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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ISN on Today at 06:03:36 PM »
How are systems generated in Known Stars games? The wiki says "The game works through all the stars in order of increasing distance. There is a 20% chance of selecting the nearest star, then if that isn't selected, 20% chance of second nearest star, etc." I think this is from the old VB version, but I haven't seen any posts about changes to this. I ran some tests in a fresh game generating systems from Sol and they seemed to confirm the 20% number. However, in my games I've also seen systems with really distant neighbors, like HIP 31293 in the screenshot. Its neighbors have distances in real space of 54.1, 63.1, and 70 light-years, and as far as I can tell there are hundreds of closer systems that haven't been picked yet. So it seems very unlikely to me that this was generated purely by iterating through the closest systems.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Panopticon on Today at 04:15:41 PM »
I'd be interested in seeing civs build more expensive ships, and be reactive to what is going on in the empire, so if Raiders are popping up, maybe they build a light escort or armed freighter, if your empire is doing a lot of terraforming perhaps building those.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by kks on Today at 03:20:14 PM »
Is there any way to transfer a population to an NPC?
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Kiero on Today at 09:23:42 AM »
Maybe some kind of Cargo / Passangers licence system (that CLS would need to buy), overall (Cargo and Passangers separately) and/or for a specific system?

or
CLS shipyards licence - how many slipways they can have and what ship size they can build?
This one is more complex to predict long therm effects.

That would give CSL some other way of spending money, therefore limit their growth.

Licence would be on overall tonage of CSL for Cargo and Passanger separately and size of a ships allowed in to a system?

Edit: system licence when set up high might result in small high speed luxury passanger ships that would have high cost to produce.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Today at 08:46:45 AM »
For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Steve Walmsley on Today at 08:42:30 AM »
Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?

Because it was a conventional start, I still don't have a very large fleet, so I am refitting less than I normally do. I still have a couple of ion-engined light cruisers, which I haven't refitted because its about the same cost as a new ship and I wanted the new ships. So it was a time-saving refit, plus Gallicite supplies are a little tight.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Today at 05:21:18 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Today at 04:59:21 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Yesterday at 07:29:37 PM »
Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Garfunkel on Yesterday at 07:27:01 PM »
Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?
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