Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 355990 times)

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Offline brondi00

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1215 on: January 21, 2021, 09:01:10 AM »
It didn`t show even as they hit my ship. I checked the design to be double sure and can`t find anything wrong with it.

Guardian class Escort      6,000 tons       124 Crew       735.2 BP       TCS 120    TH 360    EM 0
3000 km/s      Armour 4-29       Shields 0-0       HTK 55      Sensors 0/0/0/0      DCR 2      PPV 10
Maint Life 2.06 Years     MSP 199    AFR 111%    IFR 1.5%    1YR 62    5YR 935    Max Repair 140.08 MSP
Magazine 353   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Nuclear Pulse Engine  EP120.00 (3)    Power 360    Fuel Use 127.58%    Signature 120    Explosion 12%
Fuel Capacity 849,000 Litres    Range 20 billion km (77 days at full power)

Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 15
Missile Fire Control FC11-R1 (2)     Range 11.7m km    Resolution 1
Firefly Anti-Missile Missile (353)    Speed: 14,200 km/s    End: 1.3m     Range: 1.1m km    WH: 1    Size: 1    TH: 80/48/24

Active Search Sensor AS11-R1 (1)     GPS 72     Range 11.7m km    MCR 1.1m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Edit: I have set the enemy as hostile and my beam defence does work

Maybe a stupid question, sorry if it offends, but was your activ sensor turned on?  They are off by default since they give your position away.  If they weren't on they won't pick up missiles and you can't fire on them.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1216 on: January 21, 2021, 11:07:39 AM »
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

And how big are NPRs usually? Do they even colonize?
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1217 on: January 21, 2021, 11:09:15 AM »
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

C# AI does actually have fuel needs - their ships do not need fuel to remain mobile however when they run out of fuel they are forced to return to a refuel point until they have been refueled.
So destroying tankers should have an effect hopefully
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1218 on: January 21, 2021, 02:01:27 PM »
Since the AI doesn't use fuel and magically teleport minerals back to their home planet, is going after NPR shipping useless?

And how big are NPRs usually? Do they even colonize?

As Droll said NPRs do play by fuel/shipping rules, there are just some extra safeguards in place to prevent issues involved with running out of those things.

NPRs will colonize and can get quite large given time but will not generally expand as aggressively as a human player would.
 

Offline kilo

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1219 on: January 21, 2021, 03:20:33 PM »
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1220 on: January 21, 2021, 04:01:10 PM »
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...

You cannot use alien missiles, sorry.
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1221 on: January 21, 2021, 04:59:21 PM »
Someone, I want to say Zap0, made it work using some kind of SM or DB hacks for their AAR.
 

Offline Zap0

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1222 on: January 21, 2021, 06:01:57 PM »
How do you load captured missiles onto your ships? I did not develop any, but I captured two precursor stockpiles and a NPR home world. Somehow I cannot add them to my missile frigate though...

Someone, I want to say Zap0, made it work using some kind of SM or DB hacks for their AAR.

Yup, that's true. You'll need to edit the DB and add the alien missiles to your own tech. Easy enough to do with a graphical sqlite db manager of your choice, like this one.

First, look for FCT_Missiles and find the missile you want to make usable. The table lists all missiles regardless of race. You're interested in the MissileID.
Then look up your own RaceID in FCT_Race. That table will spoil you if you want to be surprised about who or how many NPRs there are in your game.
Then you can make a new entry in FCT_RaceTech. It's a four-column table, and it wants TechID (which is the MissileID you looked up earlier), RaceID and GameID. The RaceID you know and the GameID should be the same as the one for your race. The last column, Obsolete, should have a 0 or 1.

They will then count essentially as your own technology and you can not just use them as ammo but also build them. You can then either refrain from building them because RP-wise they're advanced alien artifacts you can't reproduce or say you reverse-engineered them and make more.

Also, generic disclaimer that DB editing can have weird side effects like your game breaking because we do something wrong or don't know what other effects changing entries has, meaning in particular that any bug report from that save that has anything even remotely to do with the area in question should probably be reproduced in a new save first.
 
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Offline Squigles

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1223 on: January 21, 2021, 08:24:46 PM »
Is there an "easy" way to get fighters into a fleet as a sub-fleet and assigned to a mothership?

As an example, I have 100 fighters. I want them in 5 squadron's assigned to 5 carriers in a fleet as separate sub-fleets.

