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Posted by: schroeam
« on: September 21, 2008, 10:43:19 PM »

Might be useful to have a market system for purchasing, or leasing, civilian ships to give a rapid insurge of colonists to a colony beyond the operating range of civilian ships, but then be able to transfer them back to civilian industry to avoid the overhead costs.  Just a thought...
Posted by: Steve Walmsley
« on: September 21, 2008, 04:17:25 AM »

Quote from: "ShadoCat"
Quote from: "adradjool"
What about being able to sell excess colony ships to civilian interests, or refit civilian ships to more up to date tech?

I don't see the point in that since one of the best things about civilian built ships is that they don't cost resources.  The wealth that you would get seems a trifle compared to the irreplaceable resources that you spent to build it.

You might sell it if the cost to upgrade isn't worth it and you don't want older ships. I see your point as even an old slow ship can be useful but you might also sell it to civilians to save fuel.

Steve
Posted by: Steve Walmsley
« on: September 21, 2008, 04:15:13 AM »

Quote from: "adradjool"
What about being able to sell excess colony ships to civilian interests, or refit civilian ships to more up to date tech?

I like both ideas, altough the latter is trickier to handle. I'll give it some thought.

Steve
Posted by: ShadoCat
« on: September 17, 2008, 06:36:45 PM »

Quote from: "adradjool"
What about being able to sell excess colony ships to civilian interests, or refit civilian ships to more up to date tech?


I don't see the point in that since one of the best things about civilian built ships is that they don't cost resources.  The wealth that you would get seems a trifle compared to the irreplaceable resources that you spent to build it.
Posted by: schroeam
« on: September 17, 2008, 12:03:23 PM »

What about being able to sell excess colony ships to civilian interests, or refit civilian ships to more up to date tech?
Posted by: MWadwell
« on: September 16, 2008, 11:58:19 PM »

Quote from: "Steve Walmsley"
Quote from: "IanD"
Quote
I haven't coded it yet but I intend to add an option to "nationalise" civilian shipping. This will add all civilian shipping to your Empire but there will be a lower chance of civilian shipping appearing in the future. Every time you nationalise the chance will decrease further (I am thinking of halving the chance for each nationalisation).
Is it possible to have a button to buy civilian shipping, not all of it but selected task groups and at a reasonable market cost? E.g. My empire is short of geo survey ships, the civs have built two or three which just hang around doing nothing and I would like to give them something constructive to do, but I am quite happy with the colony ships and don't want to interfere in their work. This would be much better than an all or nothing nationalisation button, which would reduce the chance of more free ships.
That's a very good idea. The only slight problem I can see is that a player would buy up all the civilian ships and remove the civilian element of the game. Therefore, how about if the only civilian ships offered for sale are those that cannot find anything to do, like the geo survey ships you mentioned? This is on the basis that if the civilian owner cannot find any thing for his ships to do, he is much more likely to try and sell them.

Steve


What about a sliding scale for costs - e.g. the cost to buy the last available ship is (prohibatively) higher than buying the first ship. I mean, it follows real life - the law of supply and demand and all....
Posted by: IanD
« on: September 16, 2008, 07:21:07 AM »

Quote
That's a very good idea. The only slight problem I can see is that a player would buy up all the civilian ships and remove the civilian element of the game. Therefore, how about if the only civilian ships offered for sale are those that cannot find anything to do, like the geo survey ships you mentioned? This is on the basis that if the civilian owner cannot find any thing for his ships to do, he is much more likely to try and sell them.


Thats perfect, as there are not only the Geo survey ships but the occassional Colony ship which seems to get stuck. Personally I wouldn't buy up all the civilian shipping as it provides a way to populate my colonies without me having to programme in the journey. I can then concentrate on the more distant/marginal colonies.

Regards
Posted by: Steve Walmsley
« on: September 12, 2008, 07:48:06 AM »

Quote from: "IanD"
Quote
I haven't coded it yet but I intend to add an option to "nationalise" civilian shipping. This will add all civilian shipping to your Empire but there will be a lower chance of civilian shipping appearing in the future. Every time you nationalise the chance will decrease further (I am thinking of halving the chance for each nationalisation).
Is it possible to have a button to buy civilian shipping, not all of it but selected task groups and at a reasonable market cost? E.g. My empire is short of geo survey ships, the civs have built two or three which just hang around doing nothing and I would like to give them something constructive to do, but I am quite happy with the colony ships and don't want to interfere in their work. This would be much better than an all or nothing nationalisation button, which would reduce the chance of more free ships.

