Quote from: "Steve Walmsley"I don't mean from a programming sense. I mean in a real world sense. For example, how does a mine laid by a British minelayer in 1940 know the Germans are now our allies? When you lay a mine in Aurora, it could not realistically know about any changes in the political situation. That's why it is set to only ignore the race that laid it.
Steve
Ships are in contact with the central HQ(government, admiralty or what have you), I can't see why high tech mines couldn't have such communications as well. Sure communications like that could expose the mines to third party sensors, but the communications could be wide ranging(eg. the message is sent to all systems in range) and thus not pinpoint the location of the mines. The communication system is currently abstracted anyway and there is no form of electronic warfare that targets communications currently either(room for future expansion? Then again even current encryptions are unfeasible for decryption and without inside support via diplomacy or espionage it would take way too long to decrypt messages for it to be of tactical use). I'm of the mind that remotely updated IFF protocols are completely viable.
Better AI. In my last game, i have discovered an Alien planet, with a fleet nearby. The fleet attacked me,and was destroyed. After than i have attacked the ships in orbit out of their range, and they didn't move at all. They just stay in orbit and obviously were destroyed.The Ships in orbit where probably bases with no movementIt was not the first time, i have see this behavior a couple of times before, so i don't think is a bug.
Same for fleets, they didn't know when stop fighting and retreat. When you don't have any chance to win,no more armour, and big damages for example, what the point of fighting? In my games, they always continue full speed on your fleet...
I know, Ai is very difficult to program but...well, it is just a suggestion.
Nope, at least one of them was the same class than one from the fleet i have encountered earlier, so its not possible. And one of them was very small, since he exploded after a single volley of 5 S4 missiles. Could be a bug tough, i don't know, but like i said earlier, i have seen this type of behavior in previous games.
New Research Line: Micro-missiles 1 - 4
Each micro-missile tech reduces the basic size (0.25 MSP) of missiles by 0.05 MSP.
These techs should be rather expensive, and require quite a bit of other missile research before becoming available.
I can see MIRV AMM coming up :twisted:
Shouldn't the bomblets have a minimum size of 1 aswell?
Been playing with the idé of a Terran Empire game, but I would like to use all off the different terran languages name for ships and commanders... Would have been nice.
Oh, and the thing that made me realize just how short the legs are on a fighter: task force training outside of carriers. I had 50 fighters out of gas a ways from home (I'd told them to refuel at 20% or lower, but this seemed to have been ignored for some reason; that, or they decided just beforehand to head far from home), and refueling them with a main fleet (no dedicated tanker at that point) enough to get home was a major pain.
During task force training, could there be an option for ships to draw automatically from a nearby colony/tanker's fuel reserves? Simulating them popping back for gas as needed during exercises, without interrupting the process, and not having to worry about them suddenly getting stranded a ways from home? (Option instead of standard because otherwise someone will leave fleet training on for years and run out of gas without realizing it.)
The additional options for conditional actions (e.g. when at 40%/50%/60% fuel) suggested in another thread might alleviate this just as well. It still would be nice to have a "Resume Task Force Training Upon Refueling/Resupply" option.
In fact, a "Followup" or "Upon Completion" command below "Condition" and "Orders" would be fantastic. Among other possible orders, "Return to Location Previous to Condition Being Met" would save me a lot of unfun micromanagement (giving me more time for the fun micromanagement!).
I am fairly certain that fighters train while aboard their mothership - think of it as the flight crews using the simulators instead of wasting expensive fuel!
You missed the first part of my post: task force training OUTSIDE of carriers. Carriers are well and fine for a mobile fleet, but for system defense building a PDC and stocking it full of fighters is a fine move. Except that PDCs can't take part in task force training, so the fighters need to train outside of it in their own task force and return to their immobile mothership once they're trained.Build a tender? Engines, hangars, fuel.
I'd just train them in carriers and plop them into a PDC once the squadron was ready, but there's 2 issues.
1) Carriers that carry 50+ fighters are expensive to build and maintain, and if you are doing that already why aren't they on the front lines.
2) Giant loss of task force training bonus once you switch anything with the ships in the task group.
Build a tender? Engines, hangars, fuel.
Even though you cannot send PDCs to training, fighters stationed in PDC hangars will still train.Have you tried to do this? If you're going to train them, you need to form them into a new task group, because when they're attached to the PDC the option to train is greyed out. If they're in a different group than the PDC, they can't be housed inside. If you try to recover fighters from a different task group, the mothership absorbs the fighter's task group into its own.
Even though you cannot send PDCs to training, fighters stationed in PDC hangars will still train.No, they don't. They should, but they don't.
You missed the first part of my post: task force training OUTSIDE of carriers. Carriers are well and fine for a mobile fleet, but for system defense building a PDC and stocking it full of fighters is a fine move. Except that PDCs can't take part in task force training, so the fighters need to train outside of it in their own task force and return to their immobile mothership once they're trained.Ok, obvious question time: has anyone actually checked this? PDC do accrue TF training points while sitting there doing nothing (i.e. without a training mission IIRC) - have you confirmed that fighters in PDC don't?
Ok, obvious question time: has anyone actually checked this? PDC do accrue TF training points while sitting there doing nothing (i.e. without a training mission IIRC) - have you confirmed that fighters in PDC don't?Yes. I have.
John
Ok, obvious question time: has anyone actually checked this? PDC do accrue TF training points while sitting there doing nothing (i.e. without a training mission IIRC) - have you confirmed that fighters in PDC don't?
John
Thanks for suggesting that I'm too ignorant to ensure the accuracy of my statements before speaking. I confirmed it before I made the initial post about the issue.
Provide an Automated Turns checkbox on the economics screen, so that I can fire off an automated 5-day or 30-day run that is going to churn with small increments for an extended period of time without changing the coloration of all the other windows on my computer the way using the System Map does.I'd have filed this under bugs, myself. (I see sort of the same issue, but only menu bars and right-click menus change on my system.)
He is just being thorough,
I'd have filed this under bugs, myself. (I see sort of the same issue, but only menu bars and right-click menus change on my system.)
This one probably won't ever get fixed. In theory, if you use the exit command off the menu, rather than the X, it should revert the colors.
Hi,
The issue is quite a complex one, and not new either. Back when Steve first introduced the new diplomacy rules, somebody brought it up. Back then, a couple alternatives were suggested. One being that NPRs simply won't colonize in a system in which you have a colony. I personally feel this too restrictive for no reason. Rather, I favor another mentioned approach, in which you can claim a particular system, with an NPR having a chance based on racial characteristics to ignore the claim and show up anyway.
I agree with Steve's reasoning that often wars have been fought over disputed territory, and would love to see this implemented.
I would love the ability with leaders, and especially with Civilian Administrators and Scientists, to automatically retire graduates who don't meet some set criteria. At the simplest level would be a "minimum promotion score"; at the most complex would be a full on rules engine that could handle "Has (Energy Weapons AND science skill >= 10) OR science skill >= 20 OR promotion score > 200".
I have noted that each mass driver package is counted with regards to movement as a ship, the result being lots of packets = massive slowdown.I wonder if that's why Sol is taking four seconds to draw... probably not; I've got display of mass packets turned off.
Economy Blabla
I love those ideas! Would make it so much more satisfying.There is some sense to it, but you've got the figures for colonies way too low. It would take a new colony decades, at least, to get the thousands and thousands of cargo ships trading goods. Especially since a colony has to get pretty big before any meaningful amount of trade takes place, and all the colony ships coming in would reduce the economy to about -150% before things got going. And you'd keep getting colony ships coming even after the colony was fairly established, hurting the economy far faster than it could recover. So, millennia before you started seeing any income, probably. If this is going to work at all, it needs some big changes.
Well, from a human point of view.
I was thinking about earth to mars for the transport numbers so yes the numbers where a bit high but the colony economy would only drop if it was greater than 10% if it was 10% or somehow less than that the colony ships would not affect it.Even so, short of shooting down every civilian colony ship that gets launched, there's no way you'd ever ever ever be able to get a colony over 10% economy. And once you got it to that point, well, a 25M planet only generates a few hundred points of supply and demand a year, total, so you'd be looking at about 60 years to get up to full, at best. Even if it is Mars.
Also I forgot to add that I consider only planets with less than 25M people to be a colony more is an established world and the colony ships should stop causing a drop as the persentage of arrivals to local pop is not sufficient to affect the total economy that much.
Regarding wrecks - I know it used to be that wrecks could only be detectable by an active sensor, and if you went out of range of the sensor you lost the wreck. Now you see wrecks all the time and don't need a sensor.Seconded.
Now you jump into a new system and immediately see all the wrecks that are there. This gives the player good advanced warning that something's up in that system.
Can you partially roll the clock back? So that undetected wrecks are invisible, but once detected by sensor they stay visible.
2. Awarding population a very small construction ability (so that they can build something, like a factory). That way they could do something if they lost or did not have any installations.
The thought is probably more that currently, we have a paradox.
You need Industry to produce industry, so how did you get it in the first place?
Populations without anything should be able to build conventional Industry.
I would suggest that for every 20 million unemployed they provide 1 conventional industry.
--Mav
Try using Cargo Ships to transport Construction Factories to the colony site. I normally set up the site with mines and Construction Factories first before I move in Colonists. Then you will not need to be able to produce anything out of thin air.I think he's talking about the hypothetical past of the planet - if a species with no industry can never, ever, ever build any industry, how did anyone, anywhere ever get started?
This is an elegant solution. I concur; however, 20 million seems a little high, especially considering the 70% service and agricultural employment. Did you decide on the number arbitrarily, or was there a reason behind it? I think that 10 million would be just as viable a number; given that every construction factory is giving 10x the efficiency of building under this rule, it's hardly too much.
If this was implemented, having less than 10 million give at least a fractional bonus would be much desired. I could finally task the commercial-settled colonies to begin development on their own dime. (Bad enough that they start threatening me with rebellion if I don't give them local military presence, the ingrates!)
So, you essentially want increment sizes for cloak.
@James Doesn't belong here, but I've necountered low tech races already, and they don't build anything, ever.
After 20 years their signature barely grew, they didn't seem to produce something at all.
The thought is probably more that currently, we have a paradox.
You need Industry to produce industry, so how did you get it in the first place?
Populations without anything should be able to build conventional Industry.
I think he's talking about the hypothetical past of the planet - if a species with no industry can never, ever, ever build any industry, how did anyone, anywhere ever get started?
Steve -
With regards to automated turns, I would really appreciate it if you would make a small change. Currently it appears to that the automated turn advance is only interrupted if the active race has an event happen to them. I'd like it if the automated turn advance interrupted if any human-controlled race (not just the active race) had an event.
Kurt
Steve -
A minor request. I'd like to have the ability to rename populations. As things currently stand, races are named, as are planets, but as far as I can tell, I can't name populations.
What I am trying to do is to set up multiple colonies on the same planet for the same Empire. The Zogs currently have four races in their empire, including themselves, and in several cases they will find it useful to emplace populations from two or more races on the same planet. Unfortunately, on the System Display the colonies are all identified as "Zog", because the Zogs control them. On the Population and Production (P&P) screen the populations are identified by the name of the planet and star, but not by the name of the population.
The P&P screen is fine, because you can look at the details and figure out what you are looking at, but on the system display, and when you are plotting moves to and from a planet with multiple populations of the same race, it gets difficult to discriminate as to which population you are looking at.
Kurt
No sure if its been mentioned before, but I would like to give my warships an order to go to a specific heading.The game doesn't support this at the moment because movement is controlled on a point to point basis, rather than using speed and direction. In other words, your fleet doesn't move because the game performs trigonometry based on velocity and course. Instead, it performs a simple pythogoras function using your current coordinates and your destination coordinates and dividing total distance by distance covered in the current increment. This is far faster and easier for me and the PC :). However, you can create waypoints on the map if you want a fleet to go somewhere that doesn't have a convenient planet or survey location. If you wanted to use a waypoint for bearing 248, hold shift down and drag the mouse on the system map and it will draw a line showing bearing and direction so you can see where to place the waypoint.
Ex. Turn all ships to 248 degrees.
As for Ian:
Thats the entire point. 10 Conventional Industry equal a Mine, a fuel refinery, and a Construction factory. They are not able to produce anything without TN minerals, and thats not going to change.
Aside from wealth, you can use such planets as fleet bases and for research labs.
Though wealth is a good reason in itself on most occasions.
I can't remember which version you are on at the moment :) but the current version shows populations with the species after the planet name on both the P&P window and the fleet window.
Steve
In 5.14 I have some six colonies on Earth, all of course huiman. I have yet to find a way to name them North American Sector etc.
To digress, how far away is 5.30, is it worth waiting for as I have finished unifying Earth and could convert to the latest version before I leave Sol with a litttle work?
Some UI stuff:This is intentionally left out. The problem is that a lot of orders depend on the star system in which you are, so deleting orders from the middle of the list can lead to corrupt lists. That being said, it would still be nice to do for "safe" orders, i.e. those for which the preceding order is in the same system (I think).
Giving ship orders via the Task Group Orders tab, it would be handy if you could select an order and delete that selected order (right now you have to delete the entire list from the last order you gave, and so if you screwed up the first order - your deleting everything). Also it would be nice if we could copy a set of orders, also if we could just change a single selected order from a list of orders.
This is intentionally left out. The problem is that a lot of orders depend on the star system in which you are, so deleting orders from the middle of the list can lead to corrupt lists. That being said, it would still be nice to do for "safe" orders, i.e. those for which the preceding order is in the same system (I think).I think anything except jump gate transits should be safe, actually.
John
I think anything except jump gate transits should be safe, actually.Actually this is a problem when you have a list of orders. If for instance there is an order to pick up troops at one planet and unload on another planet. If you delete the load then the unload is also now out of sequence and when you get to there in the order list it can't be completed. This will throw an error message and delete the rest of the qued orders.
The combat options pane really needs a way to turn autofire and synchronized fire on and off for every ship or every ship of a given class in a fleet. Turning synchronized fire on for a group of fifty fighters sucks.
The combat options pane really needs a way to turn autofire and synchronized fire on and off for every ship or every ship of a given class in a fleet. Turning synchronized fire on for a group of fifty fighters sucks.You can turn Sync Fire on/off on the Task Groups window for the whole fleet. It is on the History / Officers / Misc tab.
You can turn Sync Fire on/off on the Task Groups window for the whole fleet. It is on the History / Officers / Misc tab.Yeah, someone mentioned that. That's a really unintuitive place for it, though; there should really be a button or something on the combat options pane.
Steve
I have discovered the joys of pre-constructing ship installations, then being able to significantly reduce the amount of time a new build or refit takes on a ship. However, it's a mystery just how much time is saved until the build is ordered, and you check it on the Shipyard activity tab. It would be nice to be told that the job will really be done on X date, and even nicer to know what installations are being taken out of inventory to make it happen.
Are installations taken out of inventory as soon as the build is ordered, at the end of the build process, or somewhere in between? And if I cancel a build with no build progress, do those installations get put back in inventory?
Carying the two more plausible suggestions over from the other thread, as suggested:
1. Installed installations. It is a bit irritating how everything in the Aurora universe seems to be portable, even a factory that was in use for the last few decades. It might be a nice Idea that would add even more need for planning to put installations into a "storage" after being constructed, where they don't have any benefits. From there, they could either be transported away or installed on the planet. Once installed on whatever planet, they bring their benefits, but cannot be removed again.
2. Power. We're running into a real life energy crisis currently, yet so far no 4x game has wasted any thoughts on power. Make power a resource and you will have immediate benefits in terms of complexity all over the board: More installations that must be built, one more factor to balance, and more stuff to research. Might even be coupled with special resources for advanced powerplants.
The post:To prevent spam, links are "delinked" for users with less than 10 posts.
hxxp: forum. astroempires. com/viewtopic. php?f=17&t=84453&start=11
-It's got a bunch of links to useful information. I don't think all the aspects of this particular model should be applied. Just the ones I mentioned.
-Also: What's with the link?
Two things to shipbuilding:This was quite a discussion point way back before Steve even released the first beta for playtesting. He wanted some time frame to allow for development and preproduction of a class of ship, as well as the concept of prepositioning the materials necessary for the next class of ship to be constructed. With the proper planning you should be able to go from building one class to the next with little to no delay. Trying to get this changed will be quite an uphill battle. :)
1. The Ability to use an just assemble option for shipyards, with this option turned on the ship yard could assemble a wider array of ships but it cant build most of the components (as I can no reasons why my shipyards cant build an ship with three gauss canons instead of three railguns and an reactor)
2. The Ability to prefab ship modules that contain ship components in an system that allow the easily build in or replace, the ships that use them would be build without them or with and the replace would take a ship yard. This could be an researchable tech that enables this.You can do this already by having your planetary industry build ship components (Population and Production -> Industry -> dropdown menu to Ship Components) which will reduce the time it takes to build each ship. It will also reduce the refit time, so basically if you have prebuilt all the new components going into the Mod B version then the refit is nothing more than an assembly in the shipyard. Hope this helps.
This was quite a discussion point way back before Steve even released the first beta for playtesting. He wanted some time frame to allow for development and preproduction of a class of ship, as well as the concept of prepositioning the materials necessary for the next class of ship to be constructed. With the proper planning you should be able to go from building one class to the next with little to no delay. Trying to get this changed will be quite an uphill battle. :)Technically, this can be done if the ships are within a certain range cost-wise. I believe it is 20%.
Technically, this can be done if the ships are within a certain range cost-wise. I believe it is 20%.
You've got Farragut-C with gauss cannons, and Farragut-R with railguns. A shipyard designated for the Farragut-C can build Farragut-R's (if they are within 20% cost).
Technically, this can be done if the ships are within a certain range cost-wise. I believe it is 20%.
You've got Farragut-C with gauss cannons, and Farragut-R with railguns. A shipyard designated for the Farragut-C can build Farragut-R's (if they are within 20% cost).
I figure something major like scrollbars are not going to happen now that Steve is devoting his programming time on Aurora II.
I hope the screen resolutions will be fixed by then.
Right now, it is possible to instantly transport geology teams from one planet to another just by disbanding them and reassembling them on the destination.The premise is that your naval command structure is competent enough to send the officer out to his new posting without you needing to dedicate a ship to it. This was a change introduced long ago. Prior you had to ship your officers around manually.
It seems that officers do not have a defined location if they are not part of a team, and thus can materialize anywhere.
I didn't think this was serious enough to put in the bugs thread, so here it is.
I have a couple of suggestions. I'm fairly new to the game, so it might be that I've missed something, but I don't think so.There is a fairly simple way to check this. Copy the database then enter sm mode. You can instant reasearch anything you want there. So design what you think you will need, instant reasearch it and see if your ship design works out. I admit that there have been times when I have also done this in reverse where I reasearched and designed a ship and then realized it needed a little bit bigger jump engine, ect and just went in and retroactivly gave myself the new tech item, and deleted the old one. While this is a bit of a cheat it is not much of one as the reasearch costs will tend to be quite close together.
3. I'd appreciate the ability to 'rough out' ships with designed components without having to research them. It's annoying that you have to guess the final ship size, then research the jump drive, then build the ship. And if the jump drive is the wrong size, you either have a more expensive and massive jump drive then you need, or you have to research another one.
3. I'd appreciate the ability to 'rough out' ships with designed components without having to research them. It's annoying that you have to guess the final ship size, then research the jump drive, then build the ship. And if the jump drive is the wrong size, you either have a more expensive and massive jump drive then you need, or you have to research another one.
I can't talk for others, but my design philosophy has always been to determine the sizes of ship classes before hand, i.e. scouts/survey = 4500 tons, destroyers = 6000 tons, light cruisers = 7500 tons, cruisers = 9000 tons, battlecruisers = 12000 tons, etc. Then design the jump drives to those specifications.
It would be nice if the Task Group order screen allowed you to delete or insert orders from anywhere in the list, rather than just at the end. As it stands now, if I want to make one minor change in a freighter's schedule I usually have to delete all the orders then put them back.
One other thing that would be nice would be the ability to set up multiple default missile loadouts for a class. That way your fighters could have anti-fighter loads, anti-ship loads, etc, and you wouldn't have to micromanage them.
It would be nice if the Task Group order screen allowed you to delete or insert orders from anywhere in the list, rather than just at the end. As it stands now, if I want to make one minor change in a freighter's schedule I usually have to delete all the orders then put them back.
2. Missile launchers in PD mode shouldn't engage targets that are out of range. This is almost a bug, but not really. It's simple enough to avoid if you know it's there.
For that particular engagement, I had set the automatic fire button. It must have messed up the ranges.
Also, I'd like to be able to move asteroids. It'd make things like defending jump points much easier.
A one missile per salvo PD mode would be nice for bus missiles, as well. As it is, I tend to get massive overkill on a few salvos, and lots of wasted CMBs.
I'd like to see a weighting on the component failure chance moved from size to usage.
If I'm puttering around the Sol system, it doesn't make much sense for the jump drive to break. It makes more sense for normal engines to break. Likewise weapon failures go up in combat/fleet training.
On the flip side, the jump drive is a vital system and therefore probably has quite a bit more preventative maintenance than your propulsion engines, since they are operating. This means more chances that joe schmuckatelli is going to make a mistake requiring corrective maintenance. I would just keep the component failure random but have a captain with good crew training affect the chance of breakdown due to the quality of preventative maintenance performed by his crew. Just my two cents.
Adam.
Install a small (.1) active scanner on your AMM. If their target pops, they will seek out a new one.I had that. They didn't acquire.
Install a small (.1) active scanner on your AMM. If their target pops, they will seek out a new one.
I had that. They didn't acquire.Most were due to balance issues
Edit:
While thinking, I've had a few more ideas for things I'd like to see. These are pretty much all things that used to be in aurora, but aren't any more.
1. Missile control. I'm not sure why this was removed (balance or code). If it was for balance, I have a suggestion. Instead of allowing all missiles to be retargeted for free, I would make multiple levels. The most basic is a simple destruct switch, either automatic, or very cheap and no mass. Above that, you might be able to do retargeting to targets detected by onboard sensors, and finally is full control with maybe .4 MSP and a decent cost.The problem here was the supersized unstoppable missile storms that were created with full control – there is already the onboard auto retarget option if you add a (large resolution) active sensor on your missiles.[/quote]
2. Mothballs. I ran across a mention of it, but discovered this had been removed. It seems like it might be useful for older ships, particularly ones it's not economical to refit (engines, etc) .Again a deliberate choice. Mothball status has never existed in Aurora (it did in Starfire) and IIRC it was specifically to stop a common Starfire tactic of building huge mothballed fleets which could be reactivated fairly quickly, and for which you did not have to pay 15% of the purchase cost every month in maintenance – in Aurora the maintenance cost on an active unit was much less on an ongoing basis, but of course the need to periodically overhaul the ships somewhat offsets it. I think it was also a case where Steve was trying for more a fleet-in –being feel to Aurora
This has been a minor thing, but on the officer front, it would be nice to see something related to combat proficiency on fleet officers similar to the Ground Combat bonus on ground officers.The officer combat modifier is based on the Task Group (or Task Force if present in system) senior officer's Fleet Initiative. That impact combat sequence resolution. The combat resolution modifier is the individual ships crew grade.
