Recent Posts

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91
Image Enhancements / Re: Custom Ship Icons by Oriolus
« Last post by Oriolus on February 21, 2024, 10:38:29 AM »
You are welcome.  :) The station set is almost done, I will release it in a couple of days. 
92
General C# Fiction / Re: The War of the Worlds
« Last post by Gyrfalcon on February 21, 2024, 07:04:20 AM »

"That is, what you would call, a very good question", replied the Prime Minister. "This map was obtained last week by an intelligence officer, from an official of the Americans. While we have been giving the Martians our full attention, they appear to have somehow determined how to travel between stars."
"Rather devious of them, sir."

Tear slides down cheek as a bald eagle calls in the background. My country 'tis of thee, sweet land of liberty, letting the Britishdothehardworkofnavalsupremecybeforesurpassingthemeconomicallyandtechnologically...

I wish I had more then one thanks to give for managing to make that rhyme so well.
93
The Academy / Re: Unprepared for first contact
« Last post by undercovergeek on February 20, 2024, 02:00:08 PM »
Well it’s been a hard time for the truckers round earth - by the time I solved the problem we’d lost 5 freighters 3 colony ships and a jump point stabiliser ship

I couldn’t keep up with missile production in the end so hastily threw together 3 beam ships that destroyed the enemy - I’m back on the sofa having a whisky and working how to recover all the wrecks including the alien one - that was a close one
94
General C# Fiction / Re: The Solar Empire of Pharaoh Nachtahmedt the Immortal
« Last post by DrBladeSTEEL on February 20, 2024, 10:18:13 AM »
A quick update.

After another 20ish years of gameplay without encountering any NPRs, I think I'm going to retire this campaign and move to 2.51. I'm sure I'll circle back to the funni space Egyptians at some point, but for now I've got my sights set on a xenos campaign with a strange and peculiar set of racial traits...

Definitely not space kobolds I promise.
95
C# Bureau of Design / Re: 2.5 Missile designs
« Last post by Ulzgoroth on February 20, 2024, 02:50:20 AM »
How do I increase accuracy?
Four ways, and you're already using one of them.
ATG: you're already using this.
Speed: core factor, and your missile is a bit lacking there.
ECCM: helps a lot if the enemy has ECM. If you have ECCM? (If you don't you should consider it important research.)
Retargetting: means your missile can keep attacking until it hits - but since that means running through point each time it's not so great for anti-ship missiles.
96
The Academy / Re: New system entry jump point 3 years from planets
« Last post by Garfunkel on February 19, 2024, 05:21:01 PM »
That means there's only a single LP in the system, thus no 'jump'. You must stabilize additional LPs first.
97
The Academy / Re: Ground survey potential?
« Last post by Steve Walmsley on February 18, 2024, 06:00:42 AM »
Once the survey is complete, a roll is made for mineral generation. This is done exactly like a normal mineral generation for the body, but with a modifier for each mineral to be present (/3 for low, /2 for good, x1 for high and x2 for excellent) and a modifier for accessibility (+0.1 for high and +0.2 for excellent, with a max of 1).

For each mineral, if a newly generated deposit is larger than the existing one, it replaces it. If the accessibility is higher (even if the size is lower), the existing deposit is changed to the higher accessibility.

The size of the survey team only affects the speed of the survey. It has no effect on the results.
98
The Academy / Re: Can a tug be too small?
« Last post by undercovergeek on February 12, 2024, 08:35:15 AM »
sorted - thankyou, found the fleet button and they they all are
99
C# Mechanics / Re: Subfleets and Standing Orders
« Last post by Frick on February 11, 2024, 07:33:57 AM »
I do wish subfleets remembered standing orders like they do formation orders but right now you can't. This is actually functionality that we lost from VB6 as the old naval org tab allowed you to do exactly this.

This. I've been slowly getting into this game again for the first time in some time (last played very early C# versions) and I realized this is a pretty big downside. Handling ships is fiddlier than in the VB6 version, and I went back and checked just to make sure I remembered correctly.
100
C# Mechanics / Re: STO range
« Last post by StarshipCactus on February 10, 2024, 03:14:05 AM »
I personally like to include a Plasma cannon battery for important worlds. If troop transports try dropping troops, it's good to have dedicated guns to deal with them before they actually start dropping.
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