At current, I am dragging the 100 new construction fighters out of the New Fighters group and adding them 1 at a time to 5 other fleets. I am then giving each of those fleets a "Land on Specified Mothership (+Assign)" order to get them on the carrier I want. I then create the sub-fleet for that squadron and assign the 20 fighters to it.

Is there a less painful way of doing this?

Join as Sub-Fleet doesn't seem to work as I can't find any way of assigning a fighter to a mothership from inside (or outside) the fleet without the (+Assign) order. My life would just be significantly easier if I can just move 100 fighters and give an order or two, instead of moving 100 fighters then giving an order then creating a new sub-fleet then moving the 100 fighters again. Someone please tell me I'm a dunce and have missed something simple.
 

Online db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1224 on: January 21, 2021, 08:28:47 PM »
Is there an "easy" way to get fighters into a fleet as a sub-fleet and assigned to a mothership?

As an example, I have 100 fighters. I want them in 5 squadron's assigned to 5 carriers in a fleet as separate sub-fleets.

At current, I am dragging the 100 new construction fighters out of the New Fighters group and adding them 1 at a time to 5 other fleets. I am then giving each of those fleets a "Land on Specified Mothership (+Assign)" order to get them on the carrier I want. I then create the sub-fleet for that squadron and assign the 20 fighters to it.

Is there a less painful way of doing this?

Join as Sub-Fleet doesn't seem to work as I can't find any way of assigning a fighter to a mothership from inside (or outside) the fleet without the (+Assign) order. My life would just be significantly easier if I can just move 100 fighters and give an order or two, instead of moving 100 fighters then giving an order then creating a new sub-fleet then moving the 100 fighters again. Someone please tell me I'm a dunce and have missed something simple.

Yes. Click on the New Fighters fleet, then select multiple fighters on the right-hand pane. (By any of the usual methods: click and drag, click and shift–click, or click and control–click.) Then click the Create Sub Fleet button on the bottom left–hand side of the window. You can then detach the subfleet and assign it to a carrier.
 
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Offline Squigles

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1225 on: January 21, 2021, 08:36:25 PM »

Yes. Click on the New Fighters fleet, then select multiple fighters on the right-hand pane. (By any of the usual methods: click and drag, click and shift–click, or click and control–click.) Then click the Create Sub Fleet button on the bottom left–hand side of the window. You can then detach the subfleet and assign it to a carrier.

You are my hero. I literally have no idea how I have played this game for sooooo long without knowing you could use the right panel to multi-select things. I have literally always played by dragging ships 1 after another into full orders of battle. You probably just quadrupled the amount of play I can make in a night.
 

Offline alex_g

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1226 on: January 22, 2021, 02:00:56 AM »
You are my hero. I literally have no idea how I have played this game for sooooo long without knowing you could use the right panel to multi-select things. I have literally always played by dragging ships 1 after another into full orders of battle. You probably just quadrupled the amount of play I can make in a night.

Haha, same thing happened to me when I first played about a year ago, I would waste so much time dragging each individual fighter and assigning them to a carrier and then I saw a YT gameplay video - I can't remember whose - who did the select from the right pane and my gameplay experience completely changed.

And also, you don't have to split your fighters for each carrier, you can have all your fighters join all the carriers you want by issuing an assign order on each carrier you want to land on and they'll keep landing on them til they're full and then they'll move on to the next carrier in the order list - this was something else I only learned recently.

Later Edit: How many star systems do the 'Real Stars' setting generate? If I understand correctly the number of system generated setting does not affect 'Real Stars'.
« Last Edit: January 22, 2021, 02:08:53 AM by alex_g »
 

Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1227 on: January 22, 2021, 06:05:30 AM »
You can check the list of real stars directly in the game. If you turn on spacemaster mode and the use Create System button in System Generation and Display, you will get the list of available stars.
 

Offline Theoatmeal2

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1228 on: January 23, 2021, 04:29:09 AM »
Help! aliens settling on earth!

I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.

I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
 

Offline TheTalkingMeowth

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1229 on: January 23, 2021, 11:07:07 AM »
Help! aliens settling on earth!

I changed the system status to demand leave but they brazenly set up shop with something I thought was a trade convoy.
They probably would not allow us to do the same.

I could blast them out of the sky and our home but I`m already at war with another alien race.
What should I do?
Change to demand leave with threat?

If they still don't leave, violence is your only recourse.