[wiki] Aurora, rejeton d'un nain et d'une étoile. Le "4X" sans concession.

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Salut,

Je commence tout doucement à m'y mettre...

Jeu installé, je commence à suivre lentement les tutos...

Pas simple. Je lis pas mal de choses : ici une présentation plutôt bien faites : http://rpol.net/display.cgi?gi=46368...ate=1304717557

Sinon, il y a apparemment une option, dans le design de missile, qui s'appelle "laser warhead' mais pas encore utilisé par le code... une future possibilité de se la jouer missile à la Honor Harrington ???
T'es sur qu'elle est pas utilisable me semble qu'elle avait été ajoutée dans un version relativement récente, enfin je n'ai jamais essayé de l'utiliser de toute façon.

Mais on peut déjà faire des choses sympas avec les missiles et des thermal sensor, tu créé un waypoint près de la zone où tu as repéré les pasbos, tu envoies ton missile et tu le laisses trouver sa cible tout seul, en plus quand un vaisseau est détruit il va tout de suite acquérir une nouvelle cible.
C'est vachement pratique contre les aliens qui ont une grosse avance en electronic warfare.
J'ai encore un petit problème, je voudrais aller miner les astéroïdes, j'ai donc créé ce type de vaisseaux

Corelian class Freighter 21,900 tons 163 Crew 326.6 BP TCS 438 TH 250 EM 0
570 km/s Armour 1-69 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 9 MSP Max Repair 120 MSP
Cargo 15000
Asteroid Miner: 1 module(s) producing 16 tons per mineral per annum

Internal Confinement Fusion Drive E0.6 (1) Power 250 Fuel Use 6% Signature 250 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 68.4 billion km (1388 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Mais dans les ordre que je peux donner je vois rien qui se rapproche du minage, j'ai essayé de faire load minerals, mais ça ne donne apparemment rien, bref, est-ce qu'il me manque quelque chose dans ce vaisseau pour aller miner ou alors je suis pas dans le bon menu pour lui dire de miner ?
Tu dis à ton vaisseau d'aller sur un asteroide, et il va miner automatiquement ...
si tu regarde, tu aura normalement une colonie qui va s'y crée (ou tu la crée), et dans l'onglet "mining/..." du F2, tu y verra que ya du stock, qui augmente ...
Après, il faudra que tu l'achemine vers ta planète-mère (mais tu devrai attendre qques mois avant de le faire).
Il n'y avait plus trop de nouvelles de Steve, le dev du jeu, car il a trouvé un boulot sur l'île de Man et donc il lui a fallu trouver une nouvelle organisation dans sa vie privée...
Bref, les choses rentrent petit à petit dans l'ordre et il a continué à bosser sur Aurora.

Les changements à venir en 5.50 :

Citation :
Change Log
-----------

1) Improved Est Time Calculation for Maintenance (see below) and change to class summary
2) New Glossary of Terms tab for the Class Window, to explain the various abbreviations in the class summary
3) New 'Wreck Detected' event, which will notify players when a new wreck appears in a system where they have planetary sensors or a ship
4) Removed non-hostile targets from default target list on F8 window and added option to include non-hostile.
5) Added current target to end of fire control name in the fire control section of F8 window
6) Same contact remains selected in F8 target list if you change fire control or ship selection.
7) F8 Contact list is sorted alphabetically
8) On the F8 window you can choose to highlight contacts that are currently targeted by either the current task group or the same empire. The targeted contacts are shown with a preceding (T)
9) You can now transport Ground Force Training Facilities in cargo holds. They require the same space as a research lab
10) Clicking on a wreck on the system map will centre the map on the wreck
11) All ground units need to be researched before they can be built
12) The temperature range research projects for creating new species offer a much greater temperature range than before
13) Turret design has been modified - see below
14) The Civilian Colonisation status for pops over 25m can now be set to Destination, Source or Stable. Stable means neither a source nor a destination.