Right now, the single most important stat for ship captains or fleet commanders is the training bonus. While that is and should be a key stat, just because an officer is an effective trainer, it is not an indicator that they would be an effective combat leader.
I found it odd to see that there was a Ground Combat stat for ground officers, but not for fleet officers when the training bonuses were the same.
To that same point, while we have Xenology, Mining, Survey, Logistics, ect. I would love to see something like Sensor Operations, Maintenance Operations, Weapons Officer.Currently there is only one billit per ship and that is ships commander. So far Steve has been unwilling to expand this. That would entail a lot more micro-management than most players would be willing to perform.
Particularly for immersion/roleplay, it would be nice to have an officer who was a wizard at Sensor Ops, with the bonus adding to the detection range of the ship, or having Maintenance Ops bonus reducing the chance of failure on a ship, or Weapons bonus reducing the reload/refire rate on the ship.
This has probably been suggested several times, and might already exist (haven't played too far to know for sure) but I think it would be cool if pirate organizations appeared in underdeveloped systems
The officer combat modifier is based on the Task Group (or Task Force if present in system) senior officer's Fleet Initiative. That impact combat sequence resolution. The combat resolution modifier is the individual ships crew grade.
Currently there is only one billit per ship and that is ships commander. So far Steve has been unwilling to expand this. That would entail a lot more micro-management than most players would be willing to perform.
I just don't agree with the maintenance failure system as it works now. I would argue that it should be reversed in that non-military ships have higher failure rates and military ones less. Tho it may be the way it is now as players probably have more military ships than non-military.What is actually happening is that the civilian ships are assumed to have commercial interests paying for their maintenance. Also historically military systems are always far more prone to breakage than civilian tech is. This is not to say that the military tech is tougher, just that you put far more complicated stuff in a warship, and it is packed in far more tightly. Both of these lead to a higher failure rate than civilian ships have. This is especailly true as with most military ships space is at a great premium, where most civilian ships have for space to work with. More space means they can be built for reliability more than performance. You get the idea by now.
This is also a balance issue. If you had to track component failure for all ships it'd get annoying quickly. Military ships spend a lot of time in orbit of a planet with maintainence facilities. Commercial ships don't. I like it the way it is.
I don't like the way refitting works. You have to clone the class, then make the changes. Then, when everyone's refitted, you have to delete the original and change the new one's name (if you want to keep the name). This seems like a lot of trouble for a new sensor system. What I'd propose is a "minor refit mode" where you change the class as-is. It doesn't edit the existing units, but it does alter new-builds, and any that come back in can be refit as well. It'd probably only work for certain things, like electronics, which are easy to change and have shorter lifespans. Maybe the ship has to be within 5% or so.
It'd be nice to be able to set a name theme for officers from a colony.
i.e. Earth - United States
Alpha Centauri II - German
Wolf 46 A II - Chinese
After reading a thread in Academy somewhere I had a idea about a way to address the problem with beam defences being not on par with AMM's something to do with beam firecons being the weakness IIRC. Perhaps the ships ability to turn/move should help? My thinking is a bit strange but if a ship was turning into the incoming target it could assist both the turrets and the firecon's because the ship itself is moving in a way to assist in the aiming process. It would probably require coordination of helmsmen and firecon operators, which is a ships commanders area. Or it could be something that could be developed tech wise such as thrusters or autopilot combat assistance.
Basically the ship could assist leaving room to modify the turrets and firecon to remove some of the speed ratings and put more range or firepower into them.
Hope that made more sense in writing than it did in my sleep deprived brain.
OOOOH! +1 this would be awesome!
Matt
I like that for A2, but for 5.40 I don't see that comming.Even if the player doesn't need to see it, it can be still there. Plus, it might have a fairly large effect on gameplay. After all, for the first few years of a new colony, growth in adults will be limited because of lack of kids. Plus, I can think of three different techs:
Now while calculating it that way is nice, the question is if the player at all needs to know if the only way to influence it is technology that affects everyone.
A little spooky that I can quote the entire post but it is correct even down to the two t's in Matt.
This would be great for me as I'm toying with the idea of setting up a 2300 AD game (Another GDW rpg - with 3 arms of human expansion and a big bad nasty waiting out there.) The problem being is that within the French Arm, for instance, there are British and German colonies dotted among the French majority.
The ability to set national profiles for colonies would be a huge help.
I actually tried a campaign based on the same type of theme as 2300 AD. Here is the link:
http://aurora2.pentarch.org/index.php/topic,957.0.html
You can already create Empires that use multiple commander name themes, just not specific to planets.
Steve
Empires yes, but not within the same empire.
(see 4-5 posts up)
You can create a single Empire that uses up to five different commander name themes at the same time, based on a percentage distribution. For example, 30% American, 30% Russian, 20% Japanese, 10% German, 10% French. You can set it up on the Ctrl - F2 Race window.
Steve
A little spooky that I can quote the entire post but it is correct even down to the two t's in Matt.
This would be great for me as I'm toying with the idea of setting up a 2300 AD game (Another GDW rpg - with 3 arms of human expansion and a big bad nasty waiting out there.) The problem being is that within the French Arm, for instance, there are British and German colonies dotted among the French majority.
The ability to set national profiles for colonies would be a huge help.
Could the event text for an officer retiring contain the posting of the retiring officer, similar to how accidental deaths read? Right now, whenever someone retires, I have to audit every team in the galaxy to see whether the retirement affected any of them.Actually, it would be nice if there were a LOT more text in the "goodbye" window for dead/retired officer, e.g. stats, promotion rating, posting, age, (pre-death) health .... This might be a compromise between the old "keep everyone around including the kitchen sink" behavior and the current "Trotsky*" behavior. At least we'd get a chance to say good by to our beloved Grand Admiral.
Hi to all,
First, I wanted to thank Steve for making such a wonderful and cool game.
Then, I've recently stumbled upon a banks' novel and I thought it would be interesting to have in aurora something like the Culture's GSV, that is enormous ships which are so big that they contain entire habitats inside so as to transport 100ks of people, without having to freeze them cryogenically.
These would be interesting from a strategic point of view because since GSVs are like movable planets, with their own shipyards and everything they could project power even more effectively than carriers.
I know it would require enormous shipyards to build such beasts, making it nearly impossible to do, still I think it would be interesting to see components like 'big, city-like, habitat' or 'ship construction module' to be added so as to make it at least theoretically possible, also allowing for smaller version of these ships to be actually built.
In the planetary combat reports, the enemy damage is just a basic, unit damaged by x%. I would like to see the type of unit and possible even numbered unit. Fighting an enemy you would be able to tell what you are facing, Heavy Assault, Marine, etc. Your intel. people should also have a good idea which specific units you are facing. So a report such as: Enemy Heavy Assault 001 took 20% damage.
Mark
Could the event text for an officer retiring contain the posting of the retiring officer, similar to how accidental deaths read? Right now, whenever someone retires, I have to audit every team in the galaxy to see whether the retirement affected any of them.
I checked the code and current assignment is displayed for both accidents and retirements. If none is shown, he didn't have an assignment. I'll add code to specifically mention "No assignment"
Steve
EDIT: AH-HA! Steve, I just had an officer retire due to severe medical problem, and *that* shows the assignment. So accidents and medical problems seem to, but old age retirement does not. Does that help?
Some sort of display option on the System Map for ruins. I've lost a ruined intact city, and I can't find it. :(If you look on the Display 2 tab on the system map there is a list of all known ruins
If you look on the Display 2 tab on the system map there is a list of all known ruins
Steve
Hm, there should be a list of all known ruins, not only the ones in that system
But after a small brainwave moment after the above concept a new ground unit could be made called an airfield, which allows a certain number of Aerospace Fighter units to land on planet side, a bit like how PDC's can hold ground units IIRC
Its only a concept idea really, I'm not knowledgable about coding or mathematics about how it'd all fit in nicely with Aurora as it is now.
You could just put a hangar in a PDC...
Another necro suggestion... Some form of tech that extends retirement age...
Stupid 30% bonus scientist with 50 labs thinking she can retire at 72. Pfft.
Modern combat aircraft have a receiver in them that lets them know when they are lit up by a hostile fire control, but my highly advanced spacecraft know nothing until the missiles are inbound, sometimes only five seconds from impact. It would also provide a way to threaten NPRs without actually starting a war.
Regards
If one were to do this (especially for 10) it would probably be best to put a "happiness" score on each population, which would be some combination of unemployment, wealth generation, %consumer goods requirements satisfied, colonization cost, total population, etc. (I really like the consumer goods one.) The flow of colonists could then be driven by a desire to go from unhappy planets to happy planets. The trick would be to set it up so that people would want to emigrate from high population worlds like Earth to low pop/undesireable worlds - you'd probably have to throw in a factor like log(total population+1) to the unhappiness to represent the "new frontiers" desire of a few people to move from the "city" to the "wilderness".
John
Very minor suggestion: Can the Leader screen indicate whether a given officer is male or female? With some of the name sets I have trouble guessing. A little embarrassing when I'm doing a write up, and suddenly discover I've been using the wrong pronoun!
If this is already hiding somewhere in plain sight, I apologize.
I just tried out the new (in 5.3) tractor orders, and they're (almost) perfect!
The one improvement I would like would be to place the tow into the target fleet if specified. In other words, if I'm towing "Genesis 002" and give a "release tractored ships" order with TG "Terraforming Mars" as the target, then I'd like Genesis 002 to show up as a member of Terraforming Mars, rather than a new TG "TR Genesis 002". When targetting a population, the current behavior of spawning a new TG is fine.
This will indeed cut a big chunk of micromanagement out of my games - Thanks!
Copying the state of the "conscripts only" button when a class is copied on the F5 screen would be nice.
Reverse-sort the research and queued-research panes.
I like to have 3-researchers going in each tech field, with each one having something queued (so as to not lose progress). Whenever I add a new project (or adjust labs, or ...) the scrollbar resets to the top of the list when it refreshes (actually, what I'd really like is for the scrollbar not to reset, but I figure that that's hard....) It just occurred to me that the projects that I'm most interested in are the most recent ones, which are exactly the ones at the bottom of the list which are most likely to be off-screen. If the sort order were reversed, then the most recent projects would be at the top of the list and visible after the reset.
Very minor suggestion: Can the Leader screen indicate whether a given officer is male or female? With some of the name sets I have trouble guessing. A little embarrassing when I'm doing a write up, and suddenly discover I've been using the wrong pronoun!
Was it suggested to mark designs as "not avaliable to civilians"? Sometimes I want to make a design for a specific task and don't want to have them in tons flying around for civilians.
Hi to all,
First, I wanted to thank Steve for making such a wonderful and cool game.
Then, I've recently stumbled upon a banks' novel and I thought it would be interesting to have in aurora something like the Culture's GSV, that is enormous ships which are so big that they contain entire habitats inside so as to transport 100ks of people, without having to freeze them cryogenically.
These would be interesting from a strategic point of view because since GSVs are like movable planets, with their own shipyards and everything they could project power even more effectively than carriers.
I know it would require enormous shipyards to build such beasts, making it nearly impossible to do, still I think it would be interesting to see components like 'big, city-like, habitat' or 'ship construction module' to be added so as to make it at least theoretically possible, also allowing for smaller version of these ships to be actually built.
Is there a reason the Class Design window cannot be minimized?
The Damaged Ships, Shipping Lines and Tech Data on ships windows are re-sizable but the contents don't change.
On the Class Design window in the Design View tab: what do you think about being able to collapse the component groups? (Like you can with GU HQs. )
This is an old one, but I figure it's worth a ressurection....
Go to non-integer sizes for beam weapons, and build the power plants into the design. In other words, in the design window you would specify the recharge time (bounded below by the race's best recharge rate) and Focal Size (and reduced size if any), then Aurora would build a big enough power plant into the weapon to recharge it over that amount of time.
In the example in my previous post, for the 15 cm laser (power req of 6) and C3 recharge technology, you'd be able to choose recharge times of 10s, 15s, 20s, etc. (10s = 5s*(6power/C3)). If you chose 10s, it would build a power-3 reactor into the mount; assuming Gas-Cooled Fast Reactor Tech (4.5 power/HS), the size of the mount would be 4.66 (4 for the laser, plus 2/3 rounded down for the reactor). If you chose 15s, it the size would be 4.44 (Power 2/Reactor 4.5=.44 for the reactor in this case). Note that I'm rounding down so that 3*(2/3) fits into 2HS; you seem to have already done this for reduced size launchers....
For the 20cm laser (power req of 10), it takes at least 20s to recharge at C3, which corresponds to a recharge rate of 2.5/5s. So the size would be 6.55 (6 for the laser, 2.5/4.5=.55 for the reactor) with a recharge time of 20s.
John
BTW, which window do you mean by Tech Data on Ships? I thought you might mean the Intelligence window or the Tech View window but those seem fine. Probably me just being dumb :)From Main Menu -> Empires -> "Tech Data on Ships" (5th menu item from the bottom). The window title is "Tech Data held on Ships".
From Main Menu -> Empires -> "Tech Data on Ships" (5th menu item from the bottom). The window title is "Tech Data held on Ships".
For v5.42, the scrollbar no longer resets. If you add a project to the queue, the bar scrolls to the bottom. If you remove a project, the project above it in the list is selected and the scroll bar moves accordingly.
Steve
For v5.42, the scrollbar no longer resets. If you add a project to the queue, the bar scrolls to the bottom. If you remove a project, the project above it in the list is selected and the scroll bar moves accordingly.
Steve
I have been thinking about this one myself for a while. It would also make life easier for new players as sorting out power plants does cause problems. It is a fairly major change though as it would involve component design, the recharging mechanics and all the NPR beam-related design code (and I would have to change all the designs in my campaign :)). So this is definitely on the list but probably not until a major update and a new campaign for me.
Steve
Agreed (on the reasons for holding off until a more opportune time). Like I said, I just wanted to throw it back into the mix....
John
4) A way to activate active sensors independently for each ship, rather than all on or all off.
5) Some more incentive to build orbital bases. Currently there is very little reason to do so, as PDCs can easily be much bigger, and orbital bases require a shipyard. Either allow them to be built on planets as orbital habitats are, or maybe allow shipyards to build orbital bases up to 2x or even 5x their maximum 'ship' size.
You can do this on the F6 Ship window or on the F8 Combat Overview window.
Steve
Im only seeing options to toggle sensors on a per ship basis, not a per sensor basis.
What I meant was being able to engage a specific sensor on a ship, rather than having them all on or off. So a fleet would be able to use their low strength R1 sensors with low GPS values incase of a sudden attack, but leave the more powerful main arrays offline to avoid detection.
Ah sorry - 'I thought independently for each ship' meant as opposed to on/off for a whole fleet. I'll have to figure out how best to tackle this as the flag for sensors on/off is at the ship level. There isn't a separate table in the DB for individual sensors.Any chance you could set up something where there are 3-4 slots to assign different fire control to in the ship design stage. Then each slot can be activated individually at the ship level. This way when I design a ship I can assign all of my res 1 sensors to slot 1, my res 16 sensors to slot 2, ect. When I go to the individual ship display (F6) the toggle for sensors on becomes 4-5 buttons. One for each slot, and one to activate/deactivate all of them. This way you get away with out making an entire new table, just expanding the ship table a bit. Which slot I use is my choice, although it would probably help to keep similiar purpose sensors in the same slots.
Steve
Any chance you could set up something where there are 3-4 slots to assign different fire control to in the ship design stage. Then each slot can be activated individually at the ship level. This way when I design a ship I can assign all of my res 1 sensors to slot 1, my res 16 sensors to slot 2, ect. When I go to the individual ship display (F6) the toggle for sensors on becomes 4-5 buttons. One for each slot, and one to activate/deactivate all of them. This way you get away with out making an entire new table, just expanding the ship table a bit. Which slot I use is my choice, although it would probably help to keep similiar purpose sensors in the same slots.
Brian
Its not that simple :). The fire controls aren't on the Ship table. The original component is in the ShipDesignComponents table. Whether a class has that system and how many it has is recorded in the ClassComponent table. Individual ships only have records of which components are damaged, using the DamagedComponent table. Otherwise the ship uses the components from the ClassComponent table for its class. What I really need is a table that links Ships to ClassComponent (with a check on DamagedComponent) to handle the on/off for individual components.Dratt. Oh well, chalk that one up to not looking into the database.
Steve
populationAs a start for sooner, wouldn't it be earlier to just allow one colony (population) to use the industry and Ground Forces of another population on the same planet as well?
This one's for a future release, since it requires a DB change and is fairly major change in mechanics....
Modify the population accounting so that more than one race can be present in the same population.
I just did my first genetic engineering gig - I created a low-grav race "Lunies" to colonize the moon (note that I expanded the range of human grav tolerance to +/-0.8 in SM mode to bring lunar gravity within reach). Once I started creating Lunies I ended up with a logistical nightmare in my colony management (ok, it wasn't a nightmare, but the colony management was a LOT more cluttered and error-prone):
1) I already had a lunar colony, but it was for humans. I had to make a new one and kill the old one.
2) Around the same time, I decided to run some colonists to Mars. Unfortunately, I clicked on the wrong Earth colony for pickup, and ended up creating a Lunie population on Mars.
3) I now have multiple Earths on the F2 and F12 screens that I need to be careful choosing between.
4) My Lunies can't work in earth industry once they've been converted; they're a completely separate colony. For example, I had to transfer troops to the Lunie earth to keep unrest down, rather than having the troops stationed in Human earth take care of it.
5) Growth rate for the Lunies on Earth is treated as if the planet is empty, it's much higher than for the humans.
Implementation suggestion: I think there needs to be another level in the world/population structure, call it sub-population, which differentiates on the basis of race. So if I have 990,000 Humans and 10,000 Lunies in a population on a planet, then it should show as 99% Human and 1% Lunie. The Lunie and Human populations would have separately tracked colonization costs (and infrastructure requirements), unrest levels, political status, and growth rates (but growth rate would be mostly determined by the overall population or even world head-count). Infrastructure, mines, etc. would be pooled at the population level.
Now that I think about it, this might just be a (BIG) coding change (as opposed to a DB change). You probably have a table with populationID, raceID, and headcount; if the populationID were non-unique you could simply use different rows with the same populationID as different sub-populations. (You'd have to create queries that summed over all the entries with the same populationID and empireID for things like number of CFs etcs.) This would also make it easy in situations where you conquer another race's colony - you'd simply change the populationID of the conquered population's entries to match the conquerer's populationID on that world.
I'm aware that even without a DB change, this would be a complex change that would probably be buggy for a while due to missed-out spots. It might be more robust to do it as a DB change, introducing a whole new table to manage the sub-populations and leaving the existing tables as aggregators of total population.
John
This is something I have been thinking about for a while. Also, while I am making population in terms of people separate from industry, I would also try to make populations separate from system bodies, to allow deep space habitats, etc. This is obviously a major change and it is something I was planning to include in Aurora II. However, I seem to be more focused on Aurora I lately. I think in terms of scale of change, this may be up there with the 'Loading into Memory' change to movement and detection but I may take the plunge at some point anyway.
Can we have an HQ for the Marine Company since they are a quarter of the size of a standard unit?
It feels wrong to have a BHQ as the parent to 4 small Companies and the only way to get the Marine Company training is to put them in with an HQ, so when it comes to transporting them you can't really use a special marine transport design or some such.
EDIT2: One more! Add the ability to rename (or auto-rename) civilian shipping lines. I hate the Mcphatter line. :-\
An option for the map to switch off the display of civilian fleets/ships, while retaining display of player controlled ships.There is already an option for this. On the F3 screen select the Contacts tab. There is a contact filter drop down selection, select No Civilians - Hey presto all those annoying civilian contacts disappear :)
My shipping lines have so many ships that they utterly dominate the solar system and it's difficult to see anything else because of long lists of ship names. Granted this is a learning game where I have only expanded to one other system after 150 years, with Mars having over a billion inhabitants. The ships might spread out when I expand, but still.
There is already an option for this. On the F3 screen select the Contacts tab. There is a contact filter drop down selection, select No Civilians - Hey presto all those annoying civilian contacts disappear :)
Another tiny thing: rename military academies to just academies or universities. The current term is misleading, since such buildings train not only naval and army officers, but also scientists and civilian administrators.
Alternatively, seperate them into different buildings, each at half the current price. This would allow players a better measure of control in terms of what they want - rather than build MA's and hope they spawn a scientist, I can build a University and hope they do so, but atleast Id know the chances were better... 8)
Finally, the fact that jump drives are ineffective at aiding ships above the tender's tonnage but within the drive's allowance is particularly counterintuitive. I'd suggest that, if no fundamental change is possible/desirable, the game should warn the player if they're installing larger jump drive capability on a smaller ship. Like a message on the small box that tells you the design doesn't have enough crew space, among other things.
EDIT: Oh, another one: either Railgun Launch Velocity or a new specific tech should improve the speed of mineral packets, and at the same time, increase the damage a given packet would cause if the target body has no mass driver to receive it.
EDIT2: One more! Add the ability to rename (or auto-rename) civilian shipping lines. I hate the Mcphatter line. :-\
There was a discussion about this a while ago.
The main reason for the current system is that Steve wanted to keep the cost of jump ships relatively high. He didn't like the idea of guppies jumping whales into a system.
That would almost eliminate the cost of JGs for combat purposes. The current decision is: how many combat ships get reduced combat capability in order to get the group into the enemy system. Also, since the jump ship is a major investment, you want to protect it. With small jump tenders, the tender becomes cheaper and may be considered expendables.
That sounds good but do you assume that the increases somehow automatically happen to existing mass drivers (software upgrade) or do you create a whole new line of Mass Driver [tech level] when no other installations have that mechanic?
Now that i've mined out the most delicious asteroids, my fleet of asteroid miners are just hopping from rock to rock and mining it out.Probably the easiest suggestion to achieve the mining part of what you're after is a Condition "Minerals at this colony exhausted" and a Conditional Order "Move to nearest source of TN Minerals". It would probably require you to create the colonies first, though.
There may be a way to automate mining fleets, but i'm not aware of it. I would like to see a fleet of miners have the capacity to move to a mineral source, as they now can, mine it out, then execute commands such as "load all minerals, move to next source."
Or perhaps, move to mineral source, make it a colony, drop mass driver, set target to default target, mine source, load driver, uncolony, move to next mineral source.
Next suggestion.
i havn't tech'd up my geo sensors yet, but I'd love for high-tech geosurvey vessels to have the teams on them. Queue them up to go to fly to X number of planets in system, flying from rock to rock as they finish geosurvey reports.
More technologies in the Biology/Genetics category!