That's a very good idea. The only slight problem I can see is that a player would buy up all the civilian ships and remove the civilian element of the game. Therefore, how about if the only civilian ships offered for sale are those that cannot find anything to do, like the geo survey ships you mentioned? This is on the basis that if the civilian owner cannot find any thing for his ships to do, he is much more likely to try and sell them.

Steve
Posted by: Steve Walmsley
« on: September 12, 2008, 07:20:20 AM »

Quote from: "IanD"
Quote
Finally, civilian ships no longer require fuel. It is assumed the civilian space centre will provide the necessary fuel and it makes things much easier with a minimal reduction in gameplay
Will this finally prevent them from running out of fuel? I find that when they start transporting colonists from one colony to another they "forget" :roll: to return to the home system to refuel (fuel refineries not on my priority list for a new world). Perhaps you can code it that civilian centres can appear on other planets as well as only the home world? May be they can already but I have just the two on the home world.

Yes, they will no longer run out of fuel in v3.2. Civilian centres can appear on any planet with a pop of at least 10 million. The larger the population, the more chance that one will appear. Its about 3% chance per year for a pop of 100m

Steve
Posted by: IanD
« on: September 05, 2008, 02:52:27 AM »

Quote
I haven't coded it yet but I intend to add an option to "nationalise" civilian shipping. This will add all civilian shipping to your Empire but there will be a lower chance of civilian shipping appearing in the future. Every time you nationalise the chance will decrease further (I am thinking of halving the chance for each nationalisation).


Is it possible to have a button to buy civilian shipping, not all of it but selected task groups and at a reasonable market cost? E.g. My empire is short of geo survey ships, the civs have built two or three which just hang around doing nothing and I would like to give them something constructive to do, but I am quite happy with the colony ships and don't want to interfere in their work. This would be much better than an all or nothing nationalisation button, which would reduce the chance of more free ships.

Regards
Posted by: IanD
« on: August 28, 2008, 03:12:13 AM »

Quote
Finally, civilian ships no longer require fuel. It is assumed the civilian space centre will provide the necessary fuel and it makes things much easier with a minimal reduction in gameplay


Will this finally prevent them from running out of fuel? I find that when they start transporting colonists from one colony to another they "forget" :roll: to return to the home system to refuel (fuel refineries not on my priority list for a new world). Perhaps you can code it that civilian centres can appear on other planets as well as only the home world? May be they can already but I have just the two on the home world.

Regards
Posted by: Erik L
« on: August 27, 2008, 01:31:31 PM »

This one properly belongs under suggestions... But I'd like to see a better correlation between the TacIntel window contact designations and the Contacts listed in Fleet Moves.
Posted by: Erik L
« on: August 27, 2008, 01:24:51 PM »

I renamed the civilian "alien" race to "Human Civilian" and as I ID the ships, I've been giving them names. This is the data I've got on the ship class that has me worried.

Code: [Select]
30x Size 1 Missile Launcher
Sensor S64/R80 GPS: 5120, Max Range 51.2m KM, Resolution 80

Tech Data:
Box Launcher .15 Size/ 15x (No Internal Reload)
Missile Launcher Reload Rate 1


Three ships have been seen, 2 of which have 56 Thermal signature.
Estimated Tonnage is 2550 and Estimated Speed is 1098.

I double-checked researched tech. I've not even gotten the box launcher. My next step is .25 Size /100x reload (plus internal Mg), and I want to say I've never designed a Resolution 80 scanner. Largest res I've done is 40.
Posted by: waresky
« on: August 27, 2008, 12:22:50 PM »

But r possible,for a civilians routine program,coloniz some "bad politics" or "too far from Core" systems..r very real simulations.
Some Uthopic Leader send a "religious anarchist" at 1 jump only far from a vicious enemy:)..do u remember Space mobile Infantry film and book?
yeah..

Or some colonist vanguished on void space..lost in unknow systems,lack on fuel..and one century or another the "Central Governement" (you) found this wreckage in a space..

BUT..NOT build too much colony ships..i think r very expensive this ships..
..hard work and balanced..
Posted by: waresky
« on: August 27, 2008, 12:18:17 PM »

Civilians are same as in real situation a "normal" traveller or tourist or populations expansion..
It's a great idea..
No Colony r immobilizing in populations,this r ur great "simulation".