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Posted by: doofusstomper
« on: March 13, 2018, 08:12:30 PM »

Quote
Crew are replenished from colonies.
Know that. Wasn't what I was asking at all.

if your planets are low on crewmen and junior oficers you will get conscripts to complement your crew. if you want more of those just make sure to make more military academies and they will train some crew for your ships. if you have reserve crews to spare on your planet, try going to the race menu and raise your racial training level, so you get grade bonuses on your ships. that should make them react better overall and also raises chance to hit on many weapons.

I know that they come from academies. And I did have quite a supply. And by repeatedly raising and lowering crew training level I thinned that supply. Experimenting. And since it was just that, an experiment with interface I'd like my hordes of crewmen back, pretty please. So what i am asking is whether there is a way to add crew to that planetary pool as Space Master. It lets me change mineral levels, pop levels, create installations, fuel reserves, irradiate my populations and oodles of other things, but I didn't found anything crew related.
Posted by: Gabethebaldandbold
« on: March 13, 2018, 06:24:12 PM »

if your planets are low on crewmen and junior oficers you will get conscripts to complement your crew. if you want more of those just make sure to make more military academies and they will train some crew for your ships. if you have reserve crews to spare on your planet, try going to the race menu and raise your racial training level, so you get grade bonuses on your ships. that should make them react better overall and also raises chance to hit on many weapons.
Posted by: Dr. Toboggan
« on: March 13, 2018, 04:57:09 PM »

Ok, since I experimented a bit with it just to confirm, I am suddenly quite low on crew. And I want them back. How? In SM I found that I can change mineral levels and what not but not number in crew pool. Do I have to do a crew intensive design, then destroy it and collect lifepods? How do I get rid of the wreck? I don't want to salvage it, since its just a workaround.

Crew are replenished from colonies.  Select the fleet in task groups, then select a colony with a population.  There should be an option to replenish crew or something.  I do not believe it is possible to delete a wreck.

Quote
How do I do this, how do I add a player race? Using SM, but where? I have a couple of civilian colony ships to kill for dumping half a million pop on colony with 60k or 80k free space. I will gladly salvage those. Call it shoddy engine maintenance or whatever. May have been guys in black shuttles involved. You know those John Smith kinda types, wearing black glasses under their helmets and black neckties even when in space suits. Black space suits.
Or should I just use that internet findable designer password and kill them from there? Is that use of it known to be safe? Note that that is the second option, the first will be just so much more satisfying.

What I usually do is create a colony on some uninhabited body, then grant them independence.  They will have all of your technology, and all of your designed components.  Create an incredibly OP ship, set your main empire to hostile in diplomacy/intelligence, and have them attack all of your unwanted ships.  You can just delete the ship afterwards. 
Then salvage the wrecks if you want, or just turn off wrecks.  I've found that doing this actually sped up my 5 day turn by ~5 seconds, which is a pretty substantial improvement.
Posted by: doofusstomper
« on: March 12, 2018, 07:09:36 PM »

Ok, since I experimented a bit with it just to confirm, I am suddenly quite low on crew. And I want them back. How? In SM I found that I can change mineral levels and what not but not number in crew pool. Do I have to do a crew intensive design, then destroy it and collect lifepods? How do I get rid of the wreck? I don't want to salvage it, since its just a workaround.

To deal with obsolete civilian shipping, you can split off a new player race, call it pirates or bureaucratic enforcers, and give it some ships to hunt down and destroy those poorly built ships.

How do I do this, how do I add a player race? Using SM, but where? I have a couple of civilian colony ships to kill for dumping half a million pop on colony with 60k or 80k free space. I will gladly salvage those. Call it shoddy engine maintenance or whatever. May have been guys in black shuttles involved. You know those John Smith kinda types, wearing black glasses under their helmets and black neckties even when in space suits. Black space suits.
Or should I just use that internet findable designer password and kill them from there? Is that use of it known to be safe? Note that that is the second option, the first will be just so much more satisfying.

