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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Droll on Today at 03:16:20 PM »
I think I copied the code after fixing it.

Code duplication detected, billions must die.  ;D
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Spoilers / Re: Chance of recovering tech
« Last post by Droll on Today at 03:14:52 PM »

What is the chance of recovering compressed fuel tech from ruins and what installation is it linked to? I'm assuming you can still do so as I haven't had this many ruins in a long time - I'm playing a ruin rich game at the moment and have recovered thousands of installations but have yet to uncover any tech from recovering them.


Welchbloke

Each installation type has a specific chance of also giving tech of an appropriate type. For example, if you recover a mine, there is a 1 in 300 chance of improving mining tech. The exception is research labs, which have a 1 in 5 chance of returning a random tech. However, this is limited to the tech level of the ruin race. So if you have manage to roll for the mining tech for example and you already have equal to or better tech than the ruin race, you won't get anything.

So in the context of the original question - Would recovering a fuel refinery have a small chance of recovering compressed fuel tech?
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Yes, you are correct.

Here is the relevant code:
 
Code: [Select]

PossibleSystems = KnownSystems.Values.Except(CurrentSystems).OrderBy(x => Math.Pow(x.X - StartSystem.RealSystem.X, 2.0) + Math.Pow(x.Y - StartSystem.RealSystem.Y, 2.0) + Math.Pow(x.Z - StartSystem.RealSystem.Z, 2.0)).ToList();


The + should be -, as you stated above. Its been like this since C# launched and you are the first person to figure it out :)

I think correcting it is better than leaving as is, as it will be easier to understand what is happening.

Am I missing something? That looks like the right distance formula to me, with minus signs in the correct place.

As an aside, are you sure that you need to call ToList() there? OrderBy returns an IOrderedEnumerable, which you can directly enumerate over with a foreach loop. Calling ToList() will allocate a new List and copy the (sorted) elements into it. Then after the loop the List will be thrown away. Seems like wasted effort, but I have only a passing acquaintance with C# and could be wrong.

I think I copied the code after fixing it.

I need a temporary list because I don't want to modify the KnownSystems list.
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Spoilers / Re: Chance of recovering tech
« Last post by Steve Walmsley on Today at 11:35:38 AM »

What is the chance of recovering compressed fuel tech from ruins and what installation is it linked to? I'm assuming you can still do so as I haven't had this many ruins in a long time - I'm playing a ruin rich game at the moment and have recovered thousands of installations but have yet to uncover any tech from recovering them.


Welchbloke

Each installation type has a specific chance of also giving tech of an appropriate type. For example, if you recover a mine, there is a 1 in 300 chance of improving mining tech. The exception is research labs, which have a 1 in 5 chance of returning a random tech. However, this is limited to the tech level of the ruin race. So if you have manage to roll for the mining tech for example and you already have equal to or better tech than the ruin race, you won't get anything.
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Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain?
I recall fleet members being un/loaded in series so every bonus for every ship helps. An unfortunate reality which sacrifices efficiency for reduced micromanagement. It would make me very happy to be proven wrong on this point so please do if able.

Get ready to be happy.
Ships in a fleet load in parallel, and the overall load/unload time of the fleet is just the maximum time of any single ship in the fleet.
Ship commanders only modify the time for their own ship.
Therefore, in a fleet where all the ships have the same unmodified load/unload time, the net time bonus will be based on the ship commander with the smallest logistics bonus (and other bonus sources, as usual).
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Spoilers / Re: Chance of recovering tech
« Last post by Andrew on Today at 09:12:48 AM »
I do not recall recovering and tech directly but I have from higher tech level ruins recovered systems which are much higher tech than mine and indirectly gained tech by dissasembing those components
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Spoilers / Re: Chance of recovering tech
« Last post by nuclearslurpee on Today at 09:09:38 AM »
I believe this along with the "advanced" beam weapon variants from the VB6 days are no longer in the game, although they can be added with some light DB modding.
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Spoilers / Chance of recovering tech
« Last post by welchbloke on Today at 08:12:18 AM »

What is the chance of recovering compressed fuel tech from ruins and what installation is it linked to? I'm assuming you can still do so as I haven't had this many ruins in a long time - I'm playing a ruin rich game at the moment and have recovered thousands of installations but have yet to uncover any tech from recovering them.


Welchbloke
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Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?
Yes. The CC penalty is 2 at 0% at 0 at 20%.

Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain?
I recall fleet members being un/loaded in series so every bonus for every ship helps. An unfortunate reality which sacrifices efficiency for reduced micromanagement. It would make me very happy to be proven wrong on this point so please do if able.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
Nothing as far as I know. With all surveyors being military vessels in C+ I don't think any of the extra control spaces will meaningfully contribute to commercial vessels. Perhaps commercial vessels that find themselves in combat situations such as [drop] troop transports could benefit from the training bonus of the Auxiliary Control or the engineering bonus of the Main Engineering but overall it doesn't seem worth it.
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Does water do anything special for the planet, to have some?

Hydro extent (or lack thereof) contributes to colony cost if not above 20% and liquid: https://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987

Above 75% hydro extent the population capacity of the body starts to suffer: https://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078

Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?

Questions:
When you have a fleet with several commanders having a logistic bonus, how is it factored when unloading stuff? Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain? This means that for a fleet of many freighters, chances are you end up with a 0% bonus.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
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