What I have in mind is a series that improves the health of officers (less likelihood to develop medical problems), one that gradually improves officer lifespan (and therefore mandatory retirement age) and a series of fertility techs that improve racial population growth. The lifespan tech could be something like the Honorverse's prolong: each breakthrough could only be applied to fairly young officers. Could either be a normal progression of small bumps, or better yet, larger, much more RP-intensive technologies with much more marked effects, like 50-year jumps. Up to a total lifespan of maybe 200-250 by the Photonic Age.
I'm not sure an increase in lifespan would be balanced (or even logically followed) by a sensible decrease in population growth. A decrease in births would be offset by the decrease in mortality. You would have to really lower births, which I can't find a plausible reason for, to have a real effect on growth.
I'm not sure an increase in lifespan would be balanced (or even logically followed) by a sensible decrease in population growth. A decrease in births would be offset by the decrease in mortality. You would have to really lower births, which I can't find a plausible reason for, to have a real effect on growth.
Such a trade-off still makes sense from a game balance perspective. All else being equal, an increase in longevity would increase population since death is delayed even if the birth rate is unchanged.
Just a few automation orders which I would find extremely useful:
Less than 25m population:
- Toggle to automatically set the colony as source of colonists when population > 25m
...
And here's three not an automation order but a workaround for one. (can't expect the game to manage your infrastructure for you)
Sell infrastructure:
- Only available on 0 colony cost planets with >0 infrastructure
- Click to give infrastructure to civilian sector (you get nothing since you earn the wealth when they ship it off planet, which simulates market demand, besides turning duranium into wealth sounds like a losing cause)
Less (or no) crew requirements for fuel storage and cargo space.How about a Civilian Fuel tank?^^
A ground forces suggestion:I would like to second this. We have Colonels for battalions, Brigadiers for Brigades, Major Generals for Divisions, and Lieutenant Generals for... They would fit in well as either Army or Corps commanders based on a TF style organization.
How about creating a task force structure for ground forces? Just like task groups can be assigned to task forces and benefit from their assigned staff officers, divisions could be assigned to higher formations (Armies or Corps dependant upon your preference). I know Steve has shifted focus to Aurora II so this could be a suggestion for that as well.
Fuel storage is already a non-military module. Plus I don't think a somehow more commercial tank would necessarily need less crew than the standard one.If refueling took actual time then it would be possible to create a rapid refueling tank with the current crew cost and a slow refueling tank with significantly less.
Yes, refuelling, resupplying and reloading ordnance shouldn't be instantaneous. Maybe not as time-consuming as cargo loading/unloading (we shouldn't be forced to install cargo handling systems on warships!), but still. I remember engaging a speedy Precursor vessel which managed to reload its whole missile supply twice before I could keep it in range long enough for my missiles to reach it.
Magazines probably shouldn't make a ship military. After all, without a launcher, they're just missile cargo space.If this is something Steve wants to keep - making colliers need to be military vessels and thus keep missile logistics more difficult - then maybe a way to "package" bunches of missiles as cargo? A very cheap construction task that takes a fixed amount of missiles and produces a normal cargo good that can then be loaded and transported in a hold. The disadvantage is that it would take another (also very cheap) construction task to turn them back into missiles.
Troop ships and supply ships, both military-related support vessels, can be commercial. So why can't colliers be like them?
If this is something Steve wants to keep - making colliers need to be military vessels and thus keep missile logistics more difficult - then maybe a way to "package" bunches of missiles as cargo? A very cheap construction task that takes a fixed amount of missiles and produces a normal cargo good that can then be loaded and transported in a hold. The disadvantage is that it would take another (also very cheap) construction task to turn them back into missiles.
So within your empire moving missiles becomes very easy. You make them, package them up, then move them around between colonies. You could even contract civvies to move them. The construction costs should be very, very cheap so all you'd need at a remote ammo dump would be a single construction facility or engineer brigade in order to unpack. But supplying fleets would still be complicated - you'd need a colony with at least some construction capability in order to use this system, although forward ammo dumps would be easier to set up.
Also, you should find a different way of changing the theme for the Galactic and System maps. They still stick occasionally, and not just when the program crashes. I hate having to redo my Windows theme settings after playing.
Also, you should find a different way of changing the theme for the Galactic and System maps. They still stick occasionally, and not just when the program crashes. I hate having to redo my Windows theme settings after playing.Yes, that's been annoying me as well ever since I started playing back in 4.9x.
Here's another one for convienience:I like this idea, it would cut down on micro-management.
In the ship components section of production, have the ability to build a "package" of components based on a class design. Rather than flip between the Design window and the Economics window or memorizing the components needed.
All design names with components buildable by construction factories will show up as one item, eg. "DD Ettin components", in addition to the individual components we have now.
DD Ettin components, when finished as one construction item, will then add to your stockpile all the components for building the ship.
Here's another one for convienience:(Emphatically) Thirded.
In the ship components section of production, have the ability to build a "package" of components based on a class design. Rather than flip between the Design window and the Economics window or memorizing the components needed.
All design names with components buildable by construction factories will show up as one item, eg. "DD Ettin components", in addition to the individual components we have now.
DD Ettin components, when finished as one construction item, will then add to your stockpile all the components for building the ship.
Why not just allow an offensive mass driver? Mass packets penetrate the atmosphere with no problem, killing millions and destroying infrastructure-- and those aren't even guided. Talk about low-cost weapons of interstellar terror.Mass drivers already do that. As long as the "recipient" doesn't have any of their own.
Off the top of my head, a kinetic projectile used in orbital bombardment would be a solid, aerodynamic, dense metal slug coated in a heat-resistant material, and would only take a moment to lance through the atmosphere. The average meteorite's burned by the atmosphere, but that's because it's just a chunk of rock and not specifically designed ordnance.
What kind of kinetic weapons are we talking here? Building destroying? City-sized crater-making? Or crust-puncturing-apocalyptic?
Right there, you've answered your own question - because kinetic projectiles used in space combat are NOT aerodynamic cores coated in heat-resistant material, they're steel marbles.
So Gauss Cannons & Railguns don't work for orbital bombardment through atmosphere because they don't currently carry/use "specifically designed ordinance."
I never really liked the addition of the wormhole aliens. They're a never ending threat that you can't fight back against - all you can do is kill the ships that come through.
Now if there was a way to research their engine tech and learn how to travel the wormholes, then send fleets back through after them - then it wouldn't be so bad. At least then you would have a goal - stop their incursion once and for all, even if it takes 500 years of building up to do so. As-is, there really isn't a goal associated with the wormhole aliens, other than kill them as they come through and don't die. I mean, at least give us a way to close up their wormholes.
It could have been done really well, like being able to research the tech that opens the wormholes and discover how to close them. Say for example to close them you have to destroy the wormhole generator on the other side, which involves sending a fleet through to take out their defenses and destroy it. The catch is, once it's gone the ships left over there have no way of getting back - so you're left with a choice of how many ships should you leave on the other side to destroy it, and can you get away with leaving one small ship to finish it off when they might get reinforced at any time. Maybe you could eventually research the wormhole generators themselves, and build your own to be able to launch attacks against their generators and get your ships back home with your own generator, then turn it off until you need it again. Eventually you may even be able to turn the tables and get on the offensive, making strikes against their worlds, which would be extremely well defended and require a massive strike force to even have a chance.
Just an example of something that IMO would have made for better gameplay than "Wormehole opens. Aliens stream through endlessly."
Hell, why does everything have to be beatable?
Closing wormholes, sure, then new ones will be created.
But how is that explainable when it isn't even possible to close regular jump points?
Quote from: Paul @ Bay 12 ForumsNow if there was a way to research their engine tech and learn how to travel the wormholes, then send fleets back through after them - then it wouldn't be so bad. At least then you would have a goal - stop their incursion once and for all.
(...)A similar goal to defeat the Invaders would be neat. Wormhole traversing could be a technology you can't research and must be obtained from captured/salvaged Invader vessels. Once you got your hands on it, you'd use it against them and destroy their primary base and industrial capacity.
Mainly railguns. As I just posted on the Bay 12 forums, you'd use missiles to exterminate population, but kinetic weapons for precise strikes*. You could use the latter against populations, but it'd take far longer. And I do recall at least kinetic hits on a planet raise a measure of dust into the atmosphere, so using them for days against civilians would have a similar detrimental result as glassing through nukes.
*Like to destroy PDCs, a specific group of facilities or, to more limited effect, ground units. For the latter, perhaps, you could add a more complex mechanic: being under orbital fire would slowly reduce the readiness of the target ground forces, but more importantly it would impose a significant combat penalty on them as long as they're being fired upon, leaving the enemy quite more exposed to attacks from your own troops. This would simulate support fire from your warships in orbit.
I know how things currently work. Hence why I'm making this suggestion. :P
It's not unusual for naval guns to be stocked with multiple kinds of ammunition. You wouldn't even have to specify which type of rounds are being used, since the system would load the right one for the job.
Upon impact each projectile releases its accumulated relativistic mass in a huge explosion. At 99.9% of light speed, an RKKS projectile has a gamma of 22.4, and each proton has an energy of about 21 GeV, each electron 11 MeV. After penetrating a sectional density of about 0.7 ton/m^2, each proton or neutron in the spacecraft will have collided with a nucleus of a molecule in the air. This will disintegrate any atomic nucleus involved and give a spray of hadrons and mesons. Since the atmosphere of an Earth-like world holds about 10 tons per square meter of surface area, no part of the projectile can be expected to reach the ground un-disintegrated.
The protons, neutrons, and mesons produced will interact with air nuclei before they hit the ground, and the particles they produce will interact, and so on, until 10 tons/m^2 is reached. This about 14 interaction lengths, with each interaction dividing the energy of that hadron or meson amongst all the particles coming out of that collision. Since electronic losses alone will stop a 1 GeV proton within about 3 tons/m^2 (and the 1 GeV proton will participate in several nuclear interactions before this, thus dumping its energy even sooner), none of the hadrons or mesons produced in this collision will hit the ground.
Muons from charged pi-meson decays will hit the ground, this requires the pi-mesons to decay before they hit an air nucleus in order to produce muons. Neutral pi-mesons will decay almost immediately into high energy gamma rays, which will produce electromagnetic showers (a gamma ray is absorbed in producing a high energy electron and positron pair, which then produce more gamma rays as they slam into atoms, which produce more electrons and positrons). Some of the gammas from these showers
may also make it to the ground. In fact the proportion of primary radiation that will reach the ground from the 20 GeV initial proton and neutron energies will be very small, but a small proportion of a large number (the original kinetic energy of the spacecraft) is still significant.
The radiation that makes it through the air to the ground will be scattered over a footprint with a radius of several hundred meters. Anything within that footprint will suffer the effects of the radiation. Anything outside that footprint is likely safe from the primary radiation. This means that a RKKS projectile will dump most of its energy in the upper to middle stratosphere. This amounts to about 2E18 J per kg of spacecraft, or about 400,000 MT per kg. It takes about 1 MJ/m^2 of radiant flux to flash fabric to flame and cause third degree burns to exposed skin.
Assuming a 100,000 ton RKKS weapon the energy of impact would be 2E26 J. If half of this energy goes into the heat pulse, this produces a radiant flux of 1 MJ/m^2 at a distance of 3 million km. Anything within line of sight of the air-burst is burnt to a crisp. The impact energy of 2E26 J is almost sufficient to blow off an Earth-like planet's atmosphere, which woould require around 3E26 J to remove completely. In addition the oceans and lakes of the rivers within sight of the impact explosion would start to boil, replacing the breathable atmosphere with high-pressure steam and effectively sterilising the planet.
As I implied earlier, I'm not proposing the use of kinetic weapons as a safe planetary annihilation alternative to missiles, but primarily a tactical weapon to reduce the effectiveness* of enemy ground troops, not wipe them out, and support invasions (or planetary defenses if you somehow regain space superiority after enemy troops have landed). Much like battleship guns were used for fire support in real life during amphibious assaults.
As for projectile velocity, that's variable. Railguns could plausibly fire at a lower "muzzle" velocity if necessary: one would just have to provide less power to the weapon. Less power would theoretically mean a weaker electric current passing through the projectile and therefore a slower launch.
*Effectiveness reduction would come from surgical strikes to logistical targets, command centres, communication arrays and the like.
EDIT: I realize I also mentioned destroying specific groups of facilities, but that can easily amount of planetary annihilation, so you can ignore that.
Add a default order to clear default orders. In my current game clearing the default orders of 24 gravsurvey ships is a real pain.
I have always been irritated at the way different races in SF strategy games seem to be no more than reskinned aliens. Aurora has avoided that with the special encounters but NPRs are still kinda bland.
So here's my attempt at creating a different kind of NPR. It behaves significantly differently and utilizes different strategies, not as a matter of arbitrary decisions but due to how it is different.
Special alien race: Like NPR, but spawns only once.
The race consists of two populations. Call them "upper" and "lower" for how the food chain goes. Both populations are sentient and thus can perform industry.
Fluff & biology:
Upper eats the lower race and in doing so has a 1/10 chance of hatching another upper race member from the corpse. They don't have to eat very often but can do so at an extreme rate if given the chance.
Lower race breeds like rabbits, fast enough to outbreed the minimum rate of eating from the upper race.
This makes the dynamic very interesting as population constraints are incredibly tight.
Mechanics:
Upper race has a food rationing system. Each 1mil population growth requires the death of 10 million population of the lower race. Population growth of upper race can be set by government policy on each planet from between 5% to 200%. Population size does not affect birth rate.
If there is no lower race on the planet, the planet is unsuitable for colonization. (!!)
Every planet that has the higher race dying due to unsuitable colonization causes unrest to increase empire-wide by 5%.
Lower race breeds at 20%, unaffected by population size. The population of lower race is not allowed to operate TN tech (see below) and they operate conventional industry fit for their population (population grants effective CIs don't exist to be moved or converted).
However, since they are essentially food for the upper race, they incredibly restless and are perpetually at the lowest political status. Furthermore, the garrison and space-firepower required per 1million population increases as the population size increases. IE. big populations of lower race are incredibly difficult to control.
When unrest modifier gets below 30%, the lower race instigates a rebellion and becomes an independent non-TN entity. This will attack any upper race population on the planet and if successful, might even capture TN technology and become an NPR in it's own right. As an NPR, the lower race is incredibly xenophobic only towards the upper race and starts at war with the upper race.
The mere existence of a lower race NPR with TN tech inspires unrest on all captive lower race populations by 10%, potentially triggering an empire-wide rebellion. All future rebellions join this new NPR or form a new one if the old one was destroyed.
Any such lower race NPR returns to being a normal NPR with all the usual rules (population growth decreases to standard levels and no free conventional industry), fluff-wise being that they were kept in third world conditions and so had higher birth rates.
Differences to normal gameplay:
Upper race has to perform a juggling act. Too high lower race growth means they get impossible to control and will rebel. Rebelling is very dangerous.
The easy way to solve high lower race populations is simply to eat them. 200% growth per year will cause a population crash.
However, doing this means the high race population will now increase and start to eat more. Outgrow the lower race population and you could eat them all on the planet and everyone starves...
This forces the pair of races to continually expand. There is no option, expand or implode due to rebellion. The loads of free conventional industry gives a major boost to industrial capacity, to the point that they can support massive expansion. At the same time, the requirement of strictly controlling higher race population means you cannot have enough population to support large TN economies (although mines and CFs are waste of population), most of which is tied up in shipyards manufacturing colony ships for population control.
Which leads to a race that is low on tech but fields incredibly huge fleets and expands all over the place.
Unfortunately for their huge fleets, the amount of firepower required to control their lower race population is exorbitant and forces them to spread out their fleet so smaller, higher tech opponents can defeat them in detail.
There are radio buttons at the bottom of the F12 Task Group Screen to clear both Default and Conditional orders for the viewed TG.
I think (not entirely sure) that it holds a smaller amount than the normal fuel containers).Yes, same size but 80% of the fuel (40,000 instead of 50,000).
I would love the ability to destroy jumpgates.
The Task Force dropdown, what exactly does that do?
It is how you set what TF the current TG is in. If it were changed to limit the TG dropdown, some other way to set the TF for the TG would need to be added.
I think a better solution would be to add a button to the TF (Ctrl+F4) window that opens the TG window for the selected TG. That window already shows only the TG in the current TF.
Edit: Although, proper use of the Naval Org tab on the TG window can already provide an easier way to find each TG.
Actually, I would like to see engines get a slight rework.
When designing an engine, we should also get to choose the size. Currently getting stuck on 5HS chunks means to maintain a certain % of engine, I need to make my ships a certain multiple of that size.
Oddly tonned ships are out of luck.
If applied to FAC and fighter engines, would also resolve Charlier Beeler's suggestion.
1) Ships docked in hangers should either not accrue training points or should burn fuel (possibly at a 25% or 50% rate to represent only being flying part of the time). Training high-power ships should be REALLY expensive in fuel - at present it costs nothing. The bug/exploit where training ships at in a fleet that's slower than their max speed burns fuel at a lower rate needs to be fixed too.
2) I think tractors are overly simplistic/unbalanced. At present, a single tractor unit can channel the power of 500 commercial engines. I think a "power capacity rating" (and maybe a tech line to go with it) needs to be put into tractors.
Dual-engine fighters would be an interesting prospect. It would make 350-500t fighters viable. The problem is that FAC engines would probably never be used if you removed the restrictions entirely - you'd just strap five fighter engines onto an 800t gunboat that could outrun low-tech hyperdrives. Fuel use would be hilarious, though. Also inevitably some insane person is going to make a 20,000t battlecruiser using 100 fighter engines. Sure it might go through an entire gas giant worth of sorium in one flight, but it won't get hit! And that's just getting silly.
Fuel use would be hilarious, though. Also inevitably some insane person is going to make a 20,000t battlecruiser using 100 fighter engines. Sure it might go through an entire gas giant worth of sorium in one flight, but it won't get hit! And that's just getting silly.Fuel use. Precisely that.
Seconded.
In addition, Charlie made what I thought was a VERY interesting point in his thread: do we really need the "Only 1 GB or FTR engine per ship" limitation? It seems to me that the 10x or 100x fuel consumption rates of these engines are already pretty strong limiters in terms of not piling too many of them into a single ship, especially for fighter engines - I suspect we don't need the externally imposed limit.
<snipped tractor topic>
John
thermal reduction I think should be a third techline
Armour tech level should improve the efficiency of missile armour.Seconded
Since higher tech armour on ships weighs less for the same protection, the same should apply to missiles. Might be small, but every bit counts on a missile.
SecondedThirded :D
Brian
Armour tech level should improve the efficiency of missile armour.Fourthed.
Since higher tech armour on ships weighs less for the same protection, the same should apply to missiles. Might be small, but every bit counts on a missile.
Here's another one.
Construction factories should not be cooperative. Or at least not as much as they are now.
In the Ship Design Screen (F5) and the Design View would it be possible for a player to permanently delete obsolete items from the ship components list if he so wishes as the component list can become very unwieldy and there is no way for a new component to automatically replace an older item.
At present if an updated component is to be added to a design a player has to "tick" the obsolete tech box to delete the old component and then find the new component to add from an ever increasing list. If the list of obsolete components could be pruned somehow I feel it would assist in the design process.
DavidR
Alternative missiles:
Single-shot weapons mounted on an engine and given to a missile launcher. Firing controlled from the ship of course.
Put any normal beam weapon, set a firing range, missile flies over, delivers one shot and runs out of power.
Might also give an option to mount two shots or more by doubling size, essentially mounting two weapons instead of one.
Obviously warhead is replaced by weapon + capacitor. (using the associated beam tech)
So we can have meson missiles, HPM missiles, sort-of-laser warheads, etc.
Leads very nicely into drone ships. If the capacitor size gives X power from which the weapon draws to fire, giving multiple shots, then bigger missiles can stick around to shoot a few more times. Drones are obviously the one for that, with buoys having an interesting new minefield type.
Drones could then become short range, one-way trip expendable mini-fighters. Fighter-like action for empires that dislike risking crew. XD
The ability to scrap fighters is nice. Now (I know, I know we are never satisfied!) can we have those scrapped fighters first depositing their ordnance at the population they are scrapped at, currently it appears just to be lost and second when new fighters are built check to see if there are components that can be utilised in the new fighters, like 400 size 3 box launchers from the previous fighters that are now cluttering up my stock pile inventory.
Regards
If I start a game, with the "invader" or disaster boxes unselected, and then later turn them on, do the associated things start to occur in the game?
IF NOT THEY TOTALLY SHOULD!
having the ability to "tag" this to a system body would be awesomeThe Last button (http://aurora2.pentarch.org/index.php/topic,3516.msg34296.html#msg34296) on the Waypoints does this. Select a body and then click that button to create a waypoint there that will follow the body.
a separate save file for game universe, so we may easily share our starting scenario
Probably quite a simple one but something that could be very helpful.
In the weapons screen, either continue to highlight on the ship list or have a separate box detailed which ship you actually currently have selected.
At the moment, by the time I have selected a ship, dealt with fire controls and missiles and assigned targets I've typically managed to forget which ship in order I've just set up.
Similarly, in the target list box perhaps you could add a highlight to show hostile ships which have already been targeted by the TG. Would again help when you are taking a more manual approach to allocating weapons - often the case when there are different size hostiles and hence the "target all at same location" button is of less use.
Another round of the old "To save dead officers or not to save, that is the question" pendulum:Seconded; this would be very useful and help me to keep track of those 'exceptional officers' that I want to immortalise in my fiction. I would say that John's 'one update' means a single 5 day cycle to me.
When an officer dies, keep him in a "morgue" for one update. While in the morgue (or while alive) an officer can be selected for a "Hall of Fame" by clicking a checkbox. The hall of fame is a completely different table with a listing of name, final rank, stats (and maybe even history), so that we don't run into the problem of dead officers messing up filtered searches that we used to have IIRC. BTW, can one put notes in an officer, e.g. "Was in command for 1st Battle of Orion, defeated major T'Grunk fleet"? If so, those should be saved too....
John
Change Log
-----------
11) If a design has armour thickness greater than 4, it is considered a military vessel for maintenance purposes
Gah! No, don't! Please change it back. As a frequent inhabitor of nebulae I need my cargo & colony ships to move faster than 1108 kms - not to mention my terraformers, jumpgate construction ships, asteroid miners, salvagers, etc.
Seconded; this would be very useful and help me to keep track of those 'exceptional officers' that I want to immortalise in my fiction. I would say that John's 'one update' means a single 5 day cycle to me.
Gah! No, don't! Please change it back.
civilian and military grade armor in the component screen, with the civilian 10x more heavy? just following on the thought-train
10x seems to be the magic civilian-to-military ratio in this game. weight is the usual limiting factor.
The original proposed solution of limiting max armor is not actually a problem.The problem is the side effect it has on limiting freighter/colony speed in nebulae. Or are you saying that the proposed solution shouldn't be implemented because it is to a problem (armor balls) that the game already penalizes sufficiently?
As I noticed in my aborted AAR, those armor balls are way too expensive.
The real solution to all those problems would be an AI change, like stopping NPRs from always shooting at the biggest target, which has proven to never be the right choice, and prioritizing big missiles over small ones, unless known, in which case WH size should do.