Edit: I looked again and better and found how to create player races on wiki. But to my defense my eyes kept skipping over Game concepts section yesterday, because hey, that's where you describe core mechanics in general, to Game interface, because that's where you describe how to actually interact with the game, right? Only there is much more expansive description of space master interface and functions in Game concepts.
Posted by: Garfunkel
« on: March 12, 2018, 05:54:43 PM »

It should be cut half for every step, that might be a bug. Not getting the crew back when you go back down is intended, AFAIK.
Posted by: doofusstomper
« on: March 12, 2018, 05:32:48 PM »

So there's a new one. If I change training level in races window up, then my number of trained crewmen drops to half. It doesn't matter whether I change the level from 1 to 5 or from 1 to 2. Changing level back down doesn't restore the number of trained crew back up. I read that this is not a bug. Can you confirm? I get why crew in this pool have only one training level, it simplifies things, but there should be a big fat warning, at least in hover text. Also just cutting the number in half whether i double or quintuple their desired output training level is rather stupid.
Posted by: doofusstomper
« on: March 10, 2018, 01:24:21 PM »

I have given up on that. But I plan to survey moons which are bigger than the Small moon category, comets and as you have written asteroids with minerals already on them. I have noticed that some asteroids are would make it to the Moon category based on diameter. That's why I'd like to sort. Of course System view not jumping to beginning every time you create a colony would be nice. I know teams create their own, but I use it to mark the system bodies which I want o team survey. Having them listed as colonies when giving movement orders saves a lot of time. And as I have mentioned previously, statistics. What is the likehood of finding minerals in given size range of objects for normal survey? I know its hell of a lot higher for bigger planets, but how much higher exactly? And what about quantities and accessibility? How much the probability falls with size? The same with team survey. Given big enough sample I may find out for example that its not worthy to team survey even bodies in the Moon category and just do Small terrestrial and higher. Now that I have found in logs actual yearly dupms of events I will be able to establish that for comets, since those have generic names or there are not too much per system, so you can export their names in just one or two goes by printscreen and OCR. Once I parse those logs, that is.
Posted by: Garfunkel
« on: March 10, 2018, 06:14:40 AM »

You're really not supposed to do Geo Team survey on every system body. I know it's tempting and some people keep doing it, but it really is meant as a way to improve existing minerals more or to survey bodies you're going to establish bases on anyway.
Posted by: doofusstomper
« on: March 09, 2018, 02:27:28 PM »

There is no easy way to export that information. Why would you need the diameter of every asteroid? I mean if you're writing a story, you can look up the diameter and hydrosphere and what else of a particular body, you don't need them all. I guess you could ask Steve for the designer mode password that will get you access to the database and you could write a parser that copy/pastes that information out of the database via Access or something like that.
Thanks for answer, it was suspected. Strongly.

I still didn't get tired of team survey. After all it's still my first game and I'm still in Sol. To expand it has been said that bigger bodies are more likely to contain minerals. They certainly have more survey points. Therefore I'd like to sort the suckers and do the more likely ones, in descending order. If I could add an orbital distance to the mix, they could be further listed to categories like "too far to bother except for the biggest ones", "long range survey" and "close enough". Of course if you had sortable System View, then no need to export. Another thing I could do would be some actual statistics, once i had enough samples. Like what is the likelihood of minerals based on size and what is the likelihood of team improving that, based on size (this one would need additional data from event updates).

Now what I would appreciate maybe even more would be sortable locations when giving orders. If i could resort asteroids to alphabetical instead of distance from the primary.

And now for some more ifs. If i could mark, bodies en mase as banned(I know its possible one by one), then i could have automatic surveyors do the more prospective candidates an move on, to return later or never. Or the statistics wold show that the trend is rather flat and it makes sense to survey all. Still could ban those further out from star than I like.
Finally , if you had importable orders, that would be another wonderful thing. Also a horrible can of worms, and that is completely disregarding the actual programing side by Steve. On the other hand it could be just textual input through a parser. Like there isn't already million other things  he's doing. But then you could generate lists of orders outside the game and battery load them. As to the can of worm thing, it would get ineffective rather quickly on fuel and time without taking into account actual position of the rocks. Nice problem for shortest path algorithm. Now add orbital motion for asteroids and KA-BOOM! Talking about potential revival of Newtonian...
 
Posted by: TMaekler
« on: March 09, 2018, 08:03:37 AM »

Surveyed 109 moons out of 101? WTF? Bug?
That survey must have been done before the Death Star (or Starkiller Base) went through the system...
Or you found the Xindi testing range...
Posted by: Garfunkel
« on: March 09, 2018, 07:07:28 AM »

There is no easy way to export that information. Why would you need the diameter of every asteroid? I mean if you're writing a story, you can look up the diameter and hydrosphere and what else of a particular body, you don't need them all. I guess you could ask Steve for the designer mode password that will get you access to the database and you could write a parser that copy/pastes that information out of the database via Access or something like that.
Posted by: doofusstomper
« on: March 08, 2018, 05:30:21 PM »

Re:Garfunkel
Quote
There is a way to export full system information. From the  System View window (F9), use the Clipboard button...
I know of this and it is not what I meant. I mean full as in complete. Every moon, every piece of rock, complete with diameter. Other info does not interest me now but may later. Anzway if there is a way to export including diameter then it should be capable of exporting anything and/or everything.

Quote
Quote

    Rocky Planets: 12   Surveyed: 12
    Gas Giants: 4   Surveyed: 4
    Moons: 101   Surveyed: 109
Surveyed 109 moons out of 101? WTF? Bug?
Posted by: TMaekler
« on: March 08, 2018, 08:55:36 AM »

Sqeeee !
So should I actually post it in bugs thread? Since PDCs are going the way of dinosaurs.
I would say that it would be good, to have it there just in case - even though it might not touch C# Aurora.
Posted by: Garfunkel
« on: March 08, 2018, 05:20:48 AM »

There is a way to export full system information. From the  System View window (F9), use the Clipboard button at the bottom. You might need to be in SM mode for it to appear. It'll give you this:

Quote
Sol-A  G2-V  Diameter: 1.39m  Mass: 1.00  Luminosity: 1.00

Mercury:  Colony Cost: 16.21,  Temperature: 427.0,  Gravity: 0.38,  Orbit: 58m
Venus:  Colony Cost: 25.00,  Temperature: 462.0,  Gravity: 0.91,  Orbit: 108m
    Nitrogen 65%, Carbon Dioxide 35%,  Pressure: 100.00
Earth:  Colony Cost: 0.00,  Temperature: 14.0,  Gravity: 1.00,  Orbit: 150m
    Nitrogen 79%, Oxygen (0.2) 20.0%, Argon 1.00%,  Pressure: 1.00
    Luna:  Colony Cost: 2.00,  Temperature: -53.0,  Gravity: 0.17,  Orbit: 384k
    Total Moons: 1
Mars:  Colony Cost: 2.00,  Temperature: -35.8,  Gravity: 0.38,  Orbit: 229m
    Carbon Dioxide 74%, Argon 15.4%, Nitrogen 10.8%,  Pressure: 0.06
    Total Moons: 2
Ceres:  Temperature: -105.0,  Gravity: 0.03,  Orbit: 415m
Jupiter:  Temperature: -148.0,  Gravity: 2.14,  Orbit: 780m
    Io:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.18,  Orbit: 422k
    Europa:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.13,  Orbit: 671k
    Ganymede:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.15,  Orbit: 1.07m
    Callisto:  Colony Cost: 5.75,  Temperature: -148.0,  Gravity: 0.13,  Orbit: 1.88m
    Total Moons: 20
Saturn:  Temperature: -178.0,  Gravity: 0.74,  Orbit: 1.43b
    Titan:  Colony Cost: 7.00,  Temperature: -178.0,  Gravity: 0.14,  Orbit: 1.22m
    Nitrogen 95%, Methane 5.0%,  Pressure: 1.60
    Total Moons: 28
Uranus:  Temperature: -216.0,  Gravity: 0.86,  Orbit: 2.88b
    Total Moons: 27
Neptune:  Temperature: -228.0,  Gravity: 1.10,  Orbit: 4.5b
    Total Moons: 13
Pluto:  Temperature: -233.0,  Gravity: 0.07,  Orbit: 5.9b
    Total Moons: 5
Quaoar:  Temperature: -230.0,  Gravity: 0.04,  Orbit: 6.5b
    Total Moons: 1
Orcus:  Temperature: -233.0,  Gravity: 0.03,  Orbit: 7.2b
    Total Moons: 1
Haumea:  Temperature: -233.0,  Gravity: 0.04,  Orbit: 7.6b
    Total Moons: 2
Makemake:  Temperature: -238.0,  Gravity: 0.04,  Orbit: 7.8b
Sedna:  Temperature: -248.0,  Gravity: 0.04,  Orbit: 11.4b
Eris:  Temperature: -258.0,  Gravity: 0.08,  Orbit: 14.5b
    Total Moons: 1
Asteroid Belt: 478

