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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 07:29:55 PM »
Only for RP.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Antonin1957 on Yesterday at 06:04:02 PM »
Do the personal characteristics of officers have any impact on their effectiveness? If, for example, if you have an officer who has a high mining rating, if he or she is also "arrogant" and "selfish," does that mean anything? Or is it just for roleplaying purposes?

Along those lines, do you reject commanders for having unpleasant personalities? I have tended to not choose officers for command who are insubordinate or lazy or arrogant.
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C# Suggestions / Re: POWs
« Last post by nuclearslurpee on Yesterday at 11:31:40 AM »
If you just kept the current intel and diplomacy systems and added POW management on top, I think it would be more trouble than it's worth: the intel often just doesn't seem very valuable. But if you took this as an opportunity to expand the diplomacy system as others have suggested I think it could be great.

I have had a lot of useful intel from prisoners, which is why i thought it maybe should be harder to get.

BTW, regardless of what I do with POWs, I will follow option 1) for rescued crew and officers of the same race. They will become available immediately.

I get a good amount of useful intel, but getting active sensor designs is a huge disappointment so I can understand why some people would have an impression that intel is not useful. Honestly, sensor lowrolls could probably be removed and no one would shed a tear...
Maybe I'm mistaken, but wouldn't stealing an active sensor design be a huge intel win?  You get to know the exact capabilities of your enemy's sensors, and can thus have an easier time avoiding detection and/or target lock.

The problem is that it is super easy to figure out NPR sensor characteristics from their emissions if you know the basic mechanics. Player race sensors perhaps less so, but still a pretty sad result when the alternatives are things like class blueprints.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by non sequitur on Yesterday at 10:41:26 AM »
The UN Solar Warden Directorate finds itself with a bit of a problem after an encounter with an aliens in Sol. The lone ship, named scorpion class, was destroyed after it opened fire on PanAm Spaceflight C003, but it's capabilities left much of the UN doctrine in doubt. While the Su-80 fighters launched from the USS Theodore Roosevelt did manage to destroy the ship, the scorpion's own railguns manage to destroy half the strike group before the railgun fighters overwhelmed the defenses of the Scorpion. The Scorpion also managed to render nearly entire patrol strategy of the UN fleet obsolete with it's top speed reached 6,700 km/s. UN patrol strategy depends on A-11 comets launched from Illustrious class light carriers. Yet the A-11 has a top speed of only 6100 km/s. The Fleet procurement committee is hastily convening hearings on the matter in order find alternatives to the now sudennly outdated patrol strategy.
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C# Suggestions / Re: POWs
« Last post by Steve Walmsley on Yesterday at 06:04:19 AM »
Great changes imo.

One question popped up.
What happens if I board and capture an enemy ship that has prisoners of another known or unknown race?

They become your prisoners.
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C# Suggestions / Re: POWs
« Last post by MinuteMan on Yesterday at 06:02:44 AM »
Great changes imo.

One question popped up.
What happens if I board and capture an enemy ship that has prisoners of another known or unknown race?
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on Yesterday at 05:42:14 AM »
Steve, please, in the formula for the "percentage chance of ‘processing’ a given officer", the Number of Naval Headquarters does it include the levels of each of them, or not?
I mean, a level 3 NH, does it count as 3 or as 1?

Good question - I hadn't thought of it in those terms. Currently it is set up as the physical number of naval headquarters, rather than the level for command purposes. Perhaps I should be using the level instead. I'll think it about it overnight.
I think it make more sense to use the actual number of NHQ, since the logical reason for the levels is to model their range/reach which is a more exponential number in turns of systems covered by each additional jump while the needs of processing PoWs can be assumed to scale more linearly with empire size growth.

Yes, agree. I am going to leave it as it is.
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C# Suggestions / Re: POWs
« Last post by Steve Walmsley on Yesterday at 05:29:21 AM »
Nice! Changes look pretty good. Deeper but not needlessly complicated. Colony of 1m pop + NavalHQ = Interrogation.

Can NPRs use these new mechanics? Perhaps an abstracted version?

NPRs are not affected by deployment times, so they will rescue the crews and commanders, then drop them off when they refuel at a pop of 1m or more (which needs refuelling capability so usually a substantial colony). However, those 1m+ NPR pops will assume 1 NHQ for this purpose if none exists. It's a minor abstraction that avoids extra AI checks every increment to decide if diverting to drop off POWs at a suitable pop is high enough priority.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on Yesterday at 03:25:30 AM »
I think that if a race/power/empire is conquered by the player, then all prisoners of that race/power/empire should be automatically released and added as population to a suitable colony where their species already exist. If no such colony exists, then assume player is committing genocide and the prisoners are disposed of.

That way I can RP a nice overlord race and not have to execute POWs, just wait until war is won.

I think it would be difficult to even notice such an interaction. Meaningful population numbers are orders of magnitude larger than those of crew/prisoners. You'd get 0.01m, the smallest displayed pop, from hundreds of thousands of tons worth of military ships.
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by alex_brunius on Yesterday at 01:46:31 AM »
Steve, please, in the formula for the "percentage chance of ‘processing’ a given officer", the Number of Naval Headquarters does it include the levels of each of them, or not?
I mean, a level 3 NH, does it count as 3 or as 1?

Good question - I hadn't thought of it in those terms. Currently it is set up as the physical number of naval headquarters, rather than the level for command purposes. Perhaps I should be using the level instead. I'll think it about it overnight.
I think it make more sense to use the actual number of NHQ, since the logical reason for the levels is to model their range/reach which is a more exponential number in turns of systems covered by each additional jump while the needs of processing PoWs can be assumed to scale more linearly with empire size growth.
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