Recent Posts

Pages: [1] 2 3 ... 10
1
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Today at 07:28:34 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.

Check your civ ships and see if the final 0.2 is actually on the way.
I have noticed that sometimes the order "finishes" according to the order list, even though some freighters are still en route.
2
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 05:04:02 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.
3
C# Suggestions / Re: Financial Centers
« Last post by vorpal+5 on Today at 04:59:43 AM »
It's easy to rename in the DB, unlikely to create any bugs because it's just a name (DIM_PlanetaryInstallation table, fields Name and WorkerDescription).

I did that actually, but I was curious if others shared my thoughts about moving it from immaterial financial assets to something mundane but materials (mfg goods). It seems not!  ;)
4
The category names on the class window are taken from an internal enum that matches the DB.
5
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by serger on Yesterday at 01:31:02 PM »
I see what you mean by "branch names" now - if table DIM_ComponentType doesn't work, then you could try DIM_TechType.

Done already. Doesn't work. Searched through the entire DB, renamed ALL. No effect.
Renamed all the relevant strings in the executable too. No effect.

The same with Beam Fire Control branch, wich controls kinetic weapons too. Tried to rename it into Directors to not confuse myself every second time about wich tech are for wich design philosofies, yet the branch name remains unchanged.

At this point I'm out of ideas and steam.
6
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ISN on Yesterday at 01:24:20 PM »
Bonus question: when tractored, the ship being dragged loses a bit of fuel while traveling, which is strange? Or perhaps it is not ...

Sounds like the bug I ran into:
Tractored ships with engines will use fuel as if they were moving under their own power under certain conditions. I believe the bug shows up if the tractored ship has moved on its own without being tractored since the last time the game was opened.
Save, close and reopen the game; for me that fixed the fuel use.
7
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 01:18:42 PM »
<snip>
<snip snip!>

Darn, I thought that this rule was only for having a shipyard being able to build x different designs, with the rules you enunciate, but I was sure that you could refit anything to anything. Or perhaps, as you say, the additional requirements are only from C#.
My new tug is indeed twice the size of the old one.
Bonus question: when tractored, the ship being dragged loses a bit of fuel while traveling, which is strange? Or perhaps it is not ...
8
I see what you mean by "branch names" now - if table DIM_ComponentType doesn't work, then you could try DIM_TechType.
9
C# Suggestions / Re: Financial Centers
« Last post by serger on Yesterday at 01:04:59 PM »
It's easy to rename in the DB, unlikely to create any bugs because it's just a name (DIM_PlanetaryInstallation table, fields Name and WorkerDescription).
10
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Yesterday at 01:00:22 PM »
Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.

No, it is purely for flavor.

Quote
After two more waves, with eleven and fifteen hits respectively, the senior commander, Lord Captain Arabella Typhon, ordered her two ships to cease point defence fire, relying only on shields, speed and ECM. Four more waves arrived, without any torpedo detonations affecting the cruisers’ armour.
:o

I guess with PD fire costing MSP now, there's a real meta role for heavily-shielded ships to save wear on the gun barrels. I'd almost worry about trivializing the Necrons, but this is against one ship with a huge tonnage advantage and a tech level advantage, so I probably shouldn't draw sweeping conclusions here.

Quote
One day later, the survey frigate Tempest investigated a jump point in Macharia, six transits from Sol via the shortest route, and discovered Cadia, a system with an orange K2-V star, three terrestrial planets, a dwarf planet and a single moon, orbiting the fourth planet. Just outside the orbit of the second planet was a strange phenomenon; a vast rift in space ten million kilometres in diameter. Imperium Intelligence designated it as an ‘Aether Rift’, as it appeared to penetrate through both known space and the Aether to somewhere beyond.

Of course the system just happened to be named Cadia, naturally, definitely not a stealthy rename for story purposes at all...  ;)

Quote
Baneblade Super-heavy Tank
Transport Size (tons) 228     Cost 41.04     Armour 108     Hit Points 144
Annual Maintenance Cost 5.1     Resupply Cost 99
Super-Heavy Anti-Vehicle:      Shots 1      Penetration 135      Damage 135
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15

Hearts attacks take out anywhere from 5-10% of the Adeptus Munitorum every time these bad boys are deployed to a war zone. An acceptable rate of attrition, of course.

I anticipate hostilities with the T'au at some point, hopefully this will require a ground invasion of the home world so we can get a look at what that looks like from Steve's perspective.  ;D
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk