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81
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 15, 2024, 09:11:43 AM »
1 - is it possible to speed up the construction of a space station with components? I see no checkbox, so I guess it's not (possible)

Not if you are building the space station with Construction Factories.
82
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on April 15, 2024, 04:38:55 AM »
STO's workwith theweapon you built for them. So if you want them to use spinal mounts, then you need to design a spinal laser/plasma cannon and put it in an STOmount. I and at least some NPR's do this so it is straightforward
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on April 15, 2024, 03:52:54 AM »
Ah well, Truce. I believe no-one but Steve no the fine details about it. Anyway, moving on!

1 - is it possible to speed up the construction of a space station with components? I see no checkbox, so I guess it's not (possible)

2 - How do you see the details of ground units embarked in TT module? I would like to add a 100-tons TT module on each of my medium+ warships, but it seems you don't know much about the troop once it is boarded.

3 - Do STOs benefit implicitly from the Spinal mount research? Or never ever?
84
Hello, thanks for the tip! The tinkering did fix the issue.

I also found a way to check things without tinkering with the files though, since I'm a bit paranoid for these things.  Ill share it in case someone finds it useful:

It turns out the Spoiler and NPR were fighting on a gate and jumping around.  Some sort of error seemed to prevent the fight from moving forward.  I ended up manually discovering a few systems with Spacemaster, and when I found the suspect I spawned a planet close to each side of the gate with a sensor ship. 
For some reason, not only did I find them, but the battle actually ended soon after.  If I kept rolling the backup without this it would still be stuck.

After it ended, I just deleted the 2 ships and planets, leaving everything as it was and having to touch no files, just in case.
85
Image Enhancements / Race Images by dystopian_settings
« Last post by dystopian_settings on April 15, 2024, 02:44:30 AM »
While there are already good and extensive AI image packs, I didn't find them to fit the atmosphere in my own games very well.   So I decided to bother Stable Diffusion and create an image pack in an alternative style, reminiscent of 1970s, 80s and 90s sci-fi book covers.       

The guiding ideas behind this set were:
* A large number (500) of races to add variety to the randomly generated NPR
* No races associated with an existing lore
* A few races that are basically weird-looking people or earth animals in spacesuits.   But above all, the goal was to create creatures with truly alien physiology.       
* Using a randomized prompt generator to get unique species

The image pack has been tested on Aurora 2.  5.  1
I do not claim ownership of the images, they can be used freely.   If anyone is interested in any of the images in high resolution, contact me here or on Discord.   Most images were originally created at 1024x832.       
86
C# Bug Reports / Re: Typo Thread bugs
« Last post by Garfunkel on April 14, 2024, 10:35:35 PM »
It should be

s t a b i l i s e

but currently it is

s t a b l i i s e

So just one i jumped over the l instead of staying where it should be. I have to admit, I've never even noticed, my brain has silently fixed it :P
87
C# Suggestions / Re: Auto-assignment by cost priority
« Last post by Garfunkel on April 14, 2024, 10:33:46 PM »
Oh, that's an interesting suggestion. It would just need to be communicated to players clearly as it might otherwise be difficult to realize.
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C# Bug Reports / Re: Typo Thread bugs
« Last post by skoormit on April 14, 2024, 02:46:25 PM »
Version 2.5.1, in event description:
"stabliise"
Steve is British :)

I know. But stabliise remains a typo.  ;)

Yes, but it's a British typo.
89
C# Suggestions / Auto-assignment by cost priority
« Last post by vorpal+5 on April 14, 2024, 02:03:20 AM »
The code that determines what is a ship class, in regard to how characters can be assigned, can perhaps be improved? It seems to consider the nature of a ship by checking the components by reverse index in the tree of components. This means, for example, that a ship with a Jump Stabilization module on which you add a very small troop component becomes a troop transport.

The most versatile approach would be to have the component added last to determine the nature of the ship; this way, a player can precisely decide what their ship should be considered. If not, then the costliest component should determine it.
90
C# Bug Reports / Re: Typo Thread bugs
« Last post by paolot on April 13, 2024, 04:55:05 PM »
Version 2.5.1, in event description:
"stabliise"
Steve is British :)

I know. But stabliise remains a typo.  ;)
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