No matter what is done, someone will always find a way to fool NPRs to fire at useless junk.
Unless theres more spoilers.^^
The ability to predefine routes would be great and might help with the current cap of 4 jumps that is set for Civilian Shipping.Seconded.
Could it function somewhat like the sector list?
Perhaps linked with commercial spaceports? Such spaceports would allow you to put together a managable list of worlds to consider as part of a trade network. Levels extend distance much the way higher sectors do. So instead of checking out 4 jumps for opportunities, they check systems that are on the trade list. You still want them to autocolonize and do such things, so maybe they can check three jumps out from the network.
For the next update how about release a patch and a full version and get rid of the old 4.91 and later threads?
Also do the invaders come randomly or does something trigger them?
Yes, to both. They randomly appear, but only after you leave your home system. So a conventional start empire won't be wiped out before they master spaceflight.
Gah! No, don't! Please change it back. As a frequent inhabitor of nebulae I need my cargo & colony ships to move faster than 1108 kms - not to mention my terraformers, jumpgate construction ships, asteroid miners, salvagers, etc.
but at least it would let one's BuPers get at all those highly trained individuals manning radar stations in Nome.I haven't seen "BuPer" outside of the Honorverse...
Anyway, it strikes me that the first retooling of a new shipyard is free and instant. When retooling elsewhere takes a long long time.Because it's assumed that you know which class the SY will be building while you're building the SY, so you can build it already tooled. Admittedly there's a bit of an exploit there.... If Steve were to go with "1st retool costs just as much as any other", then I would advocate cutting SY build costs so that overall "tooled SY" construction time was roughly equal.
Why is this? Either make first retooling take the usual tooling time (and allow SM instant retool), or add a de-tooling command to return a shipyard to "No class assigned".
Because it's assumed that you know which class the SY will be building while you're building the SY, so you can build it already tooled.HA!
HA!
I never know what use my shipyards are for when I build them. I just eyeball my production numbers and estimate how much shipyard I need to fill up the spare planetside production power.
Besides, isn't it a major problem when I do things like build a naval yard, go "hmm, I have nothing I need this yard for actually", give it a continual expansion order and forget about it for six years.
Come back later and find a use for it maybe. I have one yard building up for a destroyer design (but will need to retool), and one freshly built yard I have no idea what it will do. Probably going to build cruisers (16ktons) or something.
Add a new HQ unit to the ground forces - CorpHQ with the commander being Lt General. Immediate subordinate units are DivHQ's.
Could you make the flag that says a planet produces ancient artifacts as a trade good be permanent. Currently when a planet which had a ruin on it is fully exploited the planet shows as importing artifacts instead of having them available for export. It just seems wierd to me that a planet with a ruined city (for example) would suddenly start importing artifacts when there should be a bunch over in the ruins. Even if everything has been salvaged that is useable there will lots of unusable stuff left after all.
Brian
Could you make the flag that says a planet produces ancient artifacts as a trade good be permanent. Currently when a planet which had a ruin on it is fully exploited the planet shows as importing artifacts instead of having them available for export. It just seems wierd to me that a planet with a ruined city (for example) would suddenly start importing artifacts when there should be a bunch over in the ruins. Even if everything has been salvaged that is useable there will lots of unusable stuff left after all.
Brian
What about adding a Financial Centre Upgrade path to the Research Tree
you know - upgrade to 2.5 per FC for 2000
to 3 for 4000
etc etc
etc
Peter
gradePtsPerCapita += fractionOfAYearElapsed*CommanderTrainingRate*CommanderRank^2*sqrt(100)/sqrt(CrewSize);
gradePtsTotal += fractionOfAYearElapsed*CommanderTrainingRate*CommanderRank^2*sqrt(100)*sqrt(CrewSize);
Currently, while there is a jump transit recovery delay on sensors and fire control, there isn't a delay on firing weapons, launching parasites or transiting a jump point. This allows an abusive tactic of minelaying immediately after a transit followed by the minelayers retreating back through the jump point, resulting in little or no damage to the attackers while leaving the defenders vulnerable and likely destroyed. A less abusive but still invalid tactic of a scout immediately fleeing back through the jump point once it finds defenders waiting has been seen done by NPRs as well.
Reference discussion thread 'Minelaying to Victory, or Jump Point Assaults are hard?'http://aurora2.pentarch.org/index.php/topic,3703.0.html (http://aurora2.pentarch.org/index.php/topic,3703.0.html)
If is possible, please add pre-transnewtonian weapons, like old fashioned artillery, autocannons and gatling guns. . .
I like to see a early star frigate with some 402mm turrets scrapped from WWII Iowa-class BB and conventional engines ;D
Cancel the orders (including default & conditional orders) for your out-of-fuel ships and it stops being an interrupt.
Unseen NPR combat not stopping time advancement would be nice if it is possible.
So... Many... Time stops... *shudder*
So this is almost certainly partly because of my bad design for my geology vessels, but having gotten one stuck some 26Gm out or 231 days out (when it finally ran out of fuel) on a 416 day tank, having a detection for fuel required to get to next destination + fuel required to get from destination to nearest tanker/colony and generating a (non-interrupt) warning based on that would probably help prevent such frustrating incidents.
Conditional orders for refueling from tankers should be used with strategicly placed tankers solve this issue nicely.
Conditional orders for refueling from tankers should be used with strategicly placed tankers solve this issue nicely.
I've had numerous fuel issues with my survey vessels, usually because I use FAC-sized ships.
I think what happens is that the movement happens, then the conditional orders are evaluated. What invariably happens is that a ship is at 31%, it goes through a day's maneuvering or 5 days maneuvering, and now it's down to 20%, time to go back for refueling but now we're too far away to make it.
A conditional order of 50% fuel would be very handy for FACs and fighters - because if you get to the halfway point, it's time to go back!
I've had numerous fuel issues with my survey vessels, usually because I use FAC-sized ships.
I think what happens is that the movement happens, then the conditional orders are evaluated. What invariably happens is that a ship is at 31%, it goes through a day's maneuvering or 5 days maneuvering, and now it's down to 20%, time to go back for refueling but now we're too far away to make it.
A conditional order of 50% fuel would be very handy for FACs and fighters - because if you get to the halfway point, it's time to go back!
[-]Sector Alpha ->
[-]Sol ->
Earth
Mars
Titan
([+] Jupiter moon colonies)
[+]Tau ceti
[+]Bernards star
[+]Sector Beta ->
[+]Sector Gama ->
Extra "bumps" on armor in the armor so that the total number of hits absorbed by armor is equal to the "Armor Strength" box on the F5 window.Seconded. I like this.
<...>
John
I would like to see more pre-space civilizations on planets that are in the blue zone, I think we should encounter these civilization more regularly at different stage of their evolution, rather then planets with a probably for of planet and animals but not much else.
It would mean more decisions for the player when deciding to conquer a planet and take the population or wiping out the planet and killing its populace.
Last time I checked Steve had not added conventional NPR's to the game, nor have I encountered any.I have run into a race that did not have spacecraft at all, the tech was very limited, so I had assumed it was in.
I have run into a race that did not have spacecraft at all, the tech was very limited, so I had assumed it was in.
So if pre-spacecraft alien do not exist can we please add
New suggestion is another research line, it could be put under biology/material sciences
Currently we can put automated mines, set survey teams down on 700 degree planets
I think we should have somewhere you can only do this if you build sufficient tech capable, I suggest a temperate based material science addition to biology, which would then make it a more useful research field.
You start of with current ability to withstand cold and heat, and then research further into the field which will unlock planet access to inner and outer planets
Gottcha, ended up transfering fuel to get it back, its a shame you cannot tow ships with engines but no fuel, not that its a big deal to transfer fuel just wish the option was there.Ships that are being tractored should have the option of turning their engines off.
Hi there team. One feature I think would be very useful for any Aurora player who has created a fleet that hasn't yet been battletested would be a tab or maybe an option that would be called "War game exercises" whereupon the player would select a fleet that would then be duplicated, with the one just created an opposing force that would fight against the player's fleet. Why this? Because, it would offer a chance to for the player to test his strategies and develop new ones without the necessity of fighting against an alien fleet and understand what tactics work and what don't, because by the time the player meets the invaders and the swarm without having his fleet battletested, it might be too late.
Therefore, I propose this feature in order to have a quick battle, where the AI would handle the "enemy exercise fleet", a mirror image of the player fleet, to develop strategies and tactics, without actually sending the fleet in harm's way to find out, much like navies do, nowadays.
This feature could be expanded to include a "best enemy configuration known" tickbox, where known enemy (or other alien encountered designs) could be used as the OPFOR, even having an entire enemy fleet created that would be used that way. The point is to be able to fight against whomever the player chooses in theory, finding out what to look for or guard against without losing any ships. I think that the actual implementation of such a feature would be easy (in the case of duplication of the selected player fleet) or difficult, (because then the game would have to keep track of every enemy design and present them to be chosen as the OPFOR fleet, however, I do think that the game holds them already, therefore I think it can be done).
I think that this would be a powerful tool that the player could employ to understand precisely the strengths and weaknesses of his fleet and plan accordingly, so that when combat occurs, his losses will be minimal while his performance optimal (because he will have been able to have tested everything before hand, if he so chooses).
If there isn't, there needs to be a way to stop certain messages from ending time increments, for example I have 5 freighters stuck at the edge of a system and it takes forever for a rescue ship to get there to refuel them due to the messages.
"WHY THANK YOU INTEL OFFICER, I KNOW THERE ARE 5 SHIPS STUCK THERE NOW SHUT THE HELL UP SO I CAN GET THE FUEL TANKER OUT THERE.
GOOD GOD."
Please please please fix the tab orders on forms. It's frustrating for us mostly keyboard users to try and figure out where our focus is when we tab.
If there isn't, there needs to be a way to stop certain messages from ending time increments, for example I have 5 freighters stuck at the edge of a system and it takes forever for a rescue ship to get there to refuel them due to the messages.
"WHY THANK YOU INTEL OFFICER, I KNOW THERE ARE 5 SHIPS STUCK THERE NOW SHUT THE HELL UP SO I CAN GET THE FUEL TANKER OUT THERE.
GOOD GOD."
Remove the offending task groups movement orders.Yeah, I just realized that after posting.
In 5.50+ JumpPoint assaults/harassment is now no longer viable due to the changes preventing another jump while suffering the effects of a recent successful jump transit. This is good but now presents a new challenge to overcome. For me I find myself thinking "all or none" as far as sending the wrath of the god emperor goes. Because sending only a small force to "poke" the defence capability's on the otherside will strand them as well as blind them from returning fire if otherside is guarded. So sending a overwhelming force all in one go hopefully to spread out and soak damage is probably a good thing to help endure until systems recover.
I'd like to see military jump engines have less of a lag time than civilian. Presumably, the military version are hardened to the effects (somewhat).
In 5.50+ JumpPoint assaults/harassment is now no longer viable due to the changes preventing another jump while suffering the effects of a recent successful jump transit. This is good but now presents a new challenge to overcome. For me I find myself thinking "all or none" as far as sending the wrath of the god emperor goes. Because sending only a small force to "poke" the defence capability's on the otherside will strand them as well as blind them from returning fire if otherside is guarded. So sending a overwhelming force all in one go hopefully to spread out and soak damage is probably a good thing to help endure until systems recover.
<snip>
I was thinking that non-linear task force training could be interesting. Ie it does not take too much time and effort to get a ship up to a basic level of standing - especially when the crew are out of an acadamy but it should take progressively longer to get them fully trained - or that last bit of training only comes to those hardened crews who have actually seen combat.
So say 0-50% pretty easy, say twice as fast as today
51-75% same training speed as today
75 - 85% twice as long
85 -90% three times as long
90-100% only gained from combat expertise - ie crew bonuses from combat add to both ship bonus and task force bonus
For all ships less then 100% trained, gains as a result of combat experience also add to TF training.
I was thinking that non-linear task force training could be interesting. Ie it does not take too much time and effort to get a ship up to a basic level of standing - especially when the crew are out of an acadamy but it should take progressively longer to get them fully trained - or that last bit of training only comes to those hardened crews who have actually seen combat.
So say 0-50% pretty easy, say twice as fast as today
51-75% same training speed as today
75 - 85% twice as long
85 -90% three times as long
90-100% only gained from combat expertise - ie crew bonuses from combat add to both ship bonus and task force bonus
For all ships less then 100% trained, gains as a result of combat experience also add to TF training.
Name Max Squadron Jump Radius - 50k (Size x 1.0) Max Squadron Jump Radius - 100k (Size x 1.05) Max Squadron Jump Radius - 250 (Size x 1.1) Max Squadron Jump Radius - 500k (Size x 1.15) Max Squadron Jump Radius - 750k (Size x 1.2) Max Squadron Jump Radius - 1000k (Size x 1.25) Max Squadron Jump Radius - 1500k (Size x 1.3) Jump Point Distance - 2000 (Size x 2.2) Jump Point Distance - 3000 (Size x 2.6) Jump Point Distance - 4000 (Size x 3.0) Max Squadron Jump Radius - 2000k (Size x 1.4) Max Squadron Jump Radius - 2500k (Size x 1.5) | DEV 1000 2000 4000 8000 15000 30000 60000 250000 500000 1000000 125000 250000 |
Looks like there is some minor TechSystem table cleanup needed.
TechType 6 - Squadron Jump Radius has some minor progression/development cost/hs requirements issues.
Name
Max Squadron Jump Radius - 50k (Size x 1.0)
Max Squadron Jump Radius - 100k (Size x 1.05)
Max Squadron Jump Radius - 250 (Size x 1.1)
Max Squadron Jump Radius - 500k (Size x 1.15)
Max Squadron Jump Radius - 750k (Size x 1.2)
Max Squadron Jump Radius - 1000k (Size x 1.25)
Max Squadron Jump Radius - 1500k (Size x 1.3)
Jump Point Distance - 2000 (Size x 2.2)
Jump Point Distance - 3000 (Size x 2.6)
Jump Point Distance - 4000 (Size x 3.0)
Max Squadron Jump Radius - 2000k (Size x 1.4)
Max Squadron Jump Radius - 2500k (Size x 1.5)DEV
1000
2000
4000
8000
15000
30000
60000
250000
500000
1000000
125000
250000
Granted this is a range of tech I haven't seen anyone post that they've gotten too.
For continuity TechType 166 should have Minimum Jump Engine Size - 15 not be a TransNewtonian Starting Tech.
Also for continuity TechType 196 (ground troops) Should probably have Replacement/Garrison/Mobile Infantry Battalions and Engineer Brigades changed to TransNewtonian Starting Tech since their only prerequisite tech is TransNewtian Tech.
One last thing that I've noted, there is an orphaned(prerequisite is no long a table entry) tech PDC Hanger (TechType 98)in the table.
a tactical map enhancement would make this game a bit easier to manage
Might have been said before but perhaps have the ship design window throw up a design error if you have missile launchers on a design but no missile fire control. Same for beam weapons and no beam fire control.
Fortunately I spotted that my new battlecruisers had a plethora of launchers and nothing to direct them with before I retooled a yard.
Civilian Shipping, can you have something that will roll for scrapping ships?
Something along the lines of:
The ship to be scrapped has to be old (say 10+ years?).
There has to be other ships in the line's fleet to 'take up the slack'.
The line gets 25% of the original wealth back.
They do not automatically build a new ship - there are way too many civies in pretty much every game I have played.
The ship has to be at a planet with a spaceport.
Anybody else got suggestions on factors that would weigh against/for scrapping?
Civilian Shipping, can you have something that will roll for scrapping ships?The availability of new/faster ships. The older a design is the more likely it will be considered obsolete. Also a factor based on size. A large ship may still be economical if it slow while a small ship with a limited payload that is slow as well is far less usefull. Finally any freighter that can not transport an installation (5 cargo holds) should have a dramatically higher chance of scrapping once larger freighters are comonly available.
Anybody else got suggestions on factors that would weigh against/for scrapping?
This is because the Civie code can not handle the possibility of that jump tender being moved by the player before it gets their. Since the tender if under your control you may move it without knowing there are civs enroute, the civies get their and cant jump.
I guess it is like a present day cargo vessel relying on a government owned tug to push it into harbour, but the tug has been moved else where for some Super Sekret Government job.
I am going to leave the Min Jump Engine Size as a starting tech. I think have the same setting for other size-based tech progressions.Of the base jump engine techs this is the only one that has no prerequisite tech while the others require jump point theory and are not starting techs.
With regard to ground forces, there are a lot of techs that have TN tech as their only prerequisite so I can't really use that as a justification for having them immediately available. On the other hand, I think some starting ground forces are reasonable anyway so I will include all the above except engineers as starting tech.Perhaps change engineers from having Trans-Newtonian Technology as the prerequisite to Mobile Infantry Battalion and be in-line with Assault Infantry Battalion and Brigade Headquarters as second research tier ground forces.
Wouldn't it make sense for Civilians to be able to make commercial geosurvey ship designs? They already can make mining stations on their own, so it wouldn't be too huge of a leap from there to assume they'd probably be willing to crew their own boats to find more minerals instead of waiting on governmental action.
I'd also make the additional suggestion here: If you spawn a space faring NPR, spawn in five or ten linked and explored systems for it, but don't let it send out its infinite-fuel and infinite-durability scouts, operating decades after their homeworld's destruction, uncovering system after system until game performance issues become immense. (or update the engine for multicore processors... either or ;D) At least track AI fuel usage, on scouts, to mitigate this problem.Maybe have a limit of how many systems they can go from a colony. If you put it at 5 systems then they would be able to do plenty of exploring, but not all over the map after their colonies were all captured/destroyed.
Suggestion:
Make fire control and active search sensors show and additional line on the map (if you have show sensors on) if they are of resolution 1. This line should be the detection line for size 6 missiles (or it might be configurable)
It keeps confusing me why I only see the missiles so close to my ship, and than I remember that the line is for a 1000ton ship and not missiles.
Link shields to reactors, instead of to fuel.I like this. Reactors are a lot more valuable in combat than a little bit of fuel.
Seriously. Lose a little reactor in combat, you might just have to shut shields down in order to continue firing.
Link shields to reactors, instead of to fuel.
Seriously. Lose a little reactor in combat, you might just have to shut shields down in order to continue firing.Quote from: Dutchling link=topic=2828. msg39906#msg39906 date=1316295950I like this. Reactors are a lot more valuable in combat than a little bit of fuel.
Why not link everything to the reactor? Since the engines don't seem to use Sorium fuel as reaction mass, doesn't it make more sense for the fuel to power the reactors which in turn power the various subsystems? Loss of a reactor might mean having to choose between shields and sensors or weapons and engines.
It also provides the opportunity to have some sort of battery tech that you can use in case of reactor damage or damage to the fuel tanks.
Speaking of micromanagement, maybe I'm blind and can't find it, but is there a way to setup the default fire control and point defense assignments for a class at design time? Similarly to how you can set the default missile and parasite complements?Not quite, but you can set up the default for a class fairly easily from the combat screen (F8 I think). When you are in the combat screen you pull up a ship you have already built then start assigning all of the weapons and eccm to fire control. Then set up the point defense settings for the anti-missile launchers and all beam point defense. Then hit the button on the far right for copy settings to the class. This will only copy the settings over to existing ships, so you will need to go in occasionally to hit the copy button again to get the setup copied to all of the ships in the class. Make sure you have beam weapons assigned a point defense setting regardless of the type of beam weapon. In most cases if you are under missile fire you are also out of energy range of your enemy so you might as well get what use you can out of the weapons by using them to shoot down incomming missiles. While it may not be all that accurate, anything they shoot down does help. I don't recommend doing this with offensive missile launchers as they are both limited in ammuntion and not very effective in the anti-missile role normally.
An active sensor jammer could be interesting as well. Like an active ECM module that affects the sensors of a target ship or group rather than their fire control, but makes the ship doing it stand out like a neon sign maybe?
Well, there isn't anything targetted atm, but there is cloaking systems? It reduces your signature to an enemy, which is what you seem to suggest, only without the downsides of standing out or actually needing to see the enemy :P
I kinda wish there was an intermediate maintenance option that made ships have a set rate of failure not based on an overhaul clock, and just require resupply with maintenance supplies every so often. That way resupplying a fleet of defense bases would be as simple as sending a supply ship every few years, instead of having to send tugs and give a bunch of orders to tow them back and forth. Maintenance facilities could be changed so that instead of keeping a ship at 0 clock or rewinding the clock they would reduce the failure rate of ships in orbit and take the supplies from the planet so you don't have to give the order for the ships to resupply constantly. With a system like this I'd even like to see civilian ships require maintenance, maybe at a reduced failure rate so they can go further between resupply and don't require as many engineering sections. It'd make more sense to have civilian and military parts instead of the whole ship, so you could still use civilian engines on a military ship for reduced maintenance cost if you wanted to - and putting one military part on a civ ship (like, say, grav sensors) wouldn't suddenly make your commercial engine start breaking down.
When you have some order set to repeat anyhow (repeat N times or cycle) and you click the "delete all" orders button, then the repeat/cycle feature should be unchecked (or some poped up dialog should ask you if you want it unchecked or not).This.
I would like to be able to gain information about friendly NPR vessels that visit ones Homeworld i.e. type of vessel , usage and number/type of weapons present , if any . If vessels are on trade missions then the planets owner should have the information on the visiting non owned ships.
DavidR
One thing? Better NPR AI.
Right now they're too stupid to be a real challenge in the long term. Even just giving them a proper AI for research would go a long way, right now they'll do research with the wrong researchers (giving up the significant bonus), research the same thing more than once at a time (paying double for the same tech), and always put research on the back burner (it's the first to go for budget cuts, even in peace time - building a massive fleet of low tech fodder is more important). Plus they research the dumbest things.
I had a 50 year game where when I finally met the NPR 40 years in they had nuclear pulse engines still. I dug into the NPR techs in designer mode to see what they had researched, and they had picked up millions of RPs worth of jump drive tech and jump gate building tech (they had the capability of building jump gates in 30 days) and construction techs (they had 2100 ship building rate). They had built like 5000 jump gates and had a massive fleet of military ships and a bunch of little colonies, but their military ships were going 2700 km/s and their beam ships had a range of 30k km and their anti-ship missiles had a warhead of 4 with a speed of 16000 km/s and a measly range of 16m km. If they had spent half the points they put into those techs on more useful technologies they would have had a military that wasn't a complete joke. I sent in one 5000 ton beam ship armed with particle beams and gauss for point defense (with 100% hit rate on their crummy missiles) and wiped out their fleet. They couldn't touch it.
They had good research tech and like 80 labs too. If they had focused on making an effective military instead of their jump fetish they could have given my empire a real challenge.
Sometimes NPRs can be good, but mostly it seems to be just pure random chance if they research the right techs.
Another thing.. Id love ground units to get some love the whole thing is kind of generic compared to ships atm and could be so much fun!!!
Needs some kind of tie in with biology/genetics and genetic modification buildings..Want to assembly line my own line of genetic enhanced Space Marines. The warhammer 40k fan in me clamours for such things ...
