Author Topic: Twelve Colonies Comments Thread  (Read 22546 times)

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Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #60 on: March 24, 2022, 06:59:20 PM »
This is turning out to be quite the campaign - my games have a tendency to stall out with few if any threats encountered, but the Twelve Colonies seem to be beset on all sides. It almost feels like it would be more fitting for a WH40k game :P

It is becoming very eventful :)

I also like the limited number of major warships - each one is building up a history and really means something to the campaign. Lots of ships being damaged and surviving. Also as I mentioned above, the limited research admin rule is stretching out the development of major new techs, such as propulsion, and making secondary and tertiary scientists in each field very valuable.
 
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Offline TallTroll

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Re: Twelve Colonies Comments Thread
« Reply #61 on: March 24, 2022, 07:07:50 PM »
Are you/will you award campaign medals to the capitals (and maybe some of the fighter SQNs) to keep a nice, easy to see record? "Surveyed 3 systems without losing a Raptor" might be a rare one, though...
 

Offline Zincat

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Re: Twelve Colonies Comments Thread
« Reply #62 on: March 25, 2022, 06:24:20 AM »
This is turning out to be quite the campaign - my games have a tendency to stall out with few if any threats encountered, but the Twelve Colonies seem to be beset on all sides. It almost feels like it would be more fitting for a WH40k game :P

It is becoming very eventful :)

I also like the limited number of major warships - each one is building up a history and really means something to the campaign. Lots of ships being damaged and surviving. Also as I mentioned above, the limited research admin rule is stretching out the development of major new techs, such as propulsion, and making secondary and tertiary scientists in each field very valuable.

Yes, I have been personally using limited research facilities on scientists for quite a while. Once you do that, you never go back to how it was before :P

It's so much more fun, compared to just blitzing through reactor/engine techs one after another  ;D
 
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Offline Black

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Re: Twelve Colonies Comments Thread
« Reply #63 on: March 25, 2022, 08:09:35 AM »
Interesting to see dispersed NPR forces protecting mining colonies, most likely because Raiders.

We saw very little activity from them against Twelve Colonies, so maybe they are engaged against NPRs?
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #64 on: March 25, 2022, 09:11:08 AM »
Interesting to see dispersed NPR forces protecting mining colonies, most likely because Raiders.

We saw very little activity from them against Twelve Colonies, so maybe they are engaged against NPRs?

I have the 'Raider attack NPRs' option on - so they will be launching probes into NPR systems too. There are also a lot of unpopulated systems, so the Raiders could be probing those and I will remain unaware of it. I may need to increase the number of raider forces, but I am going to wait for widespread feedback first.
 
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Offline nuclearslurpee

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Re: Twelve Colonies Comments Thread
« Reply #65 on: March 25, 2022, 12:53:54 PM »
Things are really heating up now! This new and aggressive race on the Cyrene-Scylla axis could be a significant challenge, I suspect that the Raptors are likely to be a good counter to these new enemies but will take heavy losses while winning through weight of numbers. Hopefully, not so much weight of numbers will be needed that other borders will be stripped, else we may find an opportunistic NPR bearing down on Sol before long.

I see why the change to ground combat AI was made as well, though it made sense in the AAR fluff it really is an exploitable mechanic if the AI doesn't counter it.


Yes, I have been personally using limited research facilities on scientists for quite a while. Once you do that, you never go back to how it was before :P

It's so much more fun, compared to just blitzing through reactor/engine techs one after another  ;D

I've been enjoying it even more with Steve's tweak for 2.0 that makes reduced scientist admin 20% + 1 rather than the straight 20% I originally used. This makes those admin-5 scientists with high research skill much more useful since they can use two labs instead of one, making them ideal to pursue side projects that you don't want to dedicate a lot of limited lab space to.
 

Offline Migi

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Re: Twelve Colonies Comments Thread
« Reply #66 on: March 26, 2022, 11:22:46 PM »
I like that the Cerberus (Cerberans?) used some missiles at point blank range, that's a good tactic for when the enemy least wants to divert firepower for point defence.

The Vipers seem to do a lot worse when they don't have big ships drawing fire for them. I hope you gave out lots of medals to the survivors.

