Author Topic: C# Suggestions  (Read 271937 times)

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Offline TMaekler

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Re: C# Suggestions
« Reply #2085 on: September 02, 2021, 06:01:26 AM »
Specialized and DeSpecialized Industry

Usually my fighter and ammunition factories don't do a lot. They just exist in case they are needed.
I was wondering if it would make sense to allow normal construction factories to produce fighters and ammunition as well - much like prebuilding ship components with them - but of course at a slower production rate than specialised industries.

This would additionally give the option to switch industries to specialised industries as a preparation for war to be able to quickly produce the then needed fighters and ammunition - and later after the war build them back into normal industries. A little bit like it is handled in Hearts of Iron 4 - where you can switch normal industry to war production industry and vice versa.

This could also be used as a political indicator. A country which switches its industry to war production will likely go to war - and can be handled as such. This of course needs to be visible through elint for example.
« Last Edit: September 02, 2021, 06:03:14 AM by TMaekler »
 
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Offline Foxxonius Augustus

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Re: C# Suggestions
« Reply #2086 on: September 02, 2021, 01:19:45 PM »
Specialized and DeSpecialized Industry

Usually my fighter and ammunition factories don't do a lot. They just exist in case they are needed.
I was wondering if it would make sense to allow normal construction factories to produce fighters and ammunition as well - much like prebuilding ship components with them - but of course at a slower production rate than specialised industries.

This would additionally give the option to switch industries to specialised industries as a preparation for war to be able to quickly produce the then needed fighters and ammunition - and later after the war build them back into normal industries. A little bit like it is handled in Hearts of Iron 4 - where you can switch normal industry to war production industry and vice versa.

This could also be used as a political indicator. A country which switches its industry to war production will likely go to war - and can be handled as such. This of course needs to be visible through elint for example.

I really like this idea. It would fit really well with the other instances of converting one structure into another. It would also be a new and interesting way to interact with your industry.

As an additional suggestion, a new kind of specialized industry that is specifically used for building ship components. It could work the same way that normal factories work now when building ship components while the normal factories could still do it they would be much slower. Even if there was no way to connect them in-game it could be really cool for RP revolving around ship component companies.
 

Offline TMaekler

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Re: C# Suggestions
« Reply #2087 on: September 02, 2021, 03:42:42 PM »
Whilst playing Quarar4x I stumbled upon this:

When your production chain breaks due to mineral shortages your nation gains massive amounts of money due to the workers still producing wealth that is no longer used by the production. Since the workers are basically on short work should not any slowed production also minimize the income of wealth? Those people cannot pay taxes anymore... .

I think this is the same in C# Aurora is it not?
 

Offline seinwave

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Re: C# Suggestions
« Reply #2088 on: September 03, 2021, 09:10:25 AM »
I'm guessing this has been discussed and rejected before, but if so I haven't seen it.

Would there be a way to have a 'capped' Known Stars game? I like having real-world stars populate the galaxy map but a game with a max of 4,400 stars has a frame-death bullet with its name on it from the start. I'd imagine there are complexities to doing this while pulling from the star catalog.
 

Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2089 on: September 03, 2021, 11:30:01 AM »
I'm guessing this has been discussed and rejected before, but if so I haven't seen it.

Would there be a way to have a 'capped' Known Stars game? I like having real-world stars populate the galaxy map but a game with a max of 4,400 stars has a frame-death bullet with its name on it from the start. I'd imagine there are complexities to doing this while pulling from the star catalog.

Play with real stars up to some point (you can keep track of the total number of systems generated by checking the DB periodically), then switch to random stars with the selected cap value. This should prevent any more systems from generating and cause all unexplored jump points to link to known systems.
 
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Offline TMaekler

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Re: C# Suggestions
« Reply #2090 on: September 04, 2021, 10:06:18 AM »
Aurora is meant to be able to tell stories. Most of our stories are single-player against different kinds of AI. A few attempts have been made to create a multi-player experience and AARs thereof. So I was thinking why so few multi-player ones? Because it is quite a stretch for a game master to manage so many factions and keep the game rolling. What are ways to change this?