Bug Fixes
---------

Fixed the bug where your freighters entering populated systems cause an alien race to attack even when a trade treaty is in place
Stopped Refit Cost dropdown on Class window from duplicating the class list.
Fixed bug where parasites still on board their mothership would attempt to ram
Ainsi que :
Citation :
Improved Est Time for Maintenance

The existing Est Time field on the Class Summary provides a more useful guide to the likely time before maintenance supplies run out than the base failure rate. However, the value in this field is calculated based on the most expensive component failing, which will not always happen. If the component is expensive but small this will be even more of a distortion as the selection of a system for failure uses the combat DAC. So for v5.50 I have added a much more detailed calculation for the Est Time field and also renamed it the Maint Life field.

In v5.50 Aurora looks at the chance of each individual system failing within a given year and creates an aggregate annual failure cost, based on the cost of each component multiplied by the percentage chance of it being selected for maintenance failure. This will lead to higher but more accurate Maint Life figures. This also allows for more detail in the maintenance line of the class summary. Shown below are the new v5.50 version and the older v5.42 version of the class summary. AFR is just an abbreviation of annual failure rate and MSP is an abbreviated way to show Maint Capacity. 1YR shows the estimated cost of maintenance failures for one year of continual operations after an overhaul. 5YR shows the estimated cost of maintenance failures for five years of continual operations after an overhaul. This is 15x greater than for 1 year because of the increasing chance of failure with each year that passes after an overhaul. Based on player suggestion I have also changed the order the information is presented to emphasise Maint Life over AFR.

Although this looks a little more complex due to the extra information, it should make understanding the maintenance requirements of a design far easier and more accurately reflect the potentially significantly different failures of designs that may have a similar overall size and cost. It will also give players an idea of how many MSP they are likely to expend and they can therefore plan MSP production accordingly.

Eridani class Missile Cruiser 15,000 tons 1016 Crew 2718 BP TCS 300 TH 2100 EM 0
7000 km/s Armour 7-54 Shields 0-0 Sensors 16/36/0/0 Damage Control Rating 8 PPV 114
Maint Life 4.82 Years MSP 906 AFR 225% IFR 3.1% 1YR 64 5YR 962 Max Repair 180 MSP

Eridani class Missile Cruiser 15,000 tons 1016 Crew 2718 BP TCS 300 TH 2100 EM 0
7000 km/s Armour 7-54 Shields 0-0 Sensors 16/36/0/0 Damage Control Rating 8 PPV 114
Annual Failure Rate: 225% IFR: 3.1% Maint Capacity 906 MSP Max Repair 180 MSP Est Time: 1.62 Years
Et
Citation :
Ground Unit Research
All ground units need to be researched in v5.50 before they can be built.

With TN tech you can research Mobile Infantry, Replacement, Engineer and Garrison.
Assault Infantry requires Mobile Infantry
Marine and Heavy Assault battalions requires Assault Infantry.
Marine Company requires Marine Battalion
Brigade HQ requires Mobile Infantry
Division HQ requires Brigade HQ

Changes to "Genome Sequence: Base Temperature" tech line
5,000RP: Base Temperature +10C
10,000 RP Base Temperature +20C
20,000 RP: Base Temperature +30C
40,000 RP: Base Temperature +40C
80,000 RP: Base Temperature +50C
et cetera

This should make this range of tech more worthwhile in the future

Turret Design

Turrets can now have fractional sizes. However, this means that with the current rules there is no longer any advantage to having twin, triple or quad turrets, as they are just exact multiples of the single turret in terms of size, crew, etc.. Therefore I have also made the following changes:

Large turrets receive a discount in terms of the size of the turret gear required. The discount is 5% for twin, 7.5% for triple and 10% for quad. So for a single turret that required 1.5 HS of gear, a twin turret would require 2.85 HS and a quad would require 5.4 HS. The total crew for the turret receives the same discount.

Additional armour for the turret is based on its total volume, using the current armour technology and exactly the same formula as for a ship the same size as the turret. As with ships, larger turrets will require less material per weapon to provide a given level of armour. Armour increases the HTK of the turret by (Armour Level * Number of Weapons). So adding 2 armour to a quad turret would increase the HTK by 8.