+1 ;D
Also, i write it somewhere, but i will repeat...
SOUND OF TURN END. When i click 30 day it take sometime 4-5 minutes (old CPU + long game) and i tend to go use Firefox. Sometimes forgot that i was playing and use Internet for 15 minutes before i notice that i was playing Aurora. Not good.
Heh, solved that on my end by not having Firefox set to full screen. Just a small gap at the bottom to see the updated events (As shown on the system map).
Somewhere in the task force and individual ship status listings it should mention whether or not that ship is experiencing post jump effects.
I think it does, but only when they are in effect. It replaces the maintenance state and clock with sensor delay and fire delay columns.
A longevity research branch under biology to make your officers live longer (and thus retire at a later age).There is already a size limit on designing a jump engine. If you design below the limit then the jump engine only works on the mounting craft and cannot take any companions with it. This covers the small end of your request. There really isn't anything currently that allows for a smaller version of a jump engine in exchange for no companions on the jump.
The ability to make a jump drive usable by only the mounting ship in exchange for a size reduction could be very useful too. I'm thinking small scouts, survey ships, solo patrol vessels, and oversize fleet flagships could all make good use of such a change.
There really isn't anything currently that allows for a smaller version of a jump engine in exchange for no companions on the jump.
Brian
Err... that's sort of why I was suggesting it? ;D
Wouldn't that be the self-only jump engines?
An option to select "don't use stockpiled parts" when building or refiting a ship.
Nano Armor Tech Line:
All armor types could have a corresponding "nano" version. Which is much more (5-10x?) expensive. This armor doesn't repair itself as such, but it does slowly redistribute itself...
Commercial ships don't break down in the first place.
Given that losing soldiers in modern wars provokes already unrest in theyr homecountries this could also be a part of aurora - for example 1% gloalunrest for every 1000 lost soldiers (diminishing over time naturally). Secondly it would be nice if the pods weight gets added to the weight of the rescuing ship if said ship has not enough space to harbor all the people inside the pod.
I wouldn't mind a "Continual Capacity expansion to XXX tons" option. I often find myself needing an additional 3000 tons, or with an extra 15 tons that just laughs at me.
OK, first, let me qualify everything by pointing out that I'm a n00b and have seen only a fraction of what the game has to offer, so, if some of these are already deeply buried in the game
- A way to quickly see all task groups without orders, or all current task groups and their active orders, again in a list format. "Which freighter was carrying infrastructure, again? Task Group Freight-One? No... Task group Freight-Two? No..."
This does exist - its the Task Force Organisation Screen (ctrl-F4)
(http://)
....
3) Some events should be such high priority that they popup for the player - not just in the event log. An example would be a first contact or a new hostile contact.
....
I've seen how something like this can be done with tractor beams, but I'd really like to see something like how Star Fleet Battles handles freighters, or the way the SFB Romulan Sparrowhawk ships work. Basically, you have a fixed hull which has engines, the bridge, the general structure, and some universal components, and then you attach modules to them. For freighters, in SFB, this mostly means "Cargo pods", "colony pods", "marine pods", and so on, but in an emergency, they can add weapons pods or carrier pods. For the romulan ships, a more complex method is used where the ships need time to be refitted, but the total time is short because the special function portions are modular and easily assembled or attached.
Based on my admittedly limited knowledge of Aurora, I think mechanically, it could go something like this:
Attachable Pods: Take a short time to be attached; can be attached without a naval yard. Pods cannot carry engines. Pods weigh 10% (arbitrary number) more than they "should", to reflect their connecting machinery and general inefficiencies. A ship has to have attachment hooks; these are a researchable component. The hooks normally take up 5% of the total tonnage of the largest possible pod and take one day per 1000 tons (arbitrary number) to attach a pod. Detaching a pod normally takes only 5 minutes, but research can shorten this (mainly, you might want to dump pods in battle to gain speed).
Modular configuration: Classes designated as being modular variants of each other take half as long to refit from one variant to another, but require significantly more maintenance (because so many components are designed to be removed or must be generic, rather than custom-fitted, there are more weak spots and inefficiencies). They should probably be tightly constrained in total mass, so that all ships in a "family" must be within, say, 10% of each other.
I wouldn't mind a "Continual Capacity expansion to XXX tons" option. I often find myself needing an additional 3000 tons, or with an extra 15 tons that just laughs at me.It would also serve to prevent it from eating all your hard earned minerals.
That's really kinda how it sorta works already. If you do a fixed # expansion and cancel it midway you get the partial progress.
Maybe you should just be able to set your expansion target and it just does continual expansion.
The difference being that continual capacity expansion increases the ship yard mod rate as it goes while fixed expansions only add to it at completion/canceling part way.
I do like the idea of being able to set a target size for it to expand to.
It's not actually a construction project. It's like, wormhole stabilization.
I think you are explicitly not supposed to be able to rush around with 10 construction ships and insta-jumpgate things.
For all I know there's a way to do this, but I can't find it...
Insert Order At Point....: I can't count the times I've done something like set up a huge list of orders, only to discover that I need to put a new order somewhere in the middle of the list. For example, I might have a freighter that's doing a run alternating mines and factories to a colony world. Meanwhile, in the system it's passing through, a scout has run out of fuel. To get it to join the fleet and share fuel means deleting all of the existing orders and re-entering them. Why can't I put an new order somewhere in the list?
Given all the attention given to tractoring in terms of modular design, I think some sort of tractor "power" should be introduced...
WH = 9
Armor = 2
Normal Laser
--xxxxx-- ----x----
---xxx--- ----x----
x++++++++ xxxxxxx++
x: Damage
-: Armor
+: Internal Component
WH = 9
Armor = 2
Corrosive
xxxxxxxxx
---------
+++++++++
x: Damage
-: Armor
+: Internal Component
WH = 9
Armor = 2
Armor width = 25
Normal Corrosive Corrosive + Normal
---xxxxx----------xxxxx-- yyyyyyyyy----yyyyyyyyy--- yyyyyyyyy----yyyyyyyyy---
----xxx------------xxx--- ------------------------- ---xxxxx----------xxxxx--
xx+++++++++++++++++++++++ +++++++++++++++++++++++++ xxxxxxxx+++++++++++++++++
x: Normal Damage
y: Corrosive Damage
-: Armor
+: Internal Component
-- Chemical warheads. Does no damage at first. But spreads a chemical agent across an area of the ships hull that then slowly starts to eat away the armor in that area.
-- Biological warheads. Similar to chemical in that it does no damage but then starts to eat away the hull. Maybe at a slower rate than Chemical, but requires a different counter-measure to stop the agent.
Move to Earth
Refuel at Earth
Move to Mars
-----------
[C] If fuel less than [50%], then refuel at [nearest/largest] colony or tanker [within X jumps]
[C] If supplies less than [20%], then resupply at [nearest/largest] colony or supply ship [within X jumps]
[C] If speed less than [Max], set speed to [Max]
-----------
[D] Gravitational Survey on Next Survey Location [within X billion km]
Just a random thought I'm jotting down partially so I don't forget it right before I fall asleep, but:
Very Large Arrays. If I'm remembering things correctly, you can make up for having crappier sensors by having more of them, pointing them all at the same thing, and then combining all the pictures. So while one crappy resolution sensor would only pick up a little bit, if you have a hundred, or a thousand... It'd add up pretty quickly.
The short-hand of how this could work is to make it so if you have a lot of sensors that are overlapping (Let's say you have 10 anti-missile sensors in a fleet), you could pick up targets from much further away than each one individually could because of the added resolution from stacking them together. I'm not sure if this is incompatible with the current paradigm of sensors in Aurora, though. If someone knows yea or nay, could they elaborate? I'd be appreciative.
While I'm still enough of a n00b that any alien race kicks my ass because I'm only just learning the basics of combat, the most common complaint I've seen about Aurora from those who've gotten past the "WTF IS THIS?" stage is "The AI is really stupid", that you've got this amazingly deep set of systems for detailed combat and an enemy that can't use it well enough to challenge a moderately experienced player. So, based on that, I'd second the idea of scriptable AI, as it seems that's one of those things which can be "outsourced" without undermining Steve's vision of the game.The AI is competent at combat. It's that it doesn't have a coherent research strategy like a player does. So if you go 50 years and an NPR goes 50 years and the NPRs tech isn't a match for you militarily.
Firecontrols require high speed imaging, connecting several sensors allows to see stuff, but to actually shoot at it, you need that picture without time delay.Firecons not having arrayed sensors makes sense.
"Retire ALL selected officers" (http://aurora2.pentarch.org/index.php/topic,4420.0/topicseen.html)
Currently, only one officer can be fired at a time. I want to be able to retire dozens at once.
Im sure I suggested this befor or someone else did it, but it would be nice to set which the future Scientist can study at your Military Academy, I mean if you terraform every planet you settle on, you need no scientist with specialisation on Biology/Genetic.
The AI is competent at combat. It's that it doesn't have a coherent research strategy like a player does. So if you go 50 years and an NPR goes 50 years and the NPRs tech isn't a match for you militarily.
Specify Mining Production
Currently, all mining production is equally effective, assuming equal accessability.
Naturally, the more specialized a mining facility is, the less efficient it is. Perhaps going from 1,000 total tons of mixed output- say 100 of each resource- to only 500 total tons exclusively of duranium.
To expand on this idea, the reasoning is that when you find a planet with one highly accessible resource deposit, it is very rare that you will focus on developing that resource rather than simply look for a better body somewhere else with several less accessible deposits. It ultimately discourages you from having tactically-interesting "key resource" sources, such as a colony that provides plentiful tritanium but nothing else. If you lose that planet, you're forced to decrease your dependence on missile weapons but may be able to use something else.
The above is based very roughly on the UK egg donation figures in 2008.
Assume 500 donors per 50 million population (actual 417 per approx 65 million population).
Assume 15 eggs per donor (Actual 10-15), assume 100% success rate (Hey! Its science fiction!).
This gives the figure of 150 clones per million population.
I have started a new game with 5.56 without Invaders and 58 years, 80 systems explored I have had no slow downs what so ever – so far, although I may have eliminated the primary NPR early on!
Anyone have other thoughts
Some display of available troop space might be nice. For instance, my divisional transport can plunk 30 units-- a division plus replacements-- at the drop of a hat. I can pick up the division easy-- but how many replacements can i fit on board? Which of the three troopships need to pick up some extra units?Seconded.
Who knows.
i'd love an x/y display on the ship summary screen, showing available capacity vs total capacity.
just thinking, we have enhanced radiation missiles and laser warheads, why not kinetic kill missiles, they would have no warhead, provide more peircing damage that would would look like a pyramid in the armor, something like 1-2-5, for damage, where it would spread out and weaken the deaper into armor it goes, increasing the speed of them increases the dispersion, and slightly increases the penetration depth, while increasing armor would increase the penetration , and slightly decrease dispersion.
They would do almost only armor damage, and have a very low chance of actualy damaging componants as they must hit the componant directly to do any damage, they could also be upgraded with a plasma coating or something like that that would cause damage to shields at the cost of greatly reduced armor penetration.
I'd say their best use would be for PD and anti fighter missiles, they would be useless for seiging a planet though
Well, in Aurora there is no momentum.
Newtonian Aurora is probably for you.^^
Command: DROP ALL SHIP COMPONENTS
When I set up a new game or race, I usually want to tailor the tech to fit some predetermined idea. If we could have some way to use the research all button within a single group of techs. My first thought was the same tech groups as are used for the scientist bonuses.Seconded, this is also how I tend to create my games. I have particular story I want to explore and set up the tech accordingly.
Brian
Seconded, this is also how I tend to create my games. I have particular story I want to explore and set up the tech accordingly.Thirdended, this is how I like to set up my games too. And it would be nice not to have only one non-biology and genetics scientist.
SM button for create precursors/swarm/invader wormhole.
We can SM in new empires. . . but not monsters! Lets make it happen.
Should either Grav or Geo Sensors have an EM signature? Or both? Currently, both seem to have zero.I've always seen grav sensors as passive. Basically a massive array of particle detectors and spectrometers. The same for geo sensors, with a bunch of hyper-spectral sensors rather than gpr or anything similar. That's the great thing about Aurora, you can fit it to your mental image really easily.
Geo sensors would seem to be the most obvious. I guess I'm picturing some sort of ground penetrating radar or scanner working from a spaceships. Seems like that would have a pretty healthy signature on anyone running an EM scanner in the area.
Grav sensors? For game play, I'm tending towards yes. But I could picture either way. I guess I like the game play notion of a grav survey ship probing around with loud sensors looking for Jump points. Again, very noticeable to anyone running an EM scanner in the neighborhood. But I suppose I can also see those Grav Sensors being some sort of quiet passive sensors measuring tiny differences in gravity leading towards finding a jump point.
Right now, both Grav and Geo ships are rather stealthy in a system as neither sensor seems to have an EM signature. Maybe I can see Grav ships being stealthy as they probe around the edges of the system. But it seems like at the least Geo ships should be noisy as heck if they are scanning for minerals down in a planet. And for game play, I suppose my mind tends towards both being noisy, and thus both being something you really can't operate in a system where you aren't welcome.
Thanks!
Geo Sensors make sense as a suite of active sensors. Grav sensors, meanwhile, seem to me like they would be similar to those "gravity wave" sensors running off of lasers and all internally contained. Besides any EM from the power plant, they would be quiet.I feel like grav sensors make sense as active sensors (Maybe not as 'loud' sensors though) as you need them to tell how large the enemy ship is, and that seems like what a device that determined the strength of an objects gravitational field would do.
In fact, what if geo sensors were very loud and very clearly geo-sensors? So loud, in fact, that they effectively jam other transmissions from the ship? So if you just have crude EM sensors and no thermal or active sensors, you couldn't tell a simple survey mission to a powerful missile cruiser that just happens to have a geo-survey device attached?
I feel like grav sensors make sense as active sensors (Maybe not as 'loud' sensors though) as you need them to tell how large the enemy ship is, and that seems like what a device that determined the strength of an objects gravitational field would do.
When I set up a new game or race, I usually want to tailor the tech to fit some predetermined idea. If we could have some way to use the research all button within a single group of techs. My first thought was the same tech groups as are used for the scientist bonuses.
Brian
A quick search of Suggestions doesn't show this, but a means to construct conventional industry. Perhaps construction rate is based off population. Some means of eventually clawing your way back to space after elimination of construction factories and mines.
A friend who plays would like me to forward the suggestion that it be possible to have civilian shipbuilding contracts, utilizing the invisible civilian shipyards to build commercial ships for the empire.
Possible in the long term. I am considering changing civs so they become more much self sufficient. They would build their own shipyards, build their own ships, mine their own minerals, etc. At the moment, civ ships are built by invisible shipyards and use invisible minerals :)
Well 90-ish percent of galactic mass *is* dark matter.... :)
John
Could I ask for a game simplification (similar to no maintenance) where minerals don't run out? Basically mines don't reduce minerals in the ground.
Minerals per year could be limited to a maximum of the amount in the ground. (to avoid asteroids being insane)
Some display of available troop space might be nice. For instance, my divisional transport can plunk 30 units-- a division plus replacements-- at the drop of a hat. I can pick up the division easy-- but how many replacements can i fit on board? Which of the three troopships need to pick up some extra units?
Who knows.
i'd love an x/y display on the ship summary screen, showing available capacity vs total capacity.
I mentioned this before, but I want to bee able to rename ground forces before i build them...
2 types of engineers, 1 type able to build and Xenoarchelogy and one type that is a combat engineer, able to build groundbases and participate in combat, to dig out entrenched enemy troops/bases... Or something like
3: Be able to assign several battalions/brigade HQs at the same time to its parent HQ... Its abit tedious to do72 Heavy assault brigades one at a time...
In two recent campaigns with Precursors, Star Swarm and Invaders switched on using Aurora 5.14 and 5.42 I managed to reach year 68 and 66 years respectively of the game, before the turn delays became intolerable, the record being one day of gaming taking six weeks of real time. When the designer password was available it showed most of the delays were due to the Invaders interacting with Precursors or Star Swarm. However towards the end it was difficult to positively identify what was causing the delays. Only two or three times in the 5.42 game was the slow down due to Invader interaction with NPR races, which was invariably fatal for the NPR.
Thus my experience is that if you switch on Invaders you probably only have 66-70 years of game time to play with. The reason appeared to be connected to the rate of Invader exploration. With the designer password it was possible to see they had explored hundreds of systems compared to much less for all other races. In the 5.42 game Invaders had explored 1118 systems (in a thousand star game!), seven of the NPRS had explored 100, 16, 6, 4, 88, 26 and 12 systems respectively, the player race had only explored 23 (I turtled). Precursors had knowledge of 184 and Star Swarm 75. That game lasted 66 years.
In the 5.14 game I don’t have the data for Invaders as trying to eliminate an Invader fleet in designer mode I crashed the game and eliminated such data for Invaders but the player race had explored 42 systems, five of the NPRs had explored 67, 78, 133, 174, and 2 respectively, While the Precursors had knowledge of 44 and the Star Swarm 32 systems. I would expect the Invaders to have had explored around the 1000 system mark going on the event record for them.
I guess you could limit the number of stars to a couple of hundred, but that means with the rate of Invader exploration they are going to find you pretty quickly. Another way would be to greatly slow down Invader exploration of the galaxy or if the Invaders discover a system containing either Precursors or Star Swarm to nullify that turn of exploration.
My choice would be to make Invader incursions a quite rare event so they would only intrude into a new system in the Galaxy once every 1 to 5 years, perhaps make it possible to specify this interval at the game start? I would not have them explore unless they find enemy ships or colonies when it would be reasonable for them to attempt the extermination of the foe.
I have started a new game with 5.56 without Invaders and 58 years, 80 systems explored I have had no slow downs what so ever – so far, although I may have eliminated the primary NPR early on!
Anyone have other thoughts
I say that terraforming should be moved to Biology.
While posting in the Newtonian thread I had a wild idea:
Make the cost of a drive design (both jump and non-jump) go like sqrt(size), rather than size^2 (jump IIRC) or size^1 (non-jump, e.g. military, fighter, missile etc.).
The idea here is that an original design driver for Aurora was to discourage swarms and encourage large multi-role designs. That didn't work out, mainly (IMNSHO) because of linearity in design and production cost - "splitting" a ship design in two results in two smaller ships with the same total mass, cost, and performance. This penalizes multi-role ships because the unsplit ship will only be able to use one type of system (survey vs. military vs. jump vs. ...) at a time - it can only be at one place to do perform these roles at any particular time. Jump drive cost makes this even worse - large drives (ships) are discouraged and small drives (ships) are encouraged. Armor cost was intended to help with this, (it will go like size^(2/3)) but my experience is that the effect isn't really strong enough to notice in practice.
If the cost of propelling a single ship vs. two half-ships went signficantly down, then there would be a strong driver to offset the disadvantage of having "dead mass" on a multi-role ship.
Note that if applied to missiles, this helps to solve the "sandblasting with AMM is more efficient than big missiles" problem - 1xStr-4 missile is less expensive than 4xStr-1.
I realize this is a major disruption, and you probably won't have time to do it due to the work on Newtonian Aurora. OTOH, I don't think it would "wreck" the game mechanics, since the overall combat systems would remain the same - it would simply skew how the systems are lumped together (one big ship or several small ones). The only mechanics difficulty I see would be to decide the size at which to match the new costs with the old cost, i.e. what are "Mult" and "RefSize" in Mult*sqrt(Size/RefSize) - from this point of view it is very similar to the sensor range equation change. OTOH, I think it has a lot of up-side potential.
John
I'll go ahead and repost my request for logistic supply line commands because im seeing sexy activity for a step up in nonnewtonian aurora.
I've been playing Anno a lot lately-- ever try that out? One thing you do that is very similar to aurora is set up supply lines to regularly move goods from colonies to the home base. One thing that is a little annoying in aurora is setting up distribution commands-- regularly resupplying worlds that require a pittance of minerals is annoying (maintenance worlds!). I'd love to take a merchant fleet, have it pick up some number of every mineral, then go from world to world trying to bring the mineral ammounts up or down to reserve. That way, your world that is a net consumer of duranium but exporter of corundium, will both get duranium delivered, and send corundium on its way, with a single command, rather than a complex set of instructions that cannot be reordered mid stream in the current engine.
Tied into reserve levels, all one would have to do is build the logistic fleets and send them to each planet. Set the reserve levels for the planet, and the ship will continue going from place to place ad infinitum. The major ultra key to this working is that the command should not spew error messages if it fails. If it gets to the planet and can't drop off part of its load, it just doesn't-- it will try to get it on the next circuit. If it gets crammed full of some mineral, the player will just have to increase capacity. Needs a trigger to break infinite loops, though.
Fuel and maintenance supplies should have analagous commands.
Tanker command: refuel colony from tankers to reserve. A spot to set a fuel reserve needs to be supplied. If there is more fuel than X, it will try to load fuel from the planet (the planet is now a producer). The ship then goes to the next position on the train.
regarding the 'infinite minerals' thing... running out of minerals is the #1 reason NPRs crap out... It's hard enough feeding the maw of your industry as a player, even with the relatively rich Sol system and forward planning. NPRs have a lot more trouble handling it. So every time I find an NPR homeworld I give it fantastic quantities of minerals at middling accessibilities. This kind of works but it does nothing for NPRs I know nothing about or for pre-generated NPRs. It would be nice to not have to worry about that... xD
What would help me immensely would be if I click on or, preferably, double click on a system in the galactic map that the system map and the main population and production pages would update to the system in question. I keep doing this when playing as it seems like it should be the logical action when manipulating the map.I agree with this, I know the SYS MAP button is there which does this, but would it be much of a hassle to swap around the sys map button with the system summary we get from double clicking now?
Highways.
Some mechanic that tells you how much characters you can put into a field or how deep can your naval organization be (I spent 1 hour of assigning parasites to branches only to have them cut off when I moved the parent branch one node deeper (and is organization really spelled that way, the z looks strange)) (And now I deleted my carrierfleet instead of removing a branch :o)
And I would like being able to group all ship classes in squadrons (esp. FACs)
is organization really spelled that way, the z looks strange)
Current Research Project | Project Leader | Research Labs | Annual RP | RP Required | Completion Date | Queue | Pause |
LG Salvage Module 750 | Toby Shepard - LG 55% | 25 | 22400 | 7636.8 | 16th March 2267 | 2 | No |
I think that is due to the invasion of an alien species from across the great ocean. Legend has it they may be from a long-lost colony that has strayed from the true path. Their Zs (commonly referred to as Zees rather than the correct terminology of Zeds) have been infiltrating for several years and also killing off the indigenous Us.Speaking as a member of said invasive species, I like Us. On the other hand, nobody here accepts them. And what's this about Zeds? I've never heard that.
Steve
The people in our hat also add unnecessary consonants to their letter sounds.
And what's this about Zeds? I've never heard that.
In the UK (and Canada too I think), the last letter of the alphabet is known as Zed.
