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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on Yesterday at 01:00:32 PM »
In the Medal Management window, the Medal Conditions tab does not correctly reflect the medals of the current race in cases of multiple player races. In other words, in a game with multiple player races, if I set medal conditions for Player Race 1, then switch to Player Race 2, the medals shown in the Medal Conditions tab will show medals from Player Race 1 (regardless of whether Player Race 2 has set a medal for that condition).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on Yesterday at 08:08:21 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 07:10:53 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Yesterday at 06:22:13 AM »
I designed and researched an infantry unit, then obsoleded it because it wasn't what I wanted. It is now appearing under the power and propulsion research tab as researcheable race-designed engine  ???

There used to be a similar bug that could happen if you had two Create Research Project windows at the same time when you designed a component to research.

Regardless, you should be able to just delete the tech from the Research screen.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Kaiser on Yesterday at 05:27:49 AM »
I designed and researched an infantry unit, then obsoleded it because it wasn't what I wanted. It is now appearing under the power and propulsion research tab as researcheable race-designed engine  ???
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on April 21, 2024, 10:54:02 PM »
Back during the development of C# Aurora, Steve was going make wrecks towable. The idea was to use tugs to move wrecks to a safe location where a salvage station would dismantle them. However, that never happened. I would love to see this become possible - I'm imagining fast tugs rushing into a contested system to snatch up wrecks and your fleet having to guard them as they make their way home. It would also remove the unfortunate problem of running out of cargo holds and thus losing out possibly valuable components - maybe it's just me but I have really hard time calculating how much cargo space salvage ships should have with them. Having a salvage station orbiting a colony, where the components would be immediately stored for dismantling and/or usage, would be great. So if this is code wise feasible without too much a hassle, I'd love to have it as a feature!
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Andrew on April 21, 2024, 04:25:18 PM »
Fire Control Jammer 3 seems to have the wrong cost of 60 , the other level 3 jammers have a cost of 30 and all the level 12,4 jammer costs are identical, fire control jammer 4 costs 40
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on April 21, 2024, 03:24:26 PM »
Personally (and this is only my own experience/opinion), if I want to slow down colony growth I turn off the civilian shipping lines. This usually has a pretty powerful effect, especially since even if I have a large fleet of people-moving ships I may not have the fuel production to run them at 100% duty cycle.

That said, I like Andrew's suggestion which is better than what I was going to say about modding the conventional cryo units (as modding the normal ones interferes with the NPRs). This is exactly the kind of thing miscellaneous components are for, similar to how we have SM mode to expand beyond what the basic game rules allow in many cases.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 21, 2024, 02:17:58 PM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.
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C# Bug Reports / Re: Typo Thread bugs
« Last post by paolot on April 21, 2024, 02:06:08 PM »
So the typo only happens when a standing order is applied to an unexplored JP?

It seems so.
I am seeing it only for unexplored JPs.
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