be curved instead of straight would give more degrees of freedom when laying out the graph. There are many methods for drawing smooth convex curves through sequences of points.

6. Multi-Layered Maps
This idea is similar to (1), but more advanced: players could look at different 2D projections ("layers") of the galaxy graph. Small markers or squares could indicate transitions between layers. The projections wouldn't have to cover the entire galaxy perfectly (that would be pain in ass), but rather could be partial, showing manageable subsets and exist along with the common map.

All of these ideas can be combined — for example, multi-layered projections (6) could be toroidal (4) at the same time.

I'd love to hear your feedback — especially Steve's!  ::)
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Louella on April 26, 2025, 02:44:04 AM »
What an odd naming thing this is.

I can't find GJ 3210. Searching online, nothing.

It seems that it exists in this catalogue: https://exoplanetarchive.ipac.caltech.edu/cgi-bin/TblView/nph-tblView?app=ExoTbls&config=gjstars Don't know how helpful that is.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by shatterstar on April 26, 2025, 12:01:48 AM »
Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am having this issue as well. I do not believe that it was a ground forces issue in my case as I had not recently built any.

Additionally I encountered a problem where, after refitting a Stabilisation Ship to a Colony ship, it still had the order in its list to stabilize a jump point. I started a different game to check if this was still an issue and was able to replicate it. I also then refitted that same ship to a troop trasport and it still had the orders for both as well as the options to load and unload troops.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on April 25, 2025, 05:37:21 PM »
...
I couldn't find Epsilon Horologii in the star names in the database at all.  ???
Do you use a modded database ?

No. No modded DB.
I can open the DB using the program "DB Browser (SQLite)". In the table "Dim_KnownSystems", I applied the filter to the column "ConstellationName", so the names appear. In the attached image, the filtered content.
As you see, the "KnownSystemID"s are 36 and 384, and the names in the column "Name" are different. But in the galactic map the same name appeared.

If the "real Stars" database doesn't have duplicates (Sirius + Alpha Canis Majoris) which I'm pretty sure it doesn't, then you can decide that, as astronomers have in the past, that Epsilon Horologii is an optical double star (two stars in the same place in our sky, but different places in the 3-D universe, and name it Epsilon(2) Horologii.

Yes. Thanks, Steve!
I did so: Epsilon2 Horologii.   :)

@Andrew.
Thank you.
In the list, the star GJ 1061 appears. It is the first Epsilon Horologii that I met.
I can't find GJ 3210. Searching online, nothing.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Andrew on April 25, 2025, 04:32:44 PM »
The list of stars in that constellation is
https://en.wikipedia.org/wiki/List_of_stars_in_Horologium

Of course most of these are nowhere near each other so for an Aurora star map pick any star name, or make one up and assume the one you are at was not visible from Earth because it was faint or obsucred by a nebula/dust cloud/dark matter cloud/ Giant space turtle/etc
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