Alternatively, going to System view (F3), clicking Minerals tab, then at the bottom of it click Mineral Text, allows you to copy&paste this:
Quote
Rocky Planets: 12   Surveyed: 12
Gas Giants: 4   Surveyed: 4
Moons: 101   Surveyed: 109
Asteroids: 478   Surveyed: 478

Mercury
Duranium 985 611  Acc: 1
Corbomite 597 027  Acc: 0.8
Boronide 5 244 934  Acc: 1
Vendarite 4 501 630  Acc: 0.3
Uridium 4 299 939  Acc: 0.1
Corundium 4 714 309  Acc: 0.1
Gallicite 804  Acc: 0.1

Earth
Duranium 5 700  Acc: 0.15
Boronide 5 388  Acc: 0.15
Mercassium 14 710  Acc: 0.21
Uridium 82 049  Acc: 0.4
Gallicite 47 485  Acc: 0.28

Luna
Tritanium 705 233  Acc: 0.4
Boronide 430 142  Acc: 0.6
Sorium 1 633 030  Acc: 0.4
Gallicite 2 217 101  Acc: 0.3

Mars
Boronide 461 611  Acc: 0.1
Mercassium 11 096 980  Acc: 0.7
Uridium 7 397 644  Acc: 0.1
Corundium 610 730  Acc: 0.1

Phobos
Boronide 576  Acc: 1
Sorium 7 921  Acc: 1

Rhea
Tritanium 52 533  Acc: 0.6
Uridium 294 241  Acc: 0.6

Uranus
Sorium 242 896 700  Acc: 0.9

Neptune
Sorium 148 560  Acc: 1

Pluto
Boronide 447 213  Acc: 0.7

Orcus
Corundium 35 721  Acc: 1

Klotho
Boronide 2 116  Acc: 1

Angelina
Vendarite 9 801  Acc: 1

Lamberta
Duranium 2 592  Acc: 1
Boronide 9 216  Acc: 1

Corduba
Duranium 12 549  Acc: 1

Hippo
Vendarite 25  Acc: 1

Armida
Duranium 8 978  Acc: 1

Protogeneia
Vendarite 3 364  Acc: 1

Hecuba
Uridium 7 396  Acc: 1

Kythera
Corbomite 2 304  Acc: 1
Uridium 2 704  Acc: 1

Sylvia
Boronide 902  Acc: 1

Vibilia
Duranium 9 776  Acc: 0.98

Aneas
Neutronium 2 401  Acc: 1
Boronide 8 836  Acc: 1
Sorium 900  Acc: 1

Menelaus
Neutronium 4 761  Acc: 1
Boronide 729  Acc: 1

Nessus
Duranium 12 482  Acc: 1
Neutronium 1 369  Acc: 1
Mercassium 7 744  Acc: 1
Corundium 8 100  Acc: 1
Gallicite 8 836  Acc: 1