Steve
heh hem, you forgot the rest of us :P
Matt
And you would be correct. We do not speak a traditional English in the USA, but he rest of the world doesn't have an alphabet song where the last line rhymes. So ha!
I noticed quite a while ago that American English departed from English English a while back. Which does make sense. The rest of the English-speaking world had political ties to Britain long after we did.
On another note, how did we get here in this thread?
Well briefly, first there was the whole "taxation without representation" thing, then an accident with some tea, then you caught us a bad moment while we happened to be fighting the French, the Spanish and the Dutch at the same time, the dastardly French helped you out (although gratitude for that has been lacking in recent years :)) and then you got started on the serious business of mangling the language. Although its worth mentioning you gave us a hand a couple of times when the Germans started touring Europe and language differences seemed slightly less important at that point :)I meant "how did we get to discussing this in the suggestions thread?" I am familiar with the history of American Independence. (The teaching of history over here isn't that bad. Yet.) And I think we've more then repaid the French for their help. The couple of times the Germans were touring... :)
Steve
England has no kidney bank. But it does have a Liverpool.
Erik, why must you make me hate you? :'(
Yes, the general consensus here in my part of the US is that ye of the island far to the East of us are long lost brothers. You know the ones: They show up at the family reunion and drink too much and cause a scene and generally embarrass you. They have a funny accent and don't visit the dentist often enough but they are really swell people and would give you the shirt off their back if you needed it.
Seriously you both need to sit down and take a long hard look at yourselves.
Just remember, only to the Ozzies does this make sense.
I'm not sure I like Xeryon being the official U.S. representative. I've never been in an environment where Australians and Brits would be considered anything but entirely different folk. : /
Just remember, only to the Ozzies does this make sense.
I'm pretty sure theres only one prince of darkness Erik, you mean Aussies, we say Oi much more frequently than SHARONNN!!!
Matt
Hmmm hordes of incoherent Ozzies yelling "Oi!"
Hmmm hordes of incoherent Ozzies yelling "Oi!"
I really wish I could stage mock battles with my own vessels.
[ooc]big snip of a good idea[/ooc]
I have a relatively small suggestion, at least I think it's small. Not knowing VB, I can't really say programming-wise.
But I would love to see an auto-rename feature for moons of planets. Right now, when I rename a planet, all of its moons retain the "---- X Moon X", which ruins flavor. Instead of having to go through all of them and rename them, which can be a time consuming task when there's 30 of them, it would be nice to have an autorename feature like that of solar systems and their planets. Just a flavor-related thing :)
Actually, you've spotted a bug here :)
The moons should pick up the parent planet name if they don't have a player-assigned name. However, this code wasn't taking account of the fact the parent planet itself may have been renamed. I've fixed this for v5. 70. If you rename a planet, any moon should now use that name unless the moon itself has also been renamed.
Steve
Sorry to throw a spanner in the works unlimited.This is not correct all operational submarines had internal torpedo tubes (the first American and British ones did, as did the French I beleive)(http://en.wikipedia.org/wiki/Holland_class_submarine) These Turkish subs are not really effective or operational submarines and as the Turkish navy in this period is a bad joke cannot be used as an example of technology I am not aware of them operating any modern warship until they started to aquire some just before WW1 .
http://en.wikipedia.org/wiki/Ottoman_submarine_Abd%C3%BCl_Hamid
First submarines had the torps on the outside of the hull (WWI) they never had reload ability. To aim at realism, you should be able to develop a single large launcher first, but I would like to see BOX launchers like FFARS in later development. Where you can stack multiple to one launch salvo
Plasma torpedoes don't make a lot of sense. Why waste the energy to maintain a dense enough ball of plasma across light-seconds of distance when you can just create the plasma at the point of impact via a nuclear explosion?
Well their great advantage is always going to be the difficulty of interception and the infinite ammo, both of which makes conventional missile defence almost useless.
Pause/Resume all material use.
If I run out of Boronide at a planet, click that and everything that wants it is paused.
Pause/Resume all material use.
If I run out of Boronide at a planet, click that and everything that wants it is paused.
This is not correct all operational submarines had internal torpedo tubes (the first American and British ones did, as did the French I beleive)(http://en.wikipedia.org/wiki/Holland_class_submarine) These Turkish subs are not really effective or operational submarines and as the Turkish navy in this period is a bad joke cannot be used as an example of technology I am not aware of them operating any modern warship until they started to aquire some just before WW1 .
British submarines up until WW2 sometimes had external tubes which could not be reloaded in addition to their internal tubes for use if they had a shot at a high value target.(http://en.wikipedia.org/wiki/British_T_class_submarine)
The reason for the preference for internal tubes is maintenance , internal tubes allowed the torpedo's to be carried inside the hull and checked by torpedo men so reducing the chance of malfunction while external torpedo's where exposed to a nasty corrosive environment and tended to break even more than normal
When a new scientist joins, the event log should say what his field/bonus is instead of his promotion score.
Ahem, it does so already, no?
Only time it doesn´t is, when the scientist has a 0% bonus. Hm, come to think of it, this might actually be a bug.
Not that I've seen. They've been showing admin ratings (number of labs) and promotion scores.
New Officer:
Tiberius Livius lentullus has joined your scientific establishment. Research (Missile(/Kinetic Weapons) 15% Administrating Rating 3: Promotions Score 0
I really wish I could stage mock battles with my own vessels.I agree in principle, but it actually is perfectly do-able in game. SM a new race with virtually nothing onto the planet, transfer your ships over, stage your mock battle, transfer them back and disband the population.
I got this game roughly a week and a half to two weeks ago. So far, I love it. My worst experience was getting all the windows to come up on my monitor, but that was not so bad -- I simply told my computer I actually had two monitors (which is not true) and then moved the windows over, then shut down the false monitor. I'm actually a little afraid of the v5. 70 changes because I fear they'll make the game harder to pick up and learn. However, I should get on to my topic.
I knew there would likely not be the option to do this, but nevertheless I proceeded to attempt it anyway. I designed and built ships carrying "dummy" missiles with no warhead, and practice anti-missile missiles to shoot them down with. After time I got the ships up and armed, moved them to some waypoints, and fired the dummy missiles. Unfortunately, I found no option that allowed me to fire my weapons at either my own ships or my own parasite vessels (such as missiles). I wish such an option existed.
I'd love a "convert all" button for Low Tech infantry. If you have a reasonably large starting pop, converting every single low tech infantry division into cadres individually is a real pain.
Oops, think i posted this in the wrong thread, so. . .
Or the ability to select lines of text in one go, like a shift select or drag. Not really sure if that's doable in the engine.
It would also be good to have the "Assign to HQ" not have full brigades/division HQ in the list, or make a selection to view only HQ on the planet (or in the sector/force).
An option for the galaxy map to remove asteroids from the percent surveyed value.
Ability to set commander class priority to -1, indicating I never want an officer to take control of this ship. Would be very useful for a game where the fighters are piloted by 'slaves' not officers.
I like. Also a maximum rank allowed, so my colony ships don't have rear admirals in them.Yesyesyesuesyesyesyesyesyesyesyesyesyesyesyes. Please.
Support for more displays like 1366 x 768 and more.
Support for more displays like 1366 x 768 and more.It isn't possible without rewriting windows in game. :'(
It isn't possible without rewriting windows in game. :'(Crap :\
A few friends and I were discussing the possibility of rudimentary ground-unit design. I'm not sure exactly how it would work, but I was thinking potentially you might design a ground unit in the same way you design a ship component and the like. It would add some flavour to ground combat rather than having generic "infantry battalions" and "assault infantry battalions".
Total newbie here:
It took me a while to figure out why I couldn't assign any planets to sectors. A note on the sector screen like "Sector Command Tech required" would be helpful.
i havent used enough missiles to know alot about them, but i can make a few suggestions how they could be nerfed.You don't have to nerf smaller missiles, you just have to give people a reason to use larger missiles.
frist the next patch could change alot about missiles, the way engines work is going to be changed. so its not the best point to speak about additional missile changes.
not saying thouse are good ways to nerf them, but options how it could work or not.
1. Missiles could get a lock-on timer for their targets, depending how long it is, it probably wouldn't hurt them at all. Even PD missiles have kind of a high range so if it would take 10 secs to lock-on, they would still be lunched in time.A lock on timer would be good, especially since there is a tech very similar to this. The +20% target tracking against missiles could be used against all targets, or, used against targets the resolution can track. A resolution one fire control would be able to track missiles, a level two would be able to track small fighters and so on. I'm not sure if it should be generic (IE TL3= 10 secs, TL4= 5 secs).
2. Missile fuel consumption could be increased, resulting in larger fuel tanks in missiles reducing overall stats of missiles.Steve has said he is staying away from generic definitions, instead opting for a more universal approach. I believe the fuel cost for missiles is logarithmic, meaning exponential flipped sideways, so larger engines will have better fuel economy than larger ones.
3. PD missiles have a very high to-hit chance compared to other weapons (over 10k fire range to-hit), but are probably much slower then those - lasers beam have the speed of light, meson/railgun/gauss are all instant hit weapons too. In addition I think missiles have more than one chance to intercept if they are faster than the targeted missile?So you want to nerf AMMs by making them have a better chance to hit?
4. The range of missile fire controls could be reduced. I do not think it would change a lot as people would just use larger FCs, so it gets just a bit more expensive.Most of the time FC is about 4x longer distance than the missile it's controlling. This is used by some players to avoid requiring ECCM. I do not think this will be looked at until Steve starts messing with Electronic Warfare.
5. PD missiles could be nerfed with reducing the range of "missile" sensors - later detection means fewer chances to fire PD missiles, but would not effect different PD weapons, those don't have a range of several million kilometres.Currently there is only one "missile sensor" size, resolution 1. If there could be multiple sizes between 0-10 (0-500 tonnes), then maybe the sensors could be better balanced. The main problem with PD sensors and fire controls is that a 50 tonne sensor can effectively be a universal sensor on most ships, allowing you to put one on every ship with ease.
6. Magazines and/or missile launchers could be specialized to a type of missile. This would mean you would no longer be able to change your old missiles to new ones, reduce the use of older missile ships a lot, and force the player to upgrade the launchers.IRL, missile launchers and torpedo launchers of certain countries are different calibres. Usually, but not always, the weapon is designed with a certain calibre in mind so the old launcher can be used multiple times without having to research, design and retrofit every missile launcher in existence. While you should not be able to completely copy an enemy design and put them in your missile tubes, I believe all of your missile designs would be compatible with your own launchers. A size 3 missile should fit all of your launchers >3, with sabots.
7. The production time of missiles, not the costs, should be increased.Miniaturization should be calculated in Aurora. A smaller missile would be harder to create than larger one. A larger missile would be more expensive and take longer to build, but should require less complex manufacturing and assembly processes. A larger missile could be manufactured in components and assembled, requiring less time per tonne to complete. Unlike your suggestion, the cost in wealth should also be reduced. A larger and therefor simpler missile would require fewer people per tonne to assemble, with overall less specialized training required, hence lower wage costs.
This is something I put in Astra Imperia, and sort of adapted from SFB. Sensors, or in the case of Aurora, missile fire controls have channels. The number of channels being the number of missiles that the ship could control. Obviously, this would be an upgradeable tech line. Question is, apply it to beam fire control? In AI, channels are used to control outbound missiles, incoming missiles, and target ships. Once you are out of channels, you cannot target a new ship/missile salvo, or guide your own missiles. Of course, when a channel is freed up by missiles getting destroyed, or a ship being destroyed or otherwise removed from the target pool, you can then assign the channel to something else.I like this idea. It's very much like Dangerous Waters and their sensor GRAMs and CHANs. A larger missile with the same fire control as a smaller missile will require the same amount of GRAMs in order to operate. A more "Complex" missile fire control would require a larger amount of limited GRAMs, while a larger missile could have require fewer GRAMs (It would have more internal space for it's own sensors, freeing up shipboard controls for more missiles). CHAN or channels would be the maximum number of missiles control by the ship, no matter how small that control may be.
I'm not proposing anything that complicated, just something to limit the number of missiles in flight. AMM MFC would probably end up designed with higher channels to account for the greater number of missiles fired, while offensive MFC would have less channels. This leads to the idea of a controller ship, with lots of MFC channels to control a large number of missiles.
Another future option could have EW being able to reduce the range of channels that you may operate at once, resulting in you being able to fire fewer ship guided missiles at the enemy. EX: If the enemy is jamming or flooding the 50 MHz to 120 MHz ranges, then signals cannot be transmitted in that range, unless your fire control has a VERY large antennae.
I may have to steal... err... adapt that idea for AI. Right now ECM just provides a negative to lock on.
*edit* Hmm... already did that. :)
And now I must trademark the EM spectrum and all she holds.
ECM may be used to jam sensors. ECM used in this manner provides no protection. Jammed sensors suffer a negative modifier equal to the “To-Hit reduction” on their chances to lock on and to hit. This is shown on Table 50 on page 39. Jammed sensors also have half of the channel capacity. The ship wishing to jam a sensor must roll a to-hit as a Class II weapon. If the roll succeeds, the target’s sensors are jammed for 1d5 turns. Multiple “hits” from jamming are not cumulative.
This is what I did in Astra Imperia...Code: [Select]ECM may be used to jam sensors. ECM used in this manner provides no protection. Jammed sensors suffer a negative modifier equal to the “To-Hit reduction” on their chances to lock on and to hit. This is shown on Table 50 on page 39. Jammed sensors also have half of the channel capacity. The ship wishing to jam a sensor must roll a to-hit as a Class II weapon. If the roll succeeds, the target’s sensors are jammed for 1d5 turns. Multiple “hits” from jamming are not cumulative.
I was contemplating the overwhelming dominance of missiles in Aurora, and I had a thought. (I know, dangerous)
This is something I put in Astra Imperia, and sort of adapted from SFB. Sensors, or in the case of Aurora, missile fire controls have channels. The number of channels being the number of missiles that the ship could control. Obviously, this would be an upgradeable tech line. Question is, apply it to beam fire control? In AI, channels are used to control outbound missiles, incoming missiles, and target ships. Once you are out of channels, you cannot target a new ship/missile salvo, or guide your own missiles. Of course, when a channel is freed up by missiles getting destroyed, or a ship being destroyed or otherwise removed from the target pool, you can then assign the channel to something else.
I'm not proposing anything that complicated, just something to limit the number of missiles in flight. AMM MFC would probably end up designed with higher channels to account for the greater number of missiles fired, while offensive MFC would have less channels. This leads to the idea of a controller ship, with lots of MFC channels to control a large number of missiles.
Sounds familiar...http://aurora2.pentarch.org/index.php/topic,1563.msg14232/topicseen.html#msg14232 (http://aurora2.pentarch.org/index.php/topic,1563.msg14232/topicseen.html#msg14232)
:D
An economic problem: I mine much less than I try to turn into ships. I get a lot of messages about missing minerals for production, and I can see my non-existent stockpiles and the amount I need to produce all I've ordered. But I'd like to know how much I'm lacking on a per-month basis. Also, how much my mass drivers and ships brought in last month. With the information I have, it's hard to say whether need 50% more Duranium or 250%. I can manually add the amount mined in the system, but don't they have computers for that in the 21st century?
On the mining tab there should be a column for mass driver incoming minerals.
Unfortunately it doesn't work. Zero since the dawn of the space age.
Undermanning
Morale can also be affected by undermanning. If a ship's crew falls below half its normal complement, morale will be affected. The formula is Morale = Current Morale x ((Current Crew * 2) / Normal Crew)
You can build "orbital PDC's" already - a ship with no engines. The reason a PDC gets the bonuses it does is precisely because it's ground based, the extra armour simulating being underground or using more conventional materials or whatever, being built by factories and not having to worry about putting the weight into orbit etc. and the inability to use lasers and such are a drawback. As engines usually account for a large portion of a ship's design, a ship without any still has significant advantages in firepower and armour over powered ships.
in this game every new item gets more expensive.(i think its a lot more expensive)
i would like to suggest some research to counter act this.
either
1. a research field which makes everything cheaper, maybe 95%|90%|85%|80% price instead of 100%
2. or you could improve old tech with research. - lets say you researched magnetic confinement fusion drive. this allows you now to design previous(obsolete) engines cheaper, this could work with weapons, jumpdrives, firecontrols too.
Hi Steve, i love your game, and have some ideas for your consideration:
1 - New branch of technology that improves the efficency of engeeniring module (Maint Life up and failure rate down), or new module, for example:
- Engineering Spaces
- Improved Engineering Spaces
- Advanced Engineering Spaces
... and so on2 - X3 - X
4 - New Action: Scrap PDC5 - X
6 - Robot Ground Forces (bonus: don't loss morale in any situation, malus: can't be trained and can't improve morale over 100)
7 - Ground Unit Training facility queue.
---
What do you think about this?
Regards and sorry for my English (i was in outer space for a long time and forget terrestrial language).
Grigio
They don't put on rust in orbit, do they?
Grigio, if you want maintenence free ships build large hangarbay PDCs. full sized ships can be placed into mothball for when you need them.
Question: how many Research Lab can I build for maximize all my research project? I have sufficient or I have a surplus of RL? Actually the number is achieved with paper and pencil. An helpful index (RLI) on the Reserch tab must be:Maybe that's just me, but I never had more RL than manageable by my scientists. I was actually under the impression that scientists were spawned by research labs (and not the academy), so the number of scientists would always be proportional to RL and baring some freak bad luck with the random numbers, there would always be someone ready to move into a new lab...
RLI = (sum of max RL actually manageable for all the reseachers) - (the total number of RL in the colony)
if RLI = 0, Ok! Every resercher may have assigned the max number of RL
if RLI = n > 0, I must build n RL for reaching the max capability for every resercher
if RLI = n < 0, there is a surplus of RL, I need more reserchers...
Is it a good idea?
But it's rarely useful to assign the max number of RL to a scientist, because the time gained decreases with every lab.
Grav-sensor M - Geo-sensor C, what is the sense?
Grav sensors are military because they provide strategic intelligence.
Ehm, whati is strategic intelligence? :-[
The warp network. Geo just helps your economy by finding minerals. Grav finds WP, which can give you new and exciting ways to attack other civs.
John
If you find infrastructure in ruins, your stupid civvies start shipping colonists in. Would be nice if there were a way to stop that.
Also a tiny little button on the colony overview tab to show fractural amounts of stuff, like 0.3547 of a GF training facility.
1. Officer auto assignment.Adding a feature to cherry pick candidates may be helpful as well. Say two additional levels below normal officers: unsatisfactory level and probationary level, both of which are set by the player. Unsatisfactory level is the promotion score an officer must be generated with in order to join the officer pool. Failure to do so could result in a message such as "13 officers finished their war college this month with failing grade, and are therefor unable to become [LowestRankRelevant]". Maybe making it so that a certain initiative or training score is required for graduation, or that the officer has at least one score above a set limit will also reduce the number of useless officers in the pool. A probationary officer is one who passed, but just passed, again by the players standards. They will not be put on any ship that does not have the conscript box checked and they are the first to be deemed surplus. This would allow me to have 25+ academies in my empire turning through hundreds of officers searching for only the best there are.
Would it be possible to get the auto-assign to assign officers that don't have crew training ratings or the relevant abilities, after all the officers with relevant abilities are assigned? I tend to try to fill those slots, but in a large games, it's sort of a chore.
2. Crew rotation and pool tracking.While I'm all for this, this all may be a lot farther than 6.1. Except of course for the 'elite' crew, which would take about two hours of coding. Maybe having the training rating expanded on would be a better plan. Based on WW2 and the use of total warfare and complete industrialization of most nations in that period, four years seems to be the absolute maximum that an industrialized nation is able to be fully mobilized before completely breaking down.
I find the current system to be incredibly simplistic. You have two levels, conscript and pool. Nothing else, and unless I'm mistaken, the the crew in the pool persists forever. Also, the crew will stay with a ship forever, and then magic people appear on scrapping. The entire system only makes sense if the crew are actually robots.
Here's my suggestion. First, the crew pool tracks people and points separately. The academy has a level that it pumps people in at. For example, it may add 100 people and 20000 points in a given week. These are added to the pool values. When a ship is commissioned, it takes the correct number of people and points, based on the pool averages. Adjusting the academy training level only affects the inflow, not what's already in the pool. Also, people should leave the pool. Maybe 5% a year, of average points. In wartime, you can check a box which temporarily slows the loss rate, but eventually (5 to 10 years later) it comes back to normal, or even goes higher. After you uncheck it, the war timer counts backwards until it reaches 0, so people don't just toggle it on and off when they get to the point of diminishing returns.
Second, rotate people on ships. To make it easy, whenever a ship gets shore leave, a certain number of people rotate back into the pool, based on how long it's been out. Maybe 10% per year. They're replaced with normal people from the pool. This is to avoid the "ICBM station with an enormous crew rating" problem.
Third, allow picked crews, and unpicked crews. These have maybe 150% and 50% of normal points, respectively, taking the appropriate number of people and points from the pool, and getting those values when the crew rotates. This is to allow you to have a good crew on your fancy new battleship, and give your second-line PDCs the dregs.
3. Automation of ships.I don't see why an AI would not be able to learn, nor require task force training. Robots can also repair the ship just as effectively as any organic crew. All they would need is a dedicated repair component IE: Damage Control. The level of AI should determine how much the AI can learn, how fast it learns (It's default training level, since it is unaffected by commanders), and the initiative.
Automation has several effects. First, no crew required (obviously). Second, no onboard repair. Thirdly, no captain, and the crew grade is fixed, and set by the level of automation system you use. Fourth, there is a fixed "fleet training rating" that can't be altered, and is also set by the automation system. Fifth, docking with a crewed ship should be able to repair the vessel, and maybe reduce the maintainence clock some. Something like the shore leave system, where you have "time since last tune-up" and "time since last overhaul".
4. Task Force Training.I like this; some additional thoughts. Although leaving a ship in orbit would be the worst thing for a crews' TF training, wandering around the solar system on patrol would also sap the task force training, especially for an auxiliary ship such as a deep space scout. A ship in combat during WW2 did not have to do training exercises for most of the war because they were at war. Their skills were not rusting in dry dock and their new recruits were usually sailors who were rescued hours before from their other ship. Today's navies require constant training just because of the fact that they spend most of their time in harbor, without any sort of enemy to prepare for. Just being 'out there' does not mean a ship should have their training level stay where it is, it should drop no matter what. It should just somehow restore itself during combat manoeuvres.
Have TF training drain off. It's entirely possible to train a ship up all the way, park it in orbit, and leave it there for a decade or two. I'd suggest having ships work up faster than they do today (maybe a year at training 100). The points persist as long as the crew is away from shore, but when they get to shore, the points start to drain off. After the shore leave timer is exhausted, the points drain at maybe 2% a month. This way, ships have to keep training occasionally. After a refit, for example, a ship would have to work up again to get back to full efficiency. The drain is slow enough that a ship would only have to go to sea about one month out of four.
