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81
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Pedroig on April 15, 2024, 02:43:48 PM »
Have to ask, there are Troops actually aboard said ship?

Asking from experience...
82
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 15, 2024, 02:11:58 PM »
I want launch a ground invasion of Europa, my landing ship has a drop troops bay module, but for some reason I do not have the drop troops command, why?

Code: [Select]
America class Landing Craft Assault      73,025 tons       292 Crew       2,256.6 BP       TCS 1,460    TH 800    EM 0
547 km/s      Armour 2-155       Shields 0-0       HTK 89      Sensors 0/0/0/0      DCR 1-0      PPV 0
MSP 19    Max Repair 800 MSP
Troop Capacity 50,000 tons     Drop Capable   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Dang Aero Engines Commercial Nuclear Pulse Engine  EP200.00 (4)    Power 800    Fuel Use 4.74%    Signature 200    Explosion 5%
Fuel Capacity 504,000 Litres    Range 26.2 billion km (553 days at full power)

Sevilla-Hurrell Active Search Sensor AS29-R100 (50%) (1)     GPS 1600     Range 29.6m km    Resolution 100

Ground Forces
1x Brigate

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
83
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on April 15, 2024, 10:23:49 AM »
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.

You can see some information in the "Transported Items" tab on the naval organization window. You can also see the entire formation detail on the Ground Forces window, OOB tab, if you check the box to show units on ships (which is off by default).

As an aside, while 100 tons is probably fine for ship's defense squads, I would probably suggest using 200 tons if you want to conduct boarding actions, as I've found in practice that 100 tons is a bit too small for most typical ship sizes you might want to capture.
84
Image Enhancements / Re: Race Images by dystopian_settings
« Last post by skoormit on April 15, 2024, 09:15:02 AM »
I love it!

This is going straight into my game.

Thanks!
85
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.
86
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
87
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?
88
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.
89
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.       
90
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
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