Code: [Select]
Talos-A II Survey Report
Duranium:   129,154,592   0.70
Neutronium:   60,516   0.10
Tritanium:   25,847,056   0.80
Mercassium:   35,832,196   0.10
Vendarite:   4,901,796   0.10
Sorium:   63,266,116   0.10
Uridium:   63,266,116   0.10
Corundium:   7,322,436   1.00
Gallicite:   7,322,436   1.00

Caprica V Survey Report
Duranium:   7,960,050   0.70
Neutronium:   4,264,225   0.10
Corbomite:   490,000   0.60
Tritanium:   1,768,900   0.90
Boronide:   828,100   0.80
Mercassium:   99,225   0.80
Vendarite:   396,900   0.10
Sorium:   8,236,900   0.10
Uridium:   2,160,900   0.80
Corundium:   8,643,600   0.10
Gallicite:   10,595,025   0.80

The mineral generation RNG turned up 2 sets of 2 on Talos, is that a bug or a hidden super secret signal?
It also seems uncommonly fond of ending with the number 6 on Talos, and ending with 00 or 25 on Caprica.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #67 on: March 27, 2022, 04:47:45 AM »
Code: [Select]
Talos-A II Survey Report
Duranium:   129,154,592   0.70
Neutronium:   60,516   0.10
Tritanium:   25,847,056   0.80
Mercassium:   35,832,196   0.10
Vendarite:   4,901,796   0.10
Sorium:   63,266,116   0.10
Uridium:   63,266,116   0.10
Corundium:   7,322,436   1.00
Gallicite:   7,322,436   1.00

Caprica V Survey Report
Duranium:   7,960,050   0.70
Neutronium:   4,264,225   0.10
Corbomite:   490,000   0.60
Tritanium:   1,768,900   0.90
Boronide:   828,100   0.80
Mercassium:   99,225   0.80
Vendarite:   396,900   0.10
Sorium:   8,236,900   0.10
Uridium:   2,160,900   0.80
Corundium:   8,643,600   0.10
Gallicite:   10,595,025   0.80

The mineral generation RNG turned up 2 sets of 2 on Talos, is that a bug or a hidden super secret signal?
It also seems uncommonly fond of ending with the number 6 on Talos, and ending with 00 or 25 on Caprica.

I still haven't figured out why that duplicate mineral generation still happens. I suspect its because the C# RNG uses the system clock as a basis for its algorithm and very occasionally two numbers are generated in the same tick. At some point, I need to find a way to fix that, but it hasn't proved to be a major issue so far.
 

Offline db48x

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Re: Twelve Colonies Comments Thread
« Reply #68 on: March 27, 2022, 05:16:38 AM »
Code: [Select]
Sorium:   63,266,116   0.10
Uridium:   63,266,116   0.10
Corundium:   7,322,436   1.00
Gallicite:   7,322,436   1.00

The mineral generation RNG turned up 2 sets of 2 on Talos, is that a bug or a hidden super secret signal?
It also seems uncommonly fond of ending with the number 6 on Talos, and ending with 00 or 25 on Caprica.

I still haven't figured out why that duplicate mineral generation still happens. I suspect its because the C# RNG uses the system clock as a basis for its algorithm and very occasionally two numbers are generated in the same tick. At some point, I need to find a way to fix that, but it hasn't proved to be a major issue so far.

The way a PRNG works is that it has a state value that changes every time you ask for a random number. Usually you start the PRNG out with a seed. Common practice is to use the time as the seed, but for games it is very common to allow the user to enter a seed (or to type a word or phrase which is converted into a number for use as a seed), and it is also common to store the random number state in the save file to reduce the impact of save scumming.

Unless you are reseeding the PRNG during the game, the rate at which you generate random numbers won’t affect the likelihood of repeated outputs.
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #69 on: March 27, 2022, 05:22:24 AM »

The way a PRNG works is that it has a state value that changes every time you ask for a random number. Usually you start the PRNG out with a seed. Common practice is to use the time as the seed, but for games it is very common to allow the user to enter a seed (or to type a word or phrase which is converted into a number for use as a seed), and it is also common to store the random number state in the save file to reduce the impact of save scumming.

Unless you are reseeding the PRNG during the game, the rate at which you generate random numbers won’t affect the likelihood of repeated outputs.

I checked - and I left myself a comment several years ago :)

        // single instance to avoid using same timestamp as seed
        public static Random rnd = new Random();

So I guess the clock theory isn't the answer.
 
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Offline Bremen

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Re: Twelve Colonies Comments Thread
« Reply #70 on: April 03, 2022, 05:11:19 PM »
I've got to admit the gamey-ness of dropping troops on a planet and waiting for them to build up fortification before "attacking" without leaving their fortification kind of annoys me.

I'm a little confused by what happened, though.

Quote
The surviving alien forces, perhaps a sixth of the original force, withdrew into the jungle, forcing the marines to leave their own fortified positions and hunt for them, which noticeably increased their casualty rate. Another eighteen days of ambushes and small-scale battles was required before the last mech was finally hunted down and destroyed. Caprica IV was secured on August 18th 2311.

This sounds like the enemy no longer had units on front line attack or defense and thus the twelve colonies had to go to front line attack, except for two things - I was under the impression units could only go on front line attack if they had full supplies, and (I'm less sure about this one) don't units on support and rear echelon not get to directly attack, so casualties should have been zero?