An example:

The Eridani have a 20cm Laser which is size 6. Their fire control tracking speed and turret tracking speed are both 6250 km/s and they have laminate composite armour. A single, unarmoured turret with a tracking speed of 25,000 km/s will appear as below. The new SPW parameter indicates the total size per weapon, which for a single turret is equal to the turret size.

Single Turret
Damage Output 10x1 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 8.4 SPW: 8.4 Turret HTK: 3
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 75 Crew: 60

The twin unarmoured turret and the quad unarmoured turret, also with a 25,000 km/s tracking speed, are shown below. As you can see, the SPW figure is slightly lower for the larger turrets.

Twin Turret
Damage Output 10x2 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 16.56 SPW: 8.28 Turret HTK: 6
Power Requirement: 20 Power Recharge per 5 Secs: 10
Cost: 149 Crew: 114

Quad Turret
Damage Output 10x4 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 32.64 SPW: 8.16 Turret HTK: 12
Power Requirement: 40 Power Recharge per 5 Secs: 20
Cost: 295 Crew: 216

Now lets add armour thickness 2. As you can see, this makes the turrets harder to destroy and the difference in SPW is much more pronounced due to the efficiency savings when armouring larger turrets. These changes should make large armoured turrets a serious option for ship designers.

Single Armoured Turret
Damage Output 10x1 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 11.73 SPW: 11.73 Turret HTK: 5
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 115 Crew: 60

Twin Armoured Turret
Damage Output 10x2 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 21.8 SPW: 10.9 Turret HTK: 10
Power Requirement: 20 Power Recharge per 5 Secs: 10
Cost: 212 Crew: 114

Quad Armoured Turret
Damage Output 10x4 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Turret Size: 40.87 SPW: 10.22 Turret HTK: 20
Power Requirement: 40 Power Recharge per 5 Secs: 20
Cost: 394 Crew: 216
Hey ici ! Je m'y suis mis. Je galère un chouilla, mais ça avance un peu.

Quelqu'un saurait m'expliquer comment explorer les comets ? Dans les ordres de survey, j'ai des trucs pour les moons, roids et planètes mais rien pour les comets, donc je peux pas check leur contenu
Pour l'ordre automatique qui va survey les comètes faut sélectionner "survey nearest body"
Du coup si il y a d'autres corps que tu as pas encore survey il les fera aussi.
Ah j'ai jamais remarqué ça, en fait même mes ship refusent de faire des survey des jump point si je mets survey nearest body, il faut faire survey nearest survey location pour les jumps points je crois
Une fois que tu as créé ton design et que tu lui as filé un nom, tu selectionnes un shipyard et tu choisis le vaisseau que tu veux faire construire dans le menu.
Tu peux accélérer la construction du vaisseau, en fabriquant des pièces que tu vas utiliser.

Et, si tu parles des projets de recherche, en assignant plus de labos, tu accélères le projet.
J ai crée mes vaisseaux et je leur dit de se balader donc, le probleme c'est que je n'arrive pas a sélectionner un seul vaisseau... je dois sélectionner la TF entiere a chaque fois, de plus je n'ai pas trouvé comment modifier la TF d'un vaisseau...

J'ai essayé de terraformer Mars mais no way, j'ai juste réussi plus ou moins a envoyer quelques péons la bas. Des idées ? j'ai un vaisseau de terraformation mais il bouge plus et reste au milieu de l'espace...

Je parlais de Task Force et non de Fleet en fait

Dernière modification par Maniwa ; 04/12/2011 à 16h37.
Il a un moteur ?
Bref pour la terraformation, ça ne marchait pas car pas assez de workers sur Mars.

Je me retrouve bloqué sur un autre point, j'ai créer mes cargots mais évidemment j'ai pas mis de jump engine donc ils peuvent pas changer de galaxie... la question que je me pose est puis-je les faire changer de galaxie si je construis un vaisseau plus gros que mes cargots avec un jump engine supérieur a leur taille en tonnes (la taille d'un seul pas les deux réunins) ?
Ouaip tu peux. le Jump engine permet de faire de faire sauter un squad.
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