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91
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Kaiser on June 24, 2025, 12:56:43 PM »
I'm MEGA hyped for the 2.6 release in July, it is not true @Steve? ::)
92
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on June 24, 2025, 12:49:14 PM »
New Conventional Systems

The following systems will be treated as conventional for v2.6
  • Laser 10cm Focal Size
  • Infrared Laser
  • 10cm Railgun
  • Railgun Launch Velocity 10,000
  • Particle Beam Strength 2
  • Particle Beam Range 60,000 km
  • 15cm Carronade
This provides a few basic weapons for conventional races and reduces start-up RP costs a little.

All the second steps on the above progressions, as well as Capacitor Recharge Rate 2, will need Trans-Newtonian Technology.
93
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on June 24, 2025, 12:36:18 PM »
What I will do at some point is allow ships to know when a contact is biological - in the same way you can tell the difference in military and commercial engine emissions.

Engine type: Biological ?

And contacts would show as Thermal B300 for a 300 power bio-engine ?

Yes, something on those lines.
94
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on June 24, 2025, 10:18:49 AM »
Would there be any future plans for the game mechanics to allow fleets (with the right amount or a lot of prep) to be somewhat be self sufficient and allow for large scale invasion fleets without it being hard to manage . Things like mobile ship repair/ insystem mining and ammo and mech construction maybe some small scale army restoring (maybe simulating soldier injury recovery) etc. 

Ive been reading alot of horesy heresy lately and im itching to make a bunch of expedition fleets to send out to conqeur the Galaxy haha


You can do a lot of that already, with ships with repair bays and maintenance bays. As well as orbital mining ships.

The only thing missing is a mobile ordnance factory and a mobile MSP factory.

If factory ships did exist, I'd expect them to be huge, bigger than jump stabilisation ships for example. More than 100,000t for each factory modules alone, that sort of thing.

Ya im aware but its not just about adding the modules there would be other factors related to this style of gameplay. It would essentially be akin to a migrate fleet so other inbuilt game mechanics would probably have to be changed or be altered to support it. I cant think of everything now but I know there would defo be loads of stuff. 

The question is more for Steve in that would he like to or be open to stiring the gameplay this way in the future. Considering hes also a big fan of 40k I was hoping he would ha. (Although expedition fleets where technically 30k ha )


95
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Louella on June 24, 2025, 10:03:51 AM »
What I will do at some point is allow ships to know when a contact is biological - in the same way you can tell the difference in military and commercial engine emissions.

Engine type: Biological ?

And contacts would show as Thermal B300 for a 300 power bio-engine ?
96
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Louella on June 24, 2025, 09:59:08 AM »
Would there be any future plans for the game mechanics to allow fleets (with the right amount or a lot of prep) to be somewhat be self sufficient and allow for large scale invasion fleets without it being hard to manage . Things like mobile ship repair/ insystem mining and ammo and mech construction maybe some small scale army restoring (maybe simulating soldier injury recovery) etc. 

Ive been reading alot of horesy heresy lately and im itching to make a bunch of expedition fleets to send out to conqeur the Galaxy haha


You can do a lot of that already, with ships with repair bays and maintenance bays. As well as orbital mining ships.

The only thing missing is a mobile ordnance factory and a mobile MSP factory.

If factory ships did exist, I'd expect them to be huge, bigger than jump stabilisation ships for example. More than 100,000t for each factory modules alone, that sort of thing.
97
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Ush213 on June 24, 2025, 09:05:03 AM »
Would there be any future plans for the game mechanics to allow fleets (with the right amount or a lot of prep) to be somewhat be self sufficient and allow for large scale invasion fleets without it being hard to manage . Things like mobile ship repair/ insystem mining and ammo and mech construction maybe some small scale army restoring (maybe simulating soldier injury recovery) etc. 

Ive been reading alot of horesy heresy lately and im itching to make a bunch of expedition fleets to send out to conqeur the Galaxy haha
98
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on June 24, 2025, 07:35:18 AM »
-Snip-

They do apply to spoiler races. At the moment, you know immediately if you have met certain races, which takes away some of the fog of war. The only one where it is impossible is Swarm, because you can't board their ships in v2.6. However, I should have included aliens boarding your ships as a condition, which solves that one too.

Would it be possible to make it so that before you've positively identified, or heck, tried boarding the starswarm, then you still have an option to board them, but when boarding is initiated, you get a combat message along the lines of: No boarding possible, ship is biological in nature? After that you can't board the ships at all. This could also become an interesting feature if you ever decide to add aquatic races or races with particularly high gravity requirements, I can only imagine trying to operate space rated guns in liquid methane under 5xG while attacked by angry space Piranha's would be.. challenging.

What I will do at some point is allow ships to know when a contact is biological - in the same way you can tell the difference in military and commercial engine emissions.
99
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Serina on June 24, 2025, 06:40:37 AM »
-Snip-

They do apply to spoiler races. At the moment, you know immediately if you have met certain races, which takes away some of the fog of war. The only one where it is impossible is Swarm, because you can't board their ships in v2.6. However, I should have included aliens boarding your ships as a condition, which solves that one too.

Would it be possible to make it so that before you've positively identified, or heck, tried boarding the starswarm, then you still have an option to board them, but when boarding is initiated, you get a combat message along the lines of: No boarding possible, ship is biological in nature? After that you can't board the ships at all. This could also become an interesting feature if you ever decide to add aquatic races or races with particularly high gravity requirements, I can only imagine trying to operate space rated guns in liquid methane under 5xG while attacked by angry space Piranha's would be.. challenging.
100
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by BwenGun on June 24, 2025, 05:47:05 AM »
Between pre-industrial and minor races, will we be getting conventional races as well? I suppose a race with conventional tech/industry wouldn't be too different from a pre-industrial one, except for offering more spoils to its conqueror as it's easier to convert conventional industries than to build brand new ones. Still would add more variety, though, and it'd be fun if such races became capable of progressing into the trans-newtonian era.

Conventional is a lot trickier, because the AI has to manage the transition from conventional to TN, including all the basic research, which is not straightforward. I would have to add a huge number of exceptions into the AI code for capabilities it would normally expect to exist. I might do it one day, but it would be a major piece of work.

Could you cheat to get the same result? Like have a timer start after the player first encounters a conventional civilisation, and then every three months after that they have a chance to gain a point towards TN, with it becoming more likely to gain points as time passes, and then once they hit a certain number it unlocks some/all of the starter TN techs and they then function like a regular AI faction?
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