I may not understand the rules for support and rear echelon, since I believed the above was true and thus thought the "land units and fortify" had an easy solution - just set a single formation on front line attack and they'll start inflicting casualties without return fire, thus forcing the enemy to switch positions and engage with you. If this isn't true, maybe it would be best to change the rules so a unit loses all fortification whenever it changes battlefield position, instead of only when it moves to frontline attack (with the difference between units on frontline attack would never gain fortification even if left there)?
 

Offline Steve Walmsley (OP)

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Re: Twelve Colonies Comments Thread
« Reply #71 on: April 03, 2022, 05:26:00 PM »
I've got to admit the gamey-ness of dropping troops on a planet and waiting for them to build up fortification before "attacking" without leaving their fortification kind of annoys me.

Yes, me too :)   

When both sides are on frontline defence, its effectively trench warfare. When one is on frontline defence and the other is on support, combat doesn't happen

However, for v2.0 the AI will now assess the option of switching to frontline attack in that situation, which will allow it to attack enemy units on support. On this occasion the AI decided not to, because they had excellent fortifications and even attacking the first wave would have put them in a worse situation than holding their position.

Quote
The surviving alien forces, perhaps a sixth of the original force, withdrew into the jungle, forcing the marines to leave their own fortified positions and hunt for them, which noticeably increased their casualty rate. Another eighteen days of ambushes and small-scale battles was required before the last mech was finally hunted down and destroyed. Caprica IV was secured on August 18th 2311.

This sounds like the enemy no longer had units on front line attack or defense and thus the twelve colonies had to go to front line attack, except for two things - I was under the impression units could only go on front line attack if they had full supplies, and (I'm less sure about this one) don't units on support and rear echelon not get to directly attack, so casualties should have been zero?

I may not understand the rules for support and rear echelon, since I believed the above was true and thus thought the "land units and fortify" had an easy solution - just set a single formation on front line attack and they'll start inflicting casualties without return fire, thus forcing the enemy to switch positions and engage with you. If this isn't true, maybe it would be best to change the rules so a unit loses all fortification whenever it changes battlefield position, instead of only when it moves to frontline attack (with the difference between units on frontline attack would never gain fortification even if left there)?

The aliens had a second force - the STOs and a guard force - that were in rear echelon. Therefore, the Colonials had to change from frontline defence to frontline attack in order to engage them. Once they did that, the AI switched its forces to frontline defence again so they could fight back. The AI has a lot of changes for v2.0.
 
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Offline Migi

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Re: Twelve Colonies Comments Thread
« Reply #72 on: April 03, 2022, 05:56:35 PM »
I'm glad the fighter pilots got a bit of a break this time. We'll have to see if these newfangled 'Cylons' give them any trouble.

You mentioned all the Battlestars stationed at Earth, but how many of them have fighters?

Quote
The Abductor class missile cruiser seemed to have a serious design flaw.
Was this comment in character or out of character?

Quote
Retribution class Escort Cruiser
Colonel    Control Rating 3   BRG   AUX   CIC   
Why do the Cerberus use auxiliary control?
 

Offline Bremen

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Re: Twelve Colonies Comments Thread
« Reply #73 on: April 03, 2022, 06:03:51 PM »
I've got to admit the gamey-ness of dropping troops on a planet and waiting for them to build up fortification before "attacking" without leaving their fortification kind of annoys me.

Yes, me too :)   

When both sides are on frontline defence, its effectively trench warfare. When one is on frontline defence and the other is on support, combat doesn't happen

However, for v2.0 the AI will now assess the option of switching to frontline attack in that situation, which will allow it to attack enemy units on support. On this occasion the AI decided not to, because they had excellent fortifications and even attacking the first wave would have put them in a worse situation than holding their position.

I'm glad to hear the AI is improving. Though in that situation - the AI has a lot of units with good fortification they don't want to lose - could I suggest the best response would be for the AI to set a small formation to front line attack? If I understand the rules right, that means the defender has to respond since support and rear echelon units won't shoot back, but if they set their entire force to front line defense then they'll be engaging all of the AI units on front line defense with fortification bonus. Sure, one AI formation will have lost its fortification, but that will be less painful since the attacks will be spread out among all formations and not just the unfortified one.
« Last Edit: April 03, 2022, 06:09:36 PM by Bremen »
 
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Online Desdinova

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Re: Twelve Colonies Comments Thread
« Reply #74 on: April 03, 2022, 06:21:34 PM »
If the AI is programmed to switch to front line attack against an inferior dropped force, wouldn't it be easy to bait the AI out of their formations by sending in a token wave before the main landing?