If Aurora could export all settings for one race of a game and reimport it into a blank database a single file could be generated for all participants of a multiplayer game. People could import that into their local Aurora and generate all commands and changed they want to do, export these and send them to the game master for re-importing. Sure that involves some programming part on Steves side to not get the live database corrupted. But I think it might be worth it. Who wouldn't want to engage in a fight with another human opponent?
 

Offline unkfester

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Re: C# Suggestions
« Reply #2091 on: September 05, 2021, 07:34:37 AM »
Aurora is meant to be able to tell stories. Most of our stories are single-player against different kinds of AI. A few attempts have been made to create a multi-player experience and AARs thereof. So I was thinking why so few multi-player ones? Because it is quite a stretch for a game master to manage so many factions and keep the game rolling. What are ways to change this?

If Aurora could export all settings for one race of a game and reimport it into a blank database a single file could be generated for all participants of a multiplayer game. People could import that into their local Aurora and generate all commands and changed they want to do, export these and send them to the game master for re-importing. Sure that involves some programming part on Steves side to not get the live database corrupted. But I think it might be worth it. Who wouldn't want to engage in a fight with another human opponent?


Maybe play by email type of thing
 

Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2092 on: September 06, 2021, 09:42:51 AM »
Seeing the last couple of 1.14 changes brings to mind another change that I think would be appreciated.

A common frustration with Real Stars games is that the galactic map always comes out looking fairly similar, that is to say it tends to have a lot of long branches and chains with not very many loops (a few, but not many so they are usually quite special to find). For configurability we have Random Stars games but this is admittedly not always as flavorful, in some RP settings it is just not the same without Alpha Centauri after all.

Perhaps a reasonable and easily-implemented change would be to add a game setting for a multiplier to JP generation chance, such that the default is 1.0x as we have now. This would allow at least some superficial variation in how a Real Stars galaxy looks, for example one could set the multiplier to 2.0x for a dense JP network with a greater amount of loops, etc. or one could set the multiplier to 0.5x for a more maze-like galaxy with a lot of long chains and dead ends.

Obviously it is a bit of a use-at-own-risk option but one I think would keep the galaxy fresh for many players.
 
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Offline serger

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Re: C# Suggestions
« Reply #2093 on: September 06, 2021, 12:18:36 PM »
I'd like also to have an option of setting JPs to be generated more of less long in light years (in average).

(Mostly I like to see JPs leading to the closest stars, yet I know some players like the opposite, therefore the option.)
« Last Edit: September 06, 2021, 12:20:24 PM by serger »
 

Offline pwhk

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Re: C# Suggestions
« Reply #2094 on: September 07, 2021, 09:55:00 AM »
Currently, all leaders start with age 21 (afair). Not just that this is not completely realistic, it causes a wave of retirements for civil admins and scientists after 40 years into the game.
Could we randomize starting ages of leaders?
 
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Offline Drakale

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Re: C# Suggestions
« Reply #2095 on: September 07, 2021, 02:08:21 PM »
That would be nice. Maybe weighted toward lower age with a logarithmic scale.

In peacetime armies/navies it's pretty rare to get promotion from NCO to CO, but in an active war it's actually fairly common so it would make sense that even military officiers can start their careers(at least the CO part) at a more advanced age.
 

Offline TMaekler

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Re: C# Suggestions
« Reply #2096 on: September 11, 2021, 04:16:03 AM »
Military or Civilian?

We have a clear distinction between Military and Civilian ships - mostly so that we don't die in micromanaging a bunch of civilian ships. Whilst I generally agree with this, some separations seem to me to be too arbitrary. I was wondering if we could change how maintenance is calculated for engines. At the moment we have a clear distinction: Any engine below size 25 is military, any engine above engine power x0.50 is military. This leads to most of my designs being at the opposite side of these spectrums - very view engines are someplace in the middle.