1. Officer auto assignment.
Would it be possible to get the auto-assign to assign officers that don't have crew training ratings or the relevant abilities, after all the officers with relevant abilities are assigned? I tend to try to fill those slots, but in a large games, it's sort of a chore.
Adding a feature to cherry pick candidates may be helpful as well. Say two additional levels below normal officers: unsatisfactory level and probationary level, both of which are set by the player. Unsatisfactory level is the promotion score an officer must be generated with in order to join the officer pool. Failure to do so could result in a message such as "13 officers finished their war college this month with failing grade, and are therefor unable to become [LowestRankRelevant]". Maybe making it so that a certain initiative or training score is required for graduation, or that the officer has at least one score above a set limit will also reduce the number of useless officers in the pool. A probationary officer is one who passed, but just passed, again by the players standards. They will not be put on any ship that does not have the conscript box checked and they are the first to be deemed surplus. This would allow me to have 25+ academies in my empire turning through hundreds of officers searching for only the best there are.That's even better. Surplus auto-assign would be nice, too, but half of the problem is just the sheer number of officers.
While I'm all for this, this all may be a lot farther than 6.1. Except of course for the 'elite' crew, which would take about two hours of coding. Maybe having the training rating expanded on would be a better plan. Based on WW2 and the use of total warfare and complete industrialization of most nations in that period, four years seems to be the absolute maximum that an industrialized nation is able to be fully mobilized before completely breaking down.As much as anything, I'm trying to keep it simple. A more realistic rotation rate would be 25% per year, and with more complex effects. I just am slightly put off by the current robot crew system.
I like this; some additional thoughts. Although leaving a ship in orbit would be the worst thing for a crews' TF training, wandering around the solar system on patrol would also sap the task force training, especially for an auxiliary ship such as a deep space scout. A ship in combat during WW2 did not have to do training exercises for most of the war because they were at war. Their skills were not rusting in dry dock and their new recruits were usually sailors who were rescued hours before from their other ship. Today's navies require constant training just because of the fact that they spend most of their time in harbor, without any sort of enemy to prepare for. Just being 'out there' does not mean a ship should have their training level stay where it is, it should drop no matter what. It should just somehow restore itself during combat manoeuvres.I know, but I was trying to make it relatively easy to code. Some of it is that a deep-space scout is not going to be doing weapons drills, but the crew will probably be pretty good at "go that way" which is what you really want if there's trouble.
I don't see why an AI would not be able to learn, nor require task force training. Robots can also repair the ship just as effectively as any organic crew. All they would need is a dedicated repair component IE: Damage Control. The level of AI should determine how much the AI can learn, how fast it learns (It's default training level, since it is unaffected by commanders), and the initiative.I was looking more at remote-controlled dedicated vessels. Admittedly, that suggestion was motivated by my biases with respect to automation and AI. (The ship is like a UAV, not a manned ship crewed by robots, and no strong AI). At the same time, I was trying to differentiate automated ships from manned ones more strongly.
When releasing ships from a tractor beam at a planet rather than put them all in their own taskforces, perhaps they should be in 1 taskforce named after the 1st ship released.
Take sensor light speed lag into account for missiles by requiring all missiles with a warhead to include a sensor of at least some minimum strength. Even if no other change was made than to simply require the additional space, it would invalidate the 'small missile is always best' equation and give beam weapons a (in my opinion) much needed comparative boost.
[Added]
At present, the effect of information lag is being ignored. At a mere 30 mkm, a sensor is receiving ship position data that is 100 seconds old. Even if the fire control to missile link was ftl and didn't cause a further 100 second delay, the target could easily have moved a few hundred thousand ship cross-sections or more away in a random direction from the observed point. Without on-board guidance, the missiles should *always* miss against maneuver capable evading targets.
[/Added]
Aurora operates with superluminal sensors and communications, you don't need to wait for the lightcone to reach your sensor from a moving target before knowing it's new loction.
Having to work from contacts that may be minutes or even hours old uif you remove the superluminal quality from sensors and communications may be realistic but it would swiftly become more complex than most people would want to deal with.
More importantly, requiring a small sensor on all missiles would actually make a missile offenses stronger since the smallest of all missiles, antimissile missiles, would suffer the most in their roll.
Reduce fighter command requirements to rank 1. Currently fighter command requires the same command rank as a destroyer or even the carrier that carries it.
However I disagree that Aurora necessarily operates with superluminal sensors, else why does it have infrared and electromagnetic sensors? Merely the use of godmode 'super-luminal' like information transmission is given to the player to avoid the complexities you mention - just like most every other computer wargame or simulation. It is an abstraction of the presentation, not necessarily the truth of what is being modeled.
Hey Steve, any possibility to put scroll on the officer's medal view so that I don't get errors when an officer has many medals, and could you also increase the amount of text for medal/order describtion?
I understand civilian shipping lines can get really out of hand lategame, and slow the game down to a crawl.
In my game I have about 100 civilian ships which seems like a huge amount considering I only colonized 3-4 systems.
Faster engines lategame just magnify the problem, civilian ships travelling faster reach new destinations quicker and require more CPU.
Wouldn't it be possible to make the lategame more playable by introducing a technology line "Cargo compression" so that both your ships and civilian ships can fit more cargo into the same hold.
Or perhaps you could just adjust the size so that lategame civilian designs are 10-20 times as big.
The reason is simple: Fewer ships carrying more = less lag for the same job done.
It'd be cool if the Warp Point Data sidebar in the Galactic Map indicated which warp points had jump gates on them.If there's a jump gate on both ends, the link turns yellow/orange.
I am fairly certain that 6.0 introduced recycling of civilian ships by the actual shipping lines to help reduce this issue. What version are you playing? If it is still producing a lot of ships it might be worth suggesting to Steve that he increase the chance of decomishing freighters.Don't see how that reduce lag from a lot of ships circling around though since it wouldn't reduce the amount of active ships from the sound of it?
Don't see how that reduce lag from a lot of ships circling around though since it wouldn't reduce the amount of active ships from the sound of it?Basically, you want to have larger ships built later in the game.
My idea is simple...
If instead of having 10 times as many ships to service 10 times as much traffic each ship carriers 10 times as much cargo there is no extra lag at all lategame.
The potential problem is that the shipping lines need to buy each ship. Making ships bigger means you have fewer of them overall, and doesn't give you as much money. Why?So trade needs to be more profitable later on aswell for the idea to work (or dividends need to be made smaller).
First, because money sitting and waiting for an appropriate amount to be collected for a new ship isn't doing anything. A smaller ship bought with the same money is.
If I understand the civilian fleet changes in 6.x, then the fleet recycling in means that a civilian fleet will be retiring older ships once they hit a certain age as the technology improves where as right now the civilian ships keep old ships around. This should prevent a situation where a civilian company owns hundreds of ships.Yes, but several shipping lines can easily get their total above 100 still.
If there's a jump gate on both ends, the link turns yellow/orange.
Are you sure? I see that in the system map, but not in the Warp Point Data sidebar of the Galactic Map.The actual link between the worlds turns yellow on the map. I haven't used the warp points sidebar, to be honest.
It'd be nice to have some way to offer bigger shipping fees. That way, if you've got a lot of stuff you want moved, and lots of money in your pocket, and the shipping companies are mostly ignoring you because their trade goods runs are more profitable, you can shift the incentives around and get their attention.
Mineral Rolling Reballance:I would preffer if mining was just changed to make sense instead. I don't think it's logical or makes sense that all these minerals are in the same place so they can be extracted with a single mine. That only makes sense in the case of smaller asteroids (and could perhaps be their bonus).
Currently, a planet with two minerals at 0.6 accessability is much, much better than a planet with one mineral at 0.9 accessability. This is only natural, as the one with two minerals is effectively 50% better in terms of total tonnage of mineral output.
This is why HW-level minerals are so fantastic- they can easily have a total accessability of something like 7 or 8, meaning your mines are eight times as productive as they would be on a different planet with just one mineral at 1 accessability.
Well, trans-newtonian elements are only formed in the core, but even just a way to designate extraction priority would be nice. Slave the allowed level of priority to an 'onsite mineral sorting' tech perhaps.Even worse if they are formed in the core as opposed to the very thin crust!
One thing that would be really nice is a consecutive type numbering system. Let's say that I'm building FACs, which I'm just numbering, and not actually naming. I want to start with FAC-1 and go from there, keeping the numbering across types. The idea is that you could specify a prefix (FAC-, PT-, U-, etc.) and build ships named by that prefix and using the next number. It would be possible to do this manually, making a list with a bunch of names, but an automatic method would be even better. I hope I'm making sense.
I would preffer if mining was just changed to make sense instead. I don't think it's logical or makes sense that all these minerals are in the same place so they can be extracted with a single mine. That only makes sense in the case of smaller asteroids (and could perhaps be their bonus).
Mining yield should instead be divided by the number of different minerals present (and you get to choose which ones you want to mine and which you want to ignore).
A planet with mineral A, mineral B and mineral C should need three mines to have the same base yield as a planet that only has mineral A. Or two mines if you ignore extraction of mineral C. Prefferably a checkbox right next the name where you mark which minerals you want to extract.
This would ofcourse require a rebalance with quite a bit higher base mining yields.
I don't think I've seen this idea but given the size of this thread ::) well if it has it has.
I very rarely research Gauss cannon velocity beyond 20K and never used CWIS for imperial ships (placed them on civi ships for private enterprise but that no longer applies)
So i was thinking :o that Gauss cannon size for CWIS could decrease per Gauss cannon velocity level on the account that better components are being used, thus encouraging CWIS usage a bit more
Not sure if this has come up but a "R&R" order for locations capable of providing such to ships - the ship sits there until the crew months hits 0.
This might have come up before, but I have a few missile design thing's I'd like to have added. It would be really cool to see secondary and primary warheads and the like, so we could have staggered missile detonations, and ejectable warheads that would maintain momentum, and a few more parameters for stage change. Specifically, I'd like to be able to make it so that my missiles will eject their warheads ahead of them if they are targeted by anything so that either the second stage can detach before it's too late or if we're very close to the target the warheads can simply be separated, so that they lose all guidance but keep going even if the body of the missile is destroyed. Finally, if we could deploy a part of a missile before the rest of it hit, it would be neat, moreover, if a missile could launch a sort of "breaching charge" ahead of it, say a size 4 warhead, that would detonate, and then the main, say size 9, warhead would detonate at the center of its crater to maximize armor penetration .
I am pretty sure it is not so.It is so because of how it's linear. Note he said that the time gained decreases. If you have 1 lab and it will take you 100 days to research a tech, adding 1 lab nets you a 50 day reduction, down to 50 days. Now you have 2 labs working on it and it takes you 50 days to complete. Now, adding another 2 full labs will only get you a reduction of 25 days. Of course, once you get below 5 days (assuming 5 day construction cycle) then adding more labs does nothing.
every technology has a RP cost. every lab generates a flat amount of RP, influenced by research rate tech and scientist bonus. every 5-day the generated RP are substracted from the needed RP. Once RP needed is 0 - you got your tech(+- 5 days).
It is so because of how it's linear. Note he said that the time gained decreases. If you have 1 lab and it will take you 100 days to research a tech, adding 1 lab nets you a 50 day reduction, down to 50 days. Now you have 2 labs working on it and it takes you 50 days to complete. Now, adding another 2 full labs will only get you a reduction of 25 days. Of course, once you get below 5 days (assuming 5 day construction cycle) then adding more labs does nothing.
That doesn't mean it's less efficient though, he's wrong for insinuating that. If you have 4 labs, and 4 projects, each of which takes 1 lab 100 days to complete, you can either spread out the 4 labs, one to each project, in which case the 4 projects will all take 100 days to complete, and will complete at the same time, or you can dump all 4 labs on one project to complete it in 25 days, then do that 3 more times, and all the projects are still completed in 100 days. Or you can give 2 projects 2 labs each and everything will still take 100 days to complete.
This is a good point, perhaps research point should be given on a sliding scale downwards, after say 5 or 10 labs the scale are not as efficient and should not produce as much RP. This makes a lot of sense, sometime research is about time and not matter how much you try and crash a project you can never achieve zero point time frame.To a certain extent, this behavior is already modeled by the limits on labs for one scientist. Think of that as the maximum number of labs they can successfully manage. I'd say to leave it, as the gameplay benefits are minimal.
You know what I wish? I wish the guys who'd made those gigantic pre-fab chunks had thought to include the minerals I'm gonna need in a little crate that'd easily fit inside the packaging somewhere, like the tiny little bottle of glue that sometimes comes with furniture that you have to assemble yourself.
So my suggestion: It only adds tedium, and not any gameplay value, to make players manage the assembly minerals. How about instead billing those minerals up front, when the chunks are pre-fabricated, and then letting the assembly run without mineral cost?
I think it would be a convenience to be able to select which Task Group orders get removed so that you could be selective. Presently, on the latest order or all orders may be removed.Won't happen. Otherwise, you could remove, say, a JP transit order in the middle of the stack, and leave the game really confused.
Won't happen. Otherwise, you could remove, say, a JP transit order in the middle of the stack, and leave the game really confused.
I'm sure it could be implemented in such a way that you could be warned against that and not allowed to do it.
It'd be pretty useful to have an indicator somewhere on the Task Group page that shows the total fuel (in liters) being carried by the TG, and the distance that the TG can travel given the amount of fuel it's presently carrying.
Have gifted officers be able to be assigned to naval academies to further improve the quality of naval candidates produced by said academy.
Could we please have a notification about turn interruption? like a flashing taskbar and/or a sound ping?
Turns take long time to process, so I tend to read something else on my screen. A notification about an interrupt would greatly improve my experience. Thank you.
Would it be possible to set up a sub que for the industry on a planet. I often like to build ship components to make the actual shipbuilding go faster, especially for big ships. What I would like to do is to go into the ship design screen (F5) and have a checkbox next to all of the components used that can be built by industry. Select the ones I want and have this show up on the industry tab as a single line to be built. Once selected they would follow each other in being built. As components are built they would be placed in the stockpiles as now. This way instead of having to select ten different components for a ship individually each time I built that ship I could go ahead and select them as a group.
This hanger could have a storage capacity of 1000t while only weighing 250t, but would require the player to move fighters to a launch hanger before they could be used.I may like to mention that this makes no sense. The hangar may weigh only 250t, but the fighters in it weigh 1000t.
I hate to be the devil's advocate here, because customizable hangars sound really cool, but what opportunities for strategic variation would they actually provide? Current fighter combat engagement times and ranges are so long that I can't see how even quite large delays between launches would influence them.
I'm always in favour of complexity that adds additional strategic and tactical options (otherwise why would I be in this little corner of the Internet? :)), but not just complexity for the sake of it...
maybe the hangars are more like thouse in Battlestar Galactica - with lots of launch tubes - or external hangers like the base stars
possible optimization
while reading elseware i discovered that every time a computer does a square root calculation it performs a calculation like the one below 16 times in order to get the most accurate answer
new_x = (1/2)(x + a/x), (a = number we want take square root of)
This converges very fast, e.g. a=2, and we start with x=2 :
x = 0.5 ( 2 + 2/2 ) = 1.5
x = 0.5 (1.5 + 2 / 1.5 ) = 1.41666666
x = 0.5 (1.4166666 + 2 / 1.416666666 ) = 1.4142157
After three calculations x is already accurate for sqrt(a) = sqrt(2) up to 6 digits !
given that in aura their is a lot of square roots in it's math it might be more efficient to proform the calculation manually and loop it 2-4 times depending on the accuracy necessary (ie sensor distance robably does not Need to be done so much as it will probably be rounded as an integer anyway) this could speed up aurora a great deal
The entire retooling system of the Shipyards does not make much sense to me. I always wonder where all my precious resources go in retooling those yards.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
So my suggestion is to replace the retooling by a research project, similar to designed components. The total research cost would be based on build costs. Locking the design would add the project, and once researched it could be built in any yard of sufficient capacity and of the right type.
For refits the research costs could use the refit costs if there is an already researched design which is eligible under the current 20% cost difference refit rule.
I always imagine the resources go into new jigs / machinery specific to producing ships of the new type, as well as education/training of the yard personnel on how the new type will be constructed.
The entire retooling system of the Shipyards does not make much sense to me. I always wonder where all my precious resources go in retooling those yards.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
So my suggestion is to replace the retooling by a research project, similar to designed components. The total research cost would be based on build costs. Locking the design would add the project, and once researched it could be built in any yard of sufficient capacity and of the right type.
For refits the research costs could use the refit costs if there is an already researched design which is eligible under the current 20% cost difference refit rule.
I kind of agree with this one. The idea that every wrench, welding gun, robot arm, and whatever else is used to make a ship needs to be modified or replaced to make a slightly different ship makes less sense than having a research team draw up schematics and send them to all yards.I disagree. I think retooling is something that real shipyards do. In manufacturing, retooling an assembly line is necessary to get the efficiencies of scale you expect with mass production.
The entire retooling system of the Shipyards does not make much sense to me. I always wonder where all my precious resources go in retooling those yards.There is still always an upfront cost for tools to be able to build ship specific parts.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
There is still always an upfront cost for tools to be able to build ship specific parts.
Many of the bulkheads, fastenings and generic corridors will have to be tailored for a specific ship model and designing tools and assembly process for these is expensive.
There is also the cost of (small scale) prototypes and testing that's a one time cost before a design is validated and approved for construction.
[snip] ... 2. Power. We're running into a real life energy crisis currently, yet so far no 4x game has wasted any thoughts on power. Make power a resource and you will have immediate benefits in terms of complexity all over the board: More installations that must be built, one more factor to balance, and more stuff to research. Might even be coupled with special resources for advanced powerplants.
Dear Steve,
Please create an AI smart enough to kill all armchair generals on this forum without cheating, numerical or technological superiority.
Thank you.
Idea for political borders.
I would really like to see something like the culture system of sins of a solar empire, minus the taking over a system with culture only.
it could be a system where the rate of spread depends on the distance, and there is a constant inwards spread, so say that coming from your home system, outward spread is 10, while inward spread for the game is 2, it would spread out at a rate of 8, as it spreads further and further from populated systems, it gets weaker and weaker, untill outward spread is equal to inward spread and it just stops, this way you have unclaimed space, can push back the boarders of NPRs just by having ships nearby, but they can do the same, of course there would have to be a way to determine distance between systems, and each system would have to reach a certain amount of border strength before it starts spreading from there, like an overflowing bucket.
This allows for border disputes and that ships near your border will make you want to take action, as they will be pushing your border back and other cool things like that. I just dont know what kind of limitations going outside your border would have, maybe unable to colonize, or a constant increase in the unrest of populated planets the further away from your borders it is.
The rate of expansion could be controlled by empire wide protection level with the skill level of your officer assigned to whatever uses the diplomacy bonus, as well as a new research.
One thing that I have thought about about the balance of small versus large empires are how research is linear and don't scale well with the size of an empire. A huge empire can put as much wealth and labs into developing their industry, ship construction, mining rates as a small empire. This bonus is immediately available to all such facilities.
I think that it would be good if such technologies either scaled with the number of facilities or that you have to actually update each facility to the new level and spend some resources on it (in an automatic way), such as having a modernization option for each facility as an option for you industry. Either way is good but actually having to upgrade facilities are more realistic and would make smaller empires more competitive.
Technology Kits are the means by which the various technologies are built into new ships or facilities, and how technology is transferred throughout an empire. The following rules are all-important to understanding what technology kits do and what you should do with them:
1. In order for a design center to build a given technology into another ship, it must possess the appropriate technology kit. So, if a design center sets out to design a new warship configuration with level 5 lasers, it must possess a Level 5 Laser Tech-Kit.
2. The same rule applies to construction facilities and building other ships or facilities. They must possess the technology kits necessary to build a ship or design of a given configuration.
3. Every player starts the game with their key design centers and construction facility containing all the necessary technology kits. Through research, a player can add new technology kits or technology kits of increased tech-level.
The advancement and distribution of new technology throughout an empire could be a task in and of itself (fortunately the game provides ways of making this easy). Note that, if a given technology is lost altogether (the last kit of its kind is lost or destroyed), it can only be replaced through additional research.
It should be clear that the physical location of research facilities, design centers and construction facilities is one key strategic element of the game. Scattered too far apart, and transfer of technology can become difficult. Placed too close together, and you present your opponents with an opportunity to wipe out key, strategic parts of your empire.
For clarification, a technology kit is simply the abstract representation of knowledge, experience, equipment and anything else required to use a given technology. Thus, transferring technology kits is effectively the same as transferring personnel, equipment or related things required for that technology. Building technology kits is the same as training new personnel, manufacturing new equipment, etc.
A third option might be that instead of instantly updating all the factories to the new production level, it is more of a gradual process over time. So when you update construction rate from 12 to 14 for example, it would increase to 12.1 and then a few days later to 12.2, etc. until it reached 14. Taking this a step further, the rate at which the updating takes place could be related to some type of percentage-based empire-wide reduction in production capacity, so that larger Empires effectively have a larger absolute penalty for the same upgrade rate. If you are prepared to accept a higher penalty, the upgrade happens more quickly. This achieves what you are looking for, plus it adds a meaningful player decision to the upgrade process. In effect, Empires would have a theoretical max production rate and an actual production rate that could be upgraded via a temporary reduction in capacity as the factories upgraded themselves.
I would also like for ships flagged as commercial to impact your wealth as a means to reflect that they will need maintenance but not actually cost you any resources since it is your civilian population that take care of actual maintenance of these ships.
Let's say that you pay about half (or perhaps even less) than what you would pay for the resources you otherwise would have to pay for these ships. This would actually give you a small incentive to upgrade your commercial ships other than for role-play reasons.
Do you mean civilian rated ships you build or ships that the civilian companies build?
...however I'm sure such shielding should consume copious amounts of fuel due to the size of a planetary shield...
It doesn't have to cover the entire planet, just the manufacturing centres. IE: Cities and military bases.
Here I see a balancing problem with planetary shields though. Should the same cost shield really be able to cover your entire imperial capital with billions of population and tens of thousands of facilities compared to a shield for simple DSTS in a small outpost?
If you need to go that far to make it accurate we might as well also throw in underground / armor on all facilities as another option to protect from bombardment too. That protection option should come with significantly higher investment but no upkeep cost like shields. Underground should also reduce the emissions (both EM and Thermal) of a body significantly, as well as provide cover for all ground troops outside PDCs.
I've been thinking, that perhaps for the same reasons that most energy weapons don't work in atmospheres, maybe planetary shields would be affected also. Perhaps certain gases would stop shields from working or alter their properties, too much pressure might stop shields from working or increase their fuel requirements.
While I'm on the subject, I think powerplants should require fuel and shields should require power. Perhaps a research line could allow normal engines to produce a small quantity of energy for shields or energy weapons in return for temporary reduction of speed?
A small list of features I would like to see, some might be a repeat of similar things I have said before.You are expecting an army to arrive some time between now and tomorrow. You don't know exactly where they will show up, but you know it's someplace over "there". Your scouts are 100% identical: Same training, same experience, same brains, same eyes. They act identical, they think identical. So, it doesn't matter if you have one on a hill or 50 on that hill, they won't see it any sooner or later. Having more scanners in a fleet would not yield more information, since all the scanners that could pick it up will, the ones that can't, won't. Speading them out across the entire system would be the only way to do what you're thinking.