Amycus
Duranium 13 448  Acc: 1
Uridium 961  Acc: 1

2003 UZ413
Neutronium 45 026  Acc: 1
Sorium 22 219  Acc: 1

2003 MW12
Duranium 111 495  Acc: 1
Boronide 117 915  Acc: 0.9

1999 CD158
Boronide 216  Acc: 0.9
Mercassium 441  Acc: 0.9

1996 TR66
Duranium 6 272  Acc: 1
Vendarite 2 704  Acc: 1
Uridium 2 304  Acc: 1

2004 VN112
Boronide 12  Acc: 1

2001 KC77
Duranium 2 048  Acc: 1
Corbomite 2 025  Acc: 1

Wild
Neutronium 24 421  Acc: 0.5
Mercassium 39 959  Acc: 0.9
Gallicite 5 445  Acc: 0.8

Encke
Neutronium 34 226  Acc: 0.7
Tritanium 18 005  Acc: 0.5
Boronide 16 768  Acc: 0.6
Mercassium 21 783  Acc: 1
Vendarite 96 752  Acc: 0.9
Gallicite 15 627  Acc: 0.9

Schaumasse
Neutronium 17 007  Acc: 0.9
Mercassium 12 140  Acc: 0.8

Machholz
Duranium 69 160  Acc: 1
Vendarite 52 871  Acc: 1
Sorium 106 203  Acc: 0.9

Wolf-Harrington
Corbomite 35 897  Acc: 0.5
Tritanium 21 382  Acc: 1
Boronide 91 210  Acc: 0.9
Uridium 17 151  Acc: 0.9
Gallicite 20 785  Acc: 0.8

Reinmuth
Vendarite 19 961  Acc: 0.6
Sorium 57 344  Acc: 0.8

Stephan-Oterma
Duranium 41 472  Acc: 1
Corbomite 23 162  Acc: 0.9
Tritanium 75 971  Acc: 0.5
Vendarite 28 324  Acc: 0.9
Uridium 18 322  Acc: 0.6

Wolf
Boronide 54 464  Acc: 0.7
Uridium 18 053  Acc: 0.9

Comas Sola
Tritanium 6 829  Acc: 0.9

Borrelly
Duranium 68 003  Acc: 0.8
Boronide 8 067  Acc: 1
Uridium 28 975  Acc: 1
Corundium 27 952  Acc: 0.9
Gallicite 93 405  Acc: 0.8

Faye
Neutronium 23 141  Acc: 0.8
Corbomite 31 062  Acc: 0.5
Boronide 18 827  Acc: 0.9

Van Biesbroeck
Neutronium 24 631  Acc: 0.8

Chernykh
Duranium 37 864  Acc: 1
Corbomite 21 351  Acc: 0.8
Tritanium 29 258  Acc: 1
Mercassium 47 111  Acc: 0.9
Gallicite 17 258  Acc: 0.5

Tempel-Tuttle
Mercassium 14 115  Acc: 0.9

Neujmin
Tritanium 36 393  Acc: 0.6
Sorium 58 653  Acc: 1

Herschel-Rigollet
Sorium 39 775  Acc: 1

Swift-Tuttle
Duranium 48 386  Acc: 0.9
Uridium 74 571  Acc: 0.9

Halleys Comet
Mercassium 75 161  Acc: 0.8
Gallicite 37 000  Acc: 0.7

Ikeya-Zang
Gallicite 21 698  Acc: 0.8

Hale-Bopp
Neutronium 54 199  Acc: 0.7
Tritanium 83 264  Acc: 1
Uridium 5 789  Acc: 0.8

McNaught-Russell
Sorium 19 127  Acc: 1

To my knowledge, that is the most detailed information you can easily export from a game.
Posted by: doofusstomper
« on: March 06, 2018, 03:11:21 PM »

Sqeeee !
So should I actually post it in bugs thread? Since PDCs are going the way of dinosaurs.