Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 365139 times)

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Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1950 on: June 21, 2021, 11:54:31 AM »
Was the chance for defenders to pop out of alien ruins removed?  I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version

 --- I think this is as of yet unimplemented, but don't quote me.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1951 on: June 21, 2021, 12:03:36 PM »
Was the chance for defenders to pop out of alien ruins removed?  I've gone through a couple hundred ruins over a number of games now, I haven't had it happen since I started the C# version

For C#, the defenders are already in place, rather than popping out of the ruins.
 
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Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1952 on: June 21, 2021, 12:06:00 PM »
Hello, I currently have an issue from 1. 13, which is about the assignment of fire controls.  I built a design of 200 box launchers (emergency fire solution against planetary assailants), but it is absurdly tedious to assign all the fire controls.  The auto-assign button worked on other designs in this game, but even though this one just has 1FC, 200 identical launchers, 200 identical missiles, and nothing else, it wont assign them at all.
Here is a screenshot of the situation (hope it works as a guest):


Well, no problem, in old Aurora I just dynamically assigned all my weapons by hand anyway.  Except, in this version there are two insurmountable issues with that:
1) There is no shift-/ or even just ctrl-click, so I would have to do it all one by one for 200 launchers.  And then 200 missiles.
2) You can not drag the to-be-assigned-weapon on the list that contains weapons, but have to drop it on the fire control.  In some cases that could make it completely impossible to assign weapons at all, like for example if you had so many fire controls that the first upper ones aren't visible anymore once you are down to your unassigned weapons.  (because you cant scroll up while drag and dropping)
In my case the main issue is that it forces even more clicks onto me.  The assignment routine is like this:
- Close Fire Control List
- Drag 1 Launcher on Fire Control
- Scroll up because you get thrown to the bottom
- Close Unassigned Weapons
- Drag missile on the lowest new Launcher of the Fire Control
- Scroll up to Fire Control List again to Close it for the next Launcher, because you were thrown down again.

It is tedious, and every time there is any change, all the tabs reopen and you are thrown down.  There are at least 6 clicks with some drags involved in just assigning and loading a single launcher, so everybody working with Box Launchers is screwed if the auto-assign script fails.

In the past the shift click made it so easy that I would often adjust loadouts within battle like with alternate ammunitions, or some less guns for the next volley and such.  Impossibly tedious right now I think, but I do post here to cross check whether I have overlooked something.  This is already some patches in after all, and the player base has become so huge, it seems likely to me that this couldn't have been overlooked, as it would be a pretty center piece issue.  (coming up with some of your first designs likely - and many who know shift-click from before would probably be shouting foul if there isn't alternative. )

If you click the 'Assign All' checkbox, then dragging one launcher to a fire control, or one missile to a launcher, will drag all launcher/missiles of the same type. It can also be used for assigning one target to all fire controls.
 
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Guessed

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1953 on: June 21, 2021, 12:49:27 PM »
Quote from: Steve Walmsley link=topic=11545. msg152845#msg152845 date=1624295160
If you click the 'Assign All' checkbox, then dragging one launcher to a fire control, or one missile to a launcher, will drag all launcher/missiles of the same type.  It can also be used for assigning one target to all fire controls.
Oho, thank you very much.  I was actually wondering what that checkbox did.
 

Offline Nori

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1954 on: June 21, 2021, 09:24:51 PM »
Next version will need a new save I'm guessing right?
 

Offline Zap0

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1955 on: June 21, 2021, 09:41:23 PM »
Yes. Looking at the changelog, there's a lot of differences and definitely a new database scheme involved. With major features like the new spoilers I wouldn't try to migrate a 1.13 DB onto 1.14.
 

Offline Nori

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1956 on: June 21, 2021, 09:50:28 PM »
I figured. I want the changes, but my current game is so interestingly far along.  :)
 

Offline Shuul

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1957 on: June 22, 2021, 10:47:21 AM »
Hi all,
If ill start new game with jump gates built on all jump poiints will NPR still build jump ships? Dont want them to waste resource.
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1958 on: June 22, 2021, 10:49:48 AM »
Hi all,
If ill start new game with jump gates built on all jump poiints will NPR still build jump ships? Dont want them to waste resource.

I think they would, jump ships are in theory not a waste of resources here since they are needed to do a squadron jump when assaulting a defended JP, however I'm not sure the NPRs know how to do this.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1959 on: June 22, 2021, 08:46:22 PM »
NPRs do perform squadron jumps as part of JP assaults.
 

Offline gpt3

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1960 on: June 22, 2021, 10:24:04 PM »
Do populations set as "source of colonists" still export colonists if they are experiencing worker shortages?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1961 on: June 22, 2021, 10:27:10 PM »
Do populations set as "source of colonists" still export colonists if they are experiencing worker shortages?

Yes.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1962 on: June 22, 2021, 11:35:15 PM »
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts. Just 'Escorts' are already taken by the 10,000 ton fleet, uh, escorts, so I'm at a loss.

Also, I'm bothered that my 500-ton beam-armed fighters are called 'Gunships' cuz it implies they are bigger than the FAC -boats. I figured IRL craft like the AC-130 was the closest equivalent to a spaceplane whose primary attack is a heavy gun meant to be used on non-fighter craft but there has to be a better more accurate designation.
 

Offline serger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1963 on: June 22, 2021, 11:53:22 PM »
My PD and police craft are corvettes.
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1964 on: June 23, 2021, 12:24:49 AM »
I'm fond of using the hull type "Cutter" to describe 1,000-ton boats. "Patrol Boat" is another useful option to keep the boat theme going.

For the fighters, I might use a Bomber (missile attack ships), Interceptor (PD ships), and Fighter (beam attack ships) nomenclature.