So how about maintenance below engine power x0.50 stays at zero, then from x0.50 to x1.00 it increases linear and from x1.00 onwards we have the same calculations as we do now. With this linear grade, we could gain the additional option of "fast mid-range transports" that do need maintenance but have superior speed over the non-maintenance transports. Or also some kind of "lower maintenance small military ships". I think adding this option might open up some design options... .

I don't know if doing the same kind of grade with engine size would make sense. But I think it would with engine power factor. All ships from x0.55 upwards stay military, but between x0.55 to x0.95 they have a lower maintenance need... .
 
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Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2097 on: September 11, 2021, 08:34:39 AM »
Military or Civilian?

We have a clear distinction between Military and Civilian ships - mostly so that we don't die in micromanaging a bunch of civilian ships. Whilst I generally agree with this, some separations seem to me to be too arbitrary. I was wondering if we could change how maintenance is calculated for engines. At the moment we have a clear distinction: Any engine below size 25 is military, any engine above engine power x0.50 is military. This leads to most of my designs being at the opposite side of these spectrums - very view engines are someplace in the middle.

So how about maintenance below engine power x0.50 stays at zero, then from x0.50 to x1.00 it increases linear and from x1.00 onwards we have the same calculations as we do now. With this linear grade, we could gain the additional option of "fast mid-range transports" that do need maintenance but have superior speed over the non-maintenance transports. Or also some kind of "lower maintenance small military ships". I think adding this option might open up some design options... .

I don't know if doing the same kind of grade with engine size would make sense. But I think it would with engine power factor. All ships from x0.55 upwards stay military, but between x0.55 to x0.95 they have a lower maintenance need... .

This already happens to a degree, because EP modifiers below 1.0x apply as a multiplier to the cost in addition to the usual behavior. So if you have, say, a size-20 ion drive (12.5 EP/HS), at a 1.0x multiplier your engine has 250 EP and 125 BP cost. As a 0.8x multiplier, your engine has 200 EP but rather than the 100 BP you would expect, it is only 80 BP because the cost is additionally multiplied by that 0.8x. Since maintenance cost is tied to BP cost this also affects maintenance requirement.

Midrange EP modifiers do already have their place, for example large engines with sub-1.0x multipliers are useful for large capital ships to reduce fuel demands, MSP consumption, cost, etc. Another example is that frequently a multiplie of, say, 0.75x is good for survey ships which already have maintenance requirements, to allow faster surveying but still sufficient fuel efficiency.

Basically I would worry that applying an additional modifier for 0.5x to 0.95x multipliers will open some rather exploitable design space with designs that already have a valid place in Aurora. The current system may be a bit questionable in its verisimilitude but it does work quite well for what it needs to accomplish.
 

Offline Andrew

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Re: C# Suggestions
« Reply #2098 on: September 15, 2021, 04:27:56 AM »
Ability to send troops to help one of your own ships which has been boarded. Probably just allow a boarding equipped ship to transfer troops to a ship with a boarding action underway regardless of it it is neutral , freindly or hostile
 

Offline TMaekler

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Re: C# Suggestions
« Reply #2099 on: September 15, 2021, 05:01:40 AM »
This already happens to a degree, because EP modifiers below 1.0x apply as a multiplier to the cost in addition to the usual behavior. So if you have, say, a size-20 ion drive (12.5 EP/HS), at a 1.0x multiplier your engine has 250 EP and 125 BP cost. As a 0.8x multiplier, your engine has 200 EP but rather than the 100 BP you would expect, it is only 80 BP because the cost is additionally multiplied by that 0.8x. Since maintenance cost is tied to BP cost this also affects maintenance requirement.
I See and agree that this could go to levels of exploitation. The idea was to have a finer degree between military and civilian - not this abrupt "arbitrary" line at size 25 / engine modifier 0.5x. It would be interesting to see how small maintenance would get if all engines would be military. Is there an option to switch the calculations to all engines being military? I don't think so... well, will take a look into how this all is calculated (oh dear, what am I putting myself into here  ;D ::) ).

Addendum: can't find anything in the C# change list overview. Any ideas where the engine calculations are documented?
« Last Edit: September 15, 2021, 05:12:51 AM by TMaekler »