Sensors
I would like for sensor system to become more realistic. As it is it is just to much min/max which is not fair against the AI that often attach active scanners to most of their ships and it is not very realistic. The more scanners the more likely you should be to pick up the correct information in any engagement.
1. At least make the Strength of active and passive sensors cover the area and not be a linear function. Aurora is on a 2d map so making them scan in 3d is perhaps a bit too much. So this would make the range fall of much quicker with larger scanning equipment.Not really sure what you mean here: Do you want sensors to fall off faster? Scan 2D or 3D?
2. Make the detection of object into a random event, it is not realistic to have an automatic barrier where you detect something. It is no more realistic than using the same system for a weapon hitting or missing a target. This would also make it useful to mount active (and passive) sensors on as many platforms as possible or even using several on the same ship for that matter.A radar will show you the location of every plane that enters its range, as long as it's high enough above the ground (in Aurora, has a cross section large enough) and it can make a full sweep at least once per 5 seconds. Granted, it won't necessarily tell you what the ship is, but then again, neither do sensors in Aurora. At max range, all they tell you is speed and resolution (tonnage is extrapolated from this). It's the Intelligence division that names it. You need the target within range of separate thermal sensors before you can get engine output readings. You also need to get closer and closer to get EM/sensor emissions (if any) along with other information. Also, the only way to get concrete data on target ships is to shoot them (defences), have them shoot you (weapons) or pick their wreckage for clues/components. Further, I presume that a ship with sensors would have multiple receivers on the hull so it can triangulate with itself. Finally, in terms of targeting with sensors: Missile Guidance systems need to be able to lock on to a target so they can guide the missile in. If your guidance system can't see the target, then it's not going to be able to bring the missile within detonation range. Beam targeting systems have a range they can see the target and a tracking speed that they can calculate the flight path of the target. If the target is too fast, the targeting system isn't going to be able to track it.
3. Passive sensors should not be automatic either, they should initially detect an echo and after a while (the more platforms and the more spread out they are) you will get more robust information about that echo, such as distance/speed and strength. In reality it is not that easy to know these things from a passive emission without an active component.On Earth, passive sensors need a LOT of filtering to compensate for planetary magnetic fields, environment, other EM emissions, etc. Even then, a simple thermal camera will pick out a plane against a sky, or a tank in some bushes. In space, all you have is the Cosmic Background radiation and that's not very much there. When your engines are spewing several thousand to million units of heat into empty space, that's going to be pretty easy to pick up at impressive range, especially when your camera is several hundred tonnes in size. Same with shields, that's some pretty impressive EM emissions. Passive sensors could easily pick out where the emissions are coming from within a reasonable distance. As for speed? That's High-School maths. You simply monitor it for 5 seconds and you can triangulate speed and bearing, especially if you distribute several sensors across the hull for self-triangulation. You seem to be basing this on something like sonar, which would need some time to determine velocity, but you need to think of it more like a super-high-res thermal camera than sonar: always watching.
4. Once something is detected (either with passive or active) it should be much easier to keep tracking it, but you should be able to loose contact.Your computers know what your ship is doing, so compensating (figuring out how the contact will move within your active range, or moving the passive cameras to where the contact was last seen) would take all of the time to actually turn the ship, which is <5 seconds. At most, you'd lose the contact for 5 seconds as you make a turn, you'd pick it up almost immediately afterwards, especially since unless the contact is right on top of you or moving at nearly light-speed, it's not going to have moved very far in 5 seconds relative to your starscape. Losing contacts for a substantial amount of time would only really be possible if the contact exceeds your detection range (either flying away or activating cloaks).
5. Each object should be detected individually so when you detect an enemy group you should never be sure of their exact composition and numbers since the detection method is randomized.Although ships in the same fleet are counted as being in the same spot, they'd be no closer than 2-5km from each other. Easily enough distance for a scanner to focus in once it's picked up one contact and pick out each and every ship in the fleet (provided it's big enough of course). The only thing that I'm not sure about would be if a smaller ship in a fleet with a larger ship would both be picked up, which they shouldn't. If this is the case, then yeah, you can't be sure if that's one large ship on it's own, or if it's accompanied by 500 fighters/FACs.
3. It would be interesting if civilian population would interact with the game a little more in some way and if the government type had something to do with this. Perhaps through some form of event system that could be script based and expanded by the community by adding their own events, triggers and effects.This would be cool, but I think it's a bit lower on the list compared to actual ship mechanics.
4. Wealth should not be stored in the way we currently does. Wealth that is not used should mainly go back into the economy and just produce happiness for the people that can "endure" a better life. I think that wealth that are distributed back into society should give some form of bonus. Perhaps a small increase in wealth the next year, a small increase in population growth or some other perk. Negative wealth could pretty much be handled as it is now but the effect would be more of a result of how long and how much negative wealth you get each year. Negative wealth should also spawn lower wealth efficiency each year so the negative spiral should increase in speed if you don't take drastic measures in a couple of years.I believe someone mentioned somewhere that Wealth isn't just money, but the overall military industrial capacity of a civilization: Goods, services, support facilities, etc. Having lots of wealth means your society has the capacity to remunerate the workers to work at your facilities, put them up to live, employing and supplying support staff, etc.
2. Make every lab added to a team have a diminished effect, lets say 5-10% less RP per lab over the first. So if your RP per lab is 100 you get 100 for lab one, 90 for lab two and 81 for lab three and so on. This will represent that increased funding will never yield a linear result in efficiency which is realistic. This will also add the effect that you want to have as many scientists as possible but the skill of them is still very important.
Emphasis mine. I'm sorry but I don't think that's at all true, considering that there are plenty of massive scientific collaborative efforts. Some examples that come to mind are RHIC, CERN/LHC, T2K (and other neutrino experiments), various national laboratories (NIST, Argonne, Oak Ridge, Los Alamos) and space programs like NASA. It seems clear to me that not only does massive funding of single projects make some research faster but also it's the only way they are even possible. Admittedly those are physics examples but considering most of our in-game research revolves around the subject I believe the examples are appropriate.
You are expecting an army to arrive some time between now and tomorrow. You don't know exactly where they will show up, but you know it's someplace over "there". Your scouts are 100% identical: Same training, same experience, same brains, same eyes. They act identical, they think identical. So, it doesn't matter if you have one on a hill or 50 on that hill, they won't see it any sooner or later. Having more scanners in a fleet would not yield more information, since all the scanners that could pick it up will, the ones that can't, won't. Speading them out across the entire system would be the only way to do what you're thinking.
Not really sure what you mean here: Do you want sensors to fall off faster? Scan 2D or 3D?
A radar will show you the location of every plane that enters its range, as long as it's high enough above the ground (in Aurora, has a cross section large enough) and it can make a full sweep at least once per 5 seconds. Granted, it won't necessarily tell you what the ship is, but then again, neither do sensors in Aurora. At max range, all they tell you is speed and resolution (tonnage is extrapolated from this). It's the Intelligence division that names it. You need the target within range of separate thermal sensors before you can get engine output readings. You also need to get closer and closer to get EM/sensor emissions (if any) along with other information. Also, the only way to get concrete data on target ships is to shoot them (defences), have them shoot you (weapons) or pick their wreckage for clues/components. Further, I presume that a ship with sensors would have multiple receivers on the hull so it can triangulate with itself. Finally, in terms of targeting with sensors: Missile Guidance systems need to be able to lock on to a target so they can guide the missile in. If your guidance system can't see the target, then it's not going to be able to bring the missile within detonation range. Beam targeting systems have a range they can see the target and a tracking speed that they can calculate the flight path of the target. If the target is too fast, the targeting system isn't going to be able to track it.
On Earth, passive sensors need a LOT of filtering to compensate for planetary magnetic fields, environment, other EM emissions, etc. Even then, a simple thermal camera will pick out a plane against a sky, or a tank in some bushes. In space, all you have is the Cosmic Background radiation and that's not very much there. When your engines are spewing several thousand to million units of heat into empty space, that's going to be pretty easy to pick up at impressive range, especially when your camera is several hundred tonnes in size. Same with shields, that's some pretty impressive EM emissions. Passive sensors could easily pick out where the emissions are coming from within a reasonable distance. As for speed? That's High-School maths. You simply monitor it for 5 seconds and you can triangulate speed and bearing, especially if you distribute several sensors across the hull for self-triangulation. You seem to be basing this on something like sonar, which would need some time to determine velocity, but you need to think of it more like a super-high-res thermal camera than sonar: always watching.
Your computers know what your ship is doing, so compensating (figuring out how the contact will move within your active range, or moving the passive cameras to where the contact was last seen) would take all of the time to actually turn the ship, which is <5 seconds. At most, you'd lose the contact for 5 seconds as you make a turn, you'd pick it up almost immediately afterwards, especially since unless the contact is right on top of you or moving at nearly light-speed, it's not going to have moved very far in 5 seconds relative to your starscape. Losing contacts for a substantial amount of time would only really be possible if the contact exceeds your detection range (either flying away or activating cloaks).
Although ships in the same fleet are counted as being in the same spot, they'd be no closer than 2-5km from each other. Easily enough distance for a scanner to focus in once it's picked up one contact and pick out each and every ship in the fleet (provided it's big enough of course). The only thing that I'm not sure about would be if a smaller ship in a fleet with a larger ship would both be picked up, which they shouldn't. If this is the case, then yeah, you can't be sure if that's one large ship on it's own, or if it's accompanied by 500 fighters/FACs.
This would be cool, but I think it's a bit lower on the list compared to actual ship mechanics.
I believe someone mentioned somewhere that Wealth isn't just money, but the overall military industrial capacity of a civilization: Goods, services, support facilities, etc. Having lots of wealth means your society has the capacity to remunerate the workers to work at your facilities, put them up to live, employing and supplying support staff, etc.
I believe someone mentioned somewhere that Wealth isn't just money, but the overall military industrial capacity of a civilization: Goods, services, support facilities, etc. Having lots of wealth means your society has the capacity to remunerate the workers to work at your facilities, put them up to live, employing and supplying support staff, etc.
Emphasis mine. I'm sorry but I don't think that's at all true, considering that there are plenty of massive scientific collaborative efforts. Some examples that come to mind are RHIC, CERN/LHC, T2K (and other neutrino experiments), various national laboratories (NIST, Argonne, Oak Ridge, Los Alamos) and space programs like NASA. It seems clear to me that not only does massive funding of single projects make some research faster but also it's the only way they are even possible. Admittedly those are physics examples but considering most of our in-game research revolves around the subject I believe the examples are appropriate.
In my opinion these are good example on where great project do have diminished capacity for total resources spent. You can't in general just spend twice the amount of resources and expect twice the amount of results, not if you already have the best and brightest working on a project to begin with.
In regards to passive scanners in space there are quite allot of objects in space that are bright so identifying ships in space might not be as easy as you think. Even things like asteroids have heat signals and can be indistinguishable from a heat signature of a ship engine, depending on your range from that signal and so on. Then you have all the stars and galaxies and so forth... The game work on abstraction and balance things which might not be realistic. But it is definitely not very realistic to use a linear scale for either passive or active scanners.
I'm not sure your premise for scanners picking up or not is true in real life. You pick up the echo of something and you might not know what it is (if anything at all) and the distance you pick it up depends on the current shape and angle that object is in correlation with the radar. Many military targets will have vastly different radar signatures depending on the angle it is detected at, i see no reason why this can't be true in space as well. You also need to identify targets from all the other debris that is out there in space.
I might also add that I have actually worked as a Radar operator in the Military for a year (about 20 years ago though), so I do know a thing or two about how it works.
Let's say you're at your radar station and you see a ping. You don't really know what it is in the first ping, but the second sweep 5 seconds later shows it's moved 500m. That gives you the speed: 100m/second.
The ping delay says it's 20km away.
The Cross-section says it's 5m across, but you don't know much more than that.
While you've been figuring all this out, your station has turned on a high-power thermal and visual camera and aimed it at the ping.
The visual feed shows you a plane facing you and the thermal camera says it's rear is very very hot.
Would you think it's a flock of birds/clouds/radar ghost? Or would you think it's a plane?
When a contact is picked up you only know cross section (civilian starships may be long, but military ships would be spherical because efficiency, which means TCS would be constant), distance (triangulation off your multiple sensors) and that it most definitely is NOT natural. Intel gives it a name, not necessarily it's real name. It's only in the NEXT 5s that you get the speed, when you see it move. You know nothing else about it's capability until you see it do stuff.
When that plane appears on the radar, you don't know if it's loaded with fuel and passengers or bombs and missiles. If you don't have that particular model in your intel book, you won't know anything more than speed, distance and cross-section until you either shoot it or it shoots you, just like in Aurora.
The Sensors in Aurora wouldn't be just one satellite dish and a transmission pylon either. It would be multiple systems all interlinked together to give gravity/lidar readings as well as visual readings. The thermal sensors would probably use high-power thermal cameras instead of gravity/lidar of the active sensors. Strap all this to a future-tech supercomputer and you have yourself a system that could pick out a very hot and fast ship from the cosmic background with ease. Modern tech could do it, future-tech would definitely be able to.
It does not really work like that in real life. You can't just know when you first detect something on radar is the factual maximum distance it could have been detected. It will depend on so many things. In reality you use multiple radar installations for a reason to triangular readings. You use multiple sources of aircraft with radar to increase the chances of detecting something etc... things that is not just a result of the curvature of the earth.Actually, it would. You would detect that object at the maximum distance you could detect that object. If you can't detect it further than that distance, they you didn't detect it while it was further out. Whether it's too small or masking you or your sensors are too crap, you detect it when you detect it and that's the max you could detect it at. Your radar net would detect the same plane at the same time no matter how many times it makes that flight path. Unless it adds/removes shielding or changes it's path, it'll give the same result every time.
I don't think that Spherical shapes is the most efficient for all intents and purposes (in military application) it all depends on so many other factors where a spherical shaped object is not always the best option. I highly doubt that ships would be truly spherical in space in the future for many different reasons.A spherical shape doesn't need to worry about breaking along the long axis when making a sharp turn, or having large concentrations of mass swinging wildly during said turn. It also presents the smallest possible TCS at any angle (as opposed to just head-on) and provides maximum volume for mass. A slight elongation along the long axis may be beneficial (Or required to fit specialised equipment), but nothing too extreme otherwise you need to add extra lateral thrust pointing outwards to not snap your ship, which decreases efficiency. Since it has a high surface area to volume ratio, it also means less mass needs to be expended on armoring the same mass ship. It also means that the bridge and critical components have the same amount of armor from any direction, which reduces vulnerabilities. The more spherical, the better. This is ultimately roleplay though as I doubt Steve will ever want to change the code to track TCS from POV of individual objects.
We also know very little what type of drive systems that Aurora actually use and how much thermal energy is actually released, so you can't just assume it is easy to detect. Perhaps ships use a Warp type engine where the heat energy is just a fraction of what a regular thrust engine would use.
In my opinion these are good example on where great project do have diminished capacity for total resources spent. You can't in general just spend twice the amount of resources and expect twice the amount of results, not if you already have the best and brightest working on a project to begin with.
The primary reason for this is administration, coordination and overhead.
If you have 2 teams / programmers / scientists working on the same stuff they need to coordinate in order to know what the other is doing and not do the work twice. This costs time and effort and on larger scale increases the needs of managers and administrators that can divide the work.
Just imagine your typical workday at big corporation X. How many hours each day to you spend on internal mailing, talk on the phone and attending meetings? ALL those hours are wasted coordination and would be unnecessary if you were running a one man show. Generally it is always true that the smaller the team the more effective it can be.
If anyone here claims they have solved this problem you should go out and contact any major corporation, because I suspect they would pay millions if not billions of dollars to anyone having solved the holy-grail of management! :)
A discussion on the benefits of the mechanics you suggest, in the thread it was suggested in? Of course it belongs elsewhere. </sarcasm>
What diminished capacity? There are zero other examples of some of these labs. There is no way to make them smaller. It's not spending twice the resource and getting twice the results, it's spending twice the resources to get any results. Once you have exhausted low-hanging fruit many fields require massively increased expenditures. The first "big" physics experiments could be done on a tabletop, then they took a building, then acres and now the LHC is several miles across. Projects get bigger, not smaller, and the research requires the increased expenditure. Either you build massive new facilities or upgrade old ones, but you don't create dozens of small facilities and expect big research projects to get completed. Ten 100 GeV accelerators do not equal a single 1 TeV accelerator.
We aren't talking about a small group of scientists here, large projects like RHIC, the LHC and T2K send data to thousands of collaborating scientists and directly employ hundreds (if not thousands) by themselves. If you can think of anyone who can single-handedly replace billions of dollars worth of projects and hundreds of thousands of scientist-hours, please, let me know so I can get them their Nobel Prizes as quickly as possible.
Here's the stat, straight from the game: A single lab employs one million people. Not one scientist, not a small team. Even if 1% of those "employed" are high-level scientists a single lab is roughly equivalent to the LHC project. We are already firmly in the realm of big science. A single laser might weigh in at hundreds of tons, a ship in the thousands or tens of thousands. We are beyond any single scientist. These specific scientists in the game are (I believe) at most directors of large projects that employ hundreds or thousands of scientists and might even represent a small team of scientific management. Why not limit the number of labs per scientist like the first research suggestion? Expensive lab management research could easily represent increased management resources to allow a directing team to control and combine the work of more labs. But reduced effectiveness with multiple "labs" (multiple labs could represent one larger lab)? I don't see any evidence to support that and plenty to refute it.
The same rules apply for all businesses, regardless of size. Going from 1 million to 50 million employed will be just as bad as going from 10 to 500 employed.
The more people you have involved the more is lost to inefficiencies and waste. It is an irrefutable fact.
With a team of 100k in the same lab (assuming 90% is support staff) every department can focus on their own task/problem, with 50 labs of 5 million every task/problem need to be divided into 50 smaller tasks/problems that needs coordination between up to 50 labs to solve the problem. Coordination that was in no way present in the previous example with a single lab.
As I wrote, if have a solution to how to increase size of a team/business/project without waste or efficiency loss big business will pay you billions for it, because it would be revolutionary.
The point is not that there is inefficiency and waste associated with C3 overhead on larger projects, I readily admit to that. The point is that collaborations lead to specializations and economies of scale that lead to overall increased efficiency beyond what is lost. Here are some very relevant examples:
Specialization and increased overall efficiency due to improved technology that you are talking about here is handled in Aurora by the techs that improve research efficiency.
If you have the same level of technology, same level of equipment, then having 10 labs working on the same tech instead of 1 should not really be 10 times more effective.
CERN today has around 15000 employed (also including visiting scientists & engineers), compared to 1 million for a single research lab in Aurora. It is hard to imagine any situation where 1 million is not enough for even the largest research projects and experiments needed. Also remember that we already are very specialized due to the nature of Aurora ship building divided into components. Instead of researching an entire Carrier with everything on it you already divide it into dozens of projects. One research project can for example be researching a new missile engine component that will be used inside a missile, inside a launcher, inside a fighter, inside a carrier. It's hard to get more specialized then that.
It also seems you are mixing up alot of concepts here. Economy of Scale and Factory production then sure of course you are right that having one big assembly line instead of 10 small workshops employing the same amount is more effective.
But it doesn't work that way for Research, RnD and Product development. Every day you can see big companies buy up small upstarts with innovative technology and ideas, simply because they can't come up with those ideas themself, no matter if their RnD department is 1000 times larger. In a big company waste and as you put it C3 prevents you from seeing the big picture and making the big science breakthroughs.
If you ever see a big company buy a smaller rural workshop, it is because of their ideas, patents and innovative approaches, not because of their production assets.
I would like the option to create "fake" bodies on the map so we can place space stations in the middle of nowhere. This body would be like a stationary planet where you can not have any population and can be used to place maintenance/recreational bases and you can drop some mineral there. They could be restricted to drop minerals on them, but I don't think it is so important, abusing them would just be weird.
In essence they would act as if they were a planet but they are not, just a point in space intended to be used for the purpose of building a space station. This would purely be for role-play and if someone abuse it to create ammo/fuel/mineral dumps in space without ships or bases its their problem.
They could also be used to create mineral ore bases where your cargo haulers can come and drop of and pick up minerals as if it was a planet, you just place a station there with a large cargo hold to act as a midway station. You can now have a hub in system from where you distribute all the ore and are not relying on a planet or asteroid.
I just want to be able to finally build real space stations and I think this could be a simple solution to that problem.
This is minor request. The little check box for "auto turns" gets a fair bit of use when the NPRs fight...I set the game for 5 min and let it auto advance. I can see when the step hits 5 min that the NPR battle is done with. The trick at that point is to click on the box to remove the checkmark...while the mouse curser is now a rotating circle with no obvious "point" to click with. Could this be turned into something more aimable to the rotating circle like button or even just a bigger check box?
Why not instead have a similar autoturn function that automatically stops when the maximum selected time increment is being applied once or twice?
Feature request: miles instead of kilometers.While I hate the Imperial system of measurement, it does make sense considering there is an option in the System View (F9) to convert escape velocity, temperature, diametre and distance into Imperial. It just needs to expand outside that window.
Give us a toggle to choose whether we want ship speeds and distance measures in miles or kilometers.
This is especially obvious in the game setup and game info entry forms, but seems to be present in all data entry forms.
Tab-stops are way out of order.
For instance on the Create New Game form, put the cursor in the Game Name textbox then hit tab, and follow the bouncing cursor.
I'm not sure about the language or the IDE that this was developed in, but Visual Studio (VS2010+ I think) gives a simple way to alter a form's tab-stops. Open a form with controls on it in VS, Then click on View / Tab Order. At this point, every control with a tab-stop has the tab-ID in blue, now just click on the controls in the order that the cursor should proceed to when you press tab. When they are in the order that you want, click on View / Tab Order again.
This is especially obvious in the game setup and game info entry forms, but seems to be present in all data entry forms.A few things;
Tab-stops are way out of order.
For instance on the Create New Game form, put the cursor in the Game Name textbox then hit tab, and follow the bouncing cursor.
I'm not sure about the language or the IDE that this was developed in, but Visual Studio (VS2010+ I think) gives a simple way to alter a form's tab-stops. Open a form with controls on it in VS, Then click on View / Tab Order. At this point, every control with a tab-stop has the tab-ID in blue, now just click on the controls in the order that the cursor should proceed to when you press tab. When they are in the order that you want, click on View / Tab Order again.
A few things;
1) I actually have no idea what you are going on about. I have been playing this for a few years and unless you actually try to brake it (like it sounds like you did) the game is very "stable" (quotation because of the inherent faults/errors in games of this magnitude).
2) The game is in 7. 1 so the 5. 2 suggestion thread probably wasn't the best place.
3)I believe this was made in Visual Basic. And trying to change it would require a whole rewrite of the code Steve has already spent these past YEARS making.