Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 355386 times)

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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1650 on: April 11, 2021, 02:21:45 PM »
Now the question I have... could I mount a grav sensor without the tech? I wilm see it tomorrow 😁

There is a checkbox labeled “Use Alien Components” in the class design window.
 
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Offline Fray

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1651 on: April 18, 2021, 09:04:05 AM »
Do tactical officers affect the chance to hit of missiles, or only beams?

I want to believe yes

I'm fairly certain I have seen it have an effect, since I've seen missiles launched from identical ships have different hit% chances in the same fleet-wide volley, but I've not correlated this with Tactical skills explicitly.

By the way, I ended up testing this myself with some AMMs vs missiles. The answer is yes, tactical officers do affect the CTH of missiles. Learned some more about missile EWAR while I was at it. Here's some math.

The tactical officer bonus is applied multiplicatively. Let's say you have a base CTH of 25% and a Tactical Bonus of 20%. Your modified CTH will then be: (25%)(1.2) = 30%

I also learned that ECM/ECCM affect the CTH additively.This has huge implications for AMMs. Let's say again that your AMMs have a base CTH of 25%, which in my experience is pretty reasonable assuming equal tech levels. Now let's give the enemy missiles ECM10. Since EWAR is applied additively, your AMM's modified CTH is 15%. Your total hits on the incoming missiles is thus reduced by a whopping 40%. Obviously that's devastating to the viability of your defense. So clearly it's extremely important in C#, if you're going to use AMMs, to not be outclassed by the enemy ECM. You absolutely need to keep up in that tech, and you must put ECCM on AMMs if there's any chance of your enemy using ECM. Of course, fitting any kind of EWAR on an AMM is pretty tough since you need them to stay small. It's a pretty challenging situation overall!

In fact it affects weapons with low CTH across the board. If you're using some sort of turretless beam PD, such as railguns, that relies on volume of fire rather than a high CTH, then missile ECM will hurt you vey badly. Of course, it's far easier to fit ECCM on a ship than on AMMs.

Interestingly, EWAR effects seem to get applied after tactical bonuses. So if you have a base CTH of 25%, modified by a 20% tactical bonus to 30%, ECM10 will then reduce the final CTH to 20%.
 
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Offline idefelipe

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1652 on: April 19, 2021, 01:05:05 AM »
How can I set a map label in the galactic map? I can't find the way to even place a label.

Thanks!
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1653 on: April 19, 2021, 08:36:16 AM »
How can I set a map label in the galactic map? I can't find the way to even place a label.

Thanks!

Go to the Map Labels tab and clock New Label. There is a bug (fixed in 1.13) that is placing the labels off screen to the left. If you drag the map to the right, you should see the new label. Then use click-drag to move it.
 
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Offline idefelipe

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1654 on: April 20, 2021, 06:34:31 AM »
Is it just to me.. or all the images and icons are broken?

 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1655 on: April 20, 2021, 08:12:28 AM »
There's a Forum Issues sub-forum for these kinds of things. This thread should have a solution for you:
http://aurora2.pentarch.org/index.php?topic=12356.0
 

Offline idefelipe

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1656 on: April 20, 2021, 09:21:08 AM »
It is weird, but when I clicked on that link it solved!!

Thanks.
 

Offline SevenOfCarina

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1657 on: April 20, 2021, 02:23:57 PM »
Does anyone know the exact conversion rate between crew members and crew ground units in boarding combat?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1658 on: April 20, 2021, 02:33:18 PM »
Does anyone know the exact conversion rate between crew members and crew ground units in boarding combat?

Each crew member is modeled as an INF unit with half your racial armor and HP, armed with racial PWL (so with 1/2 your racial attack and AP, as per that weapon's stats).
 
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Offline Stryker

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1659 on: April 21, 2021, 02:54:23 PM »
The last I heard, the tactical officer's bonus was TBD.  Has this been determined yet?
 

Offline Lord Solar

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1660 on: April 21, 2021, 04:06:17 PM »
The last I heard, the tactical officer's bonus was TBD.  Has this been determined yet?

Tactical officers can add 100% of their tactical bonus to the ship. Tactical bonus increase chance hit with beam/missile weapons.
 

Offline idefelipe

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1661 on: April 22, 2021, 05:08:14 AM »
I have captured a bunch of aliens and I moved them to my capital planet. I have a few questions:

1. Can they be "relocated" to another planet?

2. What can I do with them (regardless the autopsy). I built a few forced labour construction (I did it for them.. to keep them fit :D :D), but I don't know if there are somekind of prison installation or something.

3. How can I get information from them? (I read that they can provide some information from their empire)

Thanks :)
 

Offline TheTalkingMeowth

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1662 on: April 22, 2021, 09:03:44 AM »
1. Ship them around like any other population using cryo.

2. You can use them as population to operate any facilities (i.e. factories, labs, shipyards...)

3. You get info when you capture ship crew or when you conquer an alien colony. If the population is in your possession, all the info you are going to get has already been obtained.
 
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Offline Zap0

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1663 on: April 22, 2021, 09:09:18 AM »
If you're talking about prisoners from life pods that show up on the right column of the colony overview, you can't move them and are stuck with them on your world forever. They don't count as regular population, so you can't move them with cryos, have them man facilities or get used in labor camps. You can do the autopsy with them though. The intel is gained when you pick them up from the life pod, a small ship's worth of crew or a few usually doesn't give you enough intel points to actually trigger anything to happen, resulting in you not getting any messages about gaining intel at all.
 
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Offline Rince Wind

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1664 on: April 23, 2021, 03:28:56 PM »
Is it useful to give beam fire controls for anti missile duty more than the minimum range?
If I remember correctly they are fired at at 10000km, so they would benefit from better range.
Debating if I should keep them at 96k or reduce some more to save weight to squeeze a 1 HS thermal sensor in.
The weapons in question are 10cm rails with 30k km range.