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Topic Summary

Posted by: paolot
« on: Today at 01:45:32 PM »

Is it possibble to add the date in the Galactic Map window?
Posted by: Steve Walmsley
« on: Today at 06:39:53 AM »

1. An informative event when supplies or fuel on colony goes below a set threshold.

Added for v2.6.
http://aurora2.pentarch.org/index.php?topic=13463.msg170258#msg170258
Posted by: Garfunkel
« on: Today at 05:23:34 AM »

Yeah that's a good suggestion - have a warning text pop up for it. It must be a really rare case because I don't remember anyone complaining about it ever before.
Posted by: doodle_sm
« on: Yesterday at 06:47:13 PM »

No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.

This is, maybe, a nice justification for a design from first principles, but it's already the case in this game that hull-mounted weapons use ship speed as tracking speed.

Jovus granted the public domain his addendum to the original suggestion
Quote from: Jovus
an alternative would be something off in the warnings corner that says "Hey numpty, you have a turret slower than your ship, are you sure you want that?"
just like we get a warning in that corner if we have a jump drive too small to jump itself
Posted by: Jovus
« on: Yesterday at 06:12:09 PM »

No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.

This is, maybe, a nice justification for a design from first principles, but it's already the case in this game that hull-mounted weapons use ship speed as tracking speed.
Posted by: Andrew
« on: Yesterday at 05:49:44 PM »

I don't see why having a slower turret on a ship should be less effective than a fixed mount weapon after all it can just be locked in place. In fact I thought the tracking speed of a weapon was the faster of ship speed or turret speed then limited by the tracking speed of the dire control if that is lower.
 Why anyone would have a slow turret on a fast ship instead of the smaller fixed weapon I am not sure , maybe after an engine refit or something but it makes sense that you should get the the benefits of a faster ship, I suspect it has just never come up in a game Steve was playing
Posted by: paolot
« on: Yesterday at 04:26:44 PM »

If you mount a turret to a hull with faster speed than the tracking speed of the turret, the speed of the weapon should be the speed of the hull, just as if it were hull-mounted. After all, the crew could just lock the turret and swing the ship.

No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.
Posted by: Jovus
« on: Yesterday at 11:26:26 AM »

If you mount a turret to a hull with faster speed than the tracking speed of the turret, the speed of the weapon should be the speed of the hull, just as if it were hull-mounted. After all, the crew could just lock the turret and swing the ship.
Posted by: skoormit
« on: June 20, 2024, 08:57:32 AM »

1. An informative event when supplies or fuel on colony goes below a set threshold.
2. For fleets to remember "Set Speed" when they finish overhaul. This is useful for patrol ships that go through routs on reduces speed to conserve fuel.

Very nice QoL ideas!
Posted by: Ultimoos
« on: June 20, 2024, 03:26:27 AM »

1. An informative event when supplies or fuel on colony goes below a set threshold.
2. For fleets to remember "Set Speed" when they finish overhaul. This is useful for patrol ships that go through routs on reduces speed to conserve fuel.
Posted by: Kurt
« on: June 16, 2024, 10:04:20 AM »

Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.

Personally, I'm a Confederacy of Bob guy. 
Posted by: nuclearslurpee
« on: June 16, 2024, 09:34:30 AM »

From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."

NPRs do indeed have preternatural awareness of player colonies for this purpose (and, I think, only this purpose):
The NPR will base this on actual populations, not currently detected populations, as it is assumed you will provide the necessary evidence to back up your demand.
Essentially the system works as you suggest, "Hey, here's our colony, it's about yea big, go away please kthxbai."


I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.

We can already model this in practical terms by pre-building components with planetary industry, which works very well to simulate a "war economy" as we are diverting factory production away from long-term economic growth and towards short-term military buildup.

The problem with using wealth for this is that, IMO, wealth is an easy resource to have too much of, so this just becomes nearly-free fast building. IMO the current system works very well for this.
Posted by: Kaiser
« on: June 16, 2024, 08:56:00 AM »

I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.
Posted by: nakorkren
« on: June 16, 2024, 12:40:39 AM »

From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."
Posted by: nakorkren
« on: June 16, 2024, 12:36:54 AM »

Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.