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Development Discussions / Autorefresh?
« Last post by Jeltz on Today at 05:12:08 AM »
It seems strange, but searching for a similar request yielded no results: would it be possible to implement an "autorefresh" function for open/background windows? I think it would benefit the QOL.

-J-
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 12:05:51 AM »
You can select a commercial fleet as the target of your new fighter production. It seems a 'dangerous' and totally un-necessary option to me.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by vorpal+5 on Today at 12:04:34 AM »
Sorry to be a pain on a fairly minor point but ...

1. Disabling auto-assignment is a general, extreme measure. I'm fine with auto-assignments in general for all my ships; it's a lot of micro-management otherwise, and I do appreciate the 'non-optimal distribution' that results from the routine. 
2. No assignment specifically for fighters. I did not know it was an option, but does it mean you chalk off the Fighter Combat skill for all games and intent? Seems extreme too.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Kaiser on Yesterday at 02:22:46 PM »
The USS Endeavor, an old space shuttle converted to an assault ship, being launched by the Dreadnought USS California of the 1st attack fleet, tries to board the enemy raider Bonaventure at 8000Km/s, disabled years before during a space battle between carriers.

I knew it was somewhere there, floating out in the space, just waiting for my special forces.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on Yesterday at 09:50:42 AM »
Not a bug, but an odd rounding IMO.   :-\
See the cost of the jump drive in the image.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by nuclearslurpee on Yesterday at 09:50:20 AM »
If I name one manually, will he stick, as some officers do when you name them by hand?

No, you need to turn off auto-assignments or disable officer assignment to the fighter class(es). That said, it's not worth worrying about unless you find yourself lacking for XOs generally because your fighter wings ate all the officers.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by AlStar on Yesterday at 07:50:39 AM »
What minerals are Maintenance Supply Points made of?

Complement to nuclearslurpee info, if you don't remember, you can off and on the maintenance facilities on a planet and check the planned minerals expense variations.
You can also check on the Minerals tab - the breakdown of your mineral usage has a column called Maintenance, which will show that your maintenance facilities are using up Duranium / Uridium / Gallicite in a 1/.5/1 ratio.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 06:02:34 AM »
What minerals are Maintenance Supply Points made of?

Complement to nuclearslurpee info, if you don't remember, you can off and on the maintenance facilities on a planet and check the planned minerals expense variations.
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C# Bug Reports / Re: EXO 'Dance'
« Last post by vorpal+5 on Yesterday at 05:59:12 AM »
Yes, that would explain indeed, I'm producing fighters (or more like Shuttles/Pinnaces) and they have an officer (the Melisande Pinnace is a 500-ton craft with 2 sensors and 17 crews).

If I name one manually, will he stick, as some officers do when you name them by hand?
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C# Bug Reports / Re: EXO 'Dance'
« Last post by nuclearslurpee on Yesterday at 01:16:33 AM »
This is not a bug, this is how automated assignments work. The command module jobs like XO are usually considered to be lower-priority than ship commands, so when a new ship command opens up (from construction, deaths, etc.) it is likely that an officer assigned to a subcommand job like XO will be reassigned to a ship command role.

One common cause here is if you are building a large number of fighters which do NOT have the "No Officers" checkbox ticked in the class design window. Fighters tend to be built frequently and take your low-ranking officers out of subcommand positions so they can command the fighter - I usually don't let officers command fighters because of this (and because having a LCDR in charge of, like, three guys seems a little silly to me).
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