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The Academy / Noobie question on refueling and the auto pause within game
« Last post by Antmf on November 15, 2017, 01:43:12 PM »
I sent my scouts out to do surveys of nearest bodies and second order was if their fuel goes below 30% to go back to earth and refuel but now they ran out of fuel and have no idea what to do. My question is :

1- How do i prevent that from happening in the future?
2- How do I get them back to base to refuel?
3- And how do i prevent the game from constantly auto pausing telling me that so and so ship is out of fuel?
4- oh 1 more thing:Is there a way to slow down in which the events log shows the text messages? It is going fast and was wondering I could slow it down?
The Academy / Re: Ruins and diplomacy
« Last post by vorpal+5 on November 15, 2017, 03:32:31 AM »
Thanks for the answers. Sorium harvesters do benefit from the mining bonus indeed, from experience.

Is the salvager operation sped up, or also provides higher yield?

Can someone confirm that I only need to drop a xenologist team on a planet with ruins for it to start working?
The Academy / Re: Ruins and diplomacy
« Last post by Paul M on November 15, 2017, 03:20:52 AM »
The factory bonus is used for salvaging and jump gate construction.  The mining bonus is used by sorium harvesters.
The Academy / Re: Ruins and diplomacy
« Last post by DIT_grue on November 15, 2017, 01:11:18 AM »
3. Bonus Q  :) what is the use of the factory bonus for ship commanders, except hastening jumpgate construction? Does it do anything else?
JG construction for sure. I think they may also effect repairing things in hangars, but I don't remember off the top of my head.

That doesn't sound right. Hmm... the wiki only mentions jump gate construction and salvaging, but my notes point to a post that indicates at least sorium harvesters also benefit.
C# Aurora / Re: Replacing PDCs
« Last post by boggo2300 on November 14, 2017, 03:17:20 PM »
Now a missile silo might work better on the ground instead ( seeing how it needs logistics and storage for missiles, and how any hits to magazines could provide a risk meaning more need for protection ).

Actually I'd be fine with things like that,  Single use facilities that can be built just like other planetary infrastructure,  like a Missile Silo facility, A Hangar Facility, a Bunker Facility (increased protection for ground troops) sort of thing
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by TheDeadlyShoe on November 14, 2017, 02:37:59 PM »
They'll have fortification bonuses, which is arguably better ;)
Mechanics / Re: Change Log for v7.2 Discussion
« Last post by iceball3 on November 14, 2017, 02:25:36 PM »
Possibly you could say you need to use infrastructure 'X per million if over Y million pop' for terraformed planets with 0 cost otherwise but a large hydrosphere.
Sounds good in my opinion. Infrastructure is up to and including domes and farms suited to keep people alive in the vacuum of a barren planet, after all. Ice with atmosphere would be suitably less problematic. Water a little difficult, but...
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by iceball3 on November 14, 2017, 02:00:27 PM »
no, regular beams will be able to fire STO from ground units.
Who unfortunately will have no armor saves against orbital bombardment.  :-\
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by iceball3 on November 14, 2017, 01:59:26 PM »

Hmmm, how about making planetary population caps flexible based on the infrastructure? For instance, tidally locked planets can have much higher population caps just by having infrastructure in the less hospitable places, water planets can just have infrastructure built in the shallows, et cetera. Maybe make the useful population scale poorly for circumstances like that? (agriculture and environmental getting higher percentages as an increasing portion of your population lives in underwater spacedomes)
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Barkhorn on November 14, 2017, 12:39:33 PM »
Make it so some planets are better for certain kinds of facilities when they are not terraformed.

For instance, in real life, Titan is perfect for setting up factories and supercomputers.  The Landauer Limit is the theoretical maximum computation speed, and is inversely proportional to the computer's temperature.  Because Titan is so cold, and has a thick atmosphere to use as a heatsink, Titan would be perfect for use by datacenters.  A similar situation occurs with manufacturing.  Because Titan is so cold and has a thick atmosphere, manufacturing equipment can be run harder and hotter, improving production speed.

Basically, Titan is better for a colony the way it is now than if we terraformed it to be easily habitable.  I imagine a situation where society solely uses cryptocurrencies, with bitcoin mines on Titan maintaining the blockchain.
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