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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by vorpal+5 on Today at 07:29:23 AM »
The fiction was a bit on the short side, but definitely good. I particularly appreciated the cliffhanger near the end.
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Today at 07:20:08 AM »
The subforum name says "conventional", yet the posting of a comment thread without any updates to comment on says "unconventional". Which is to be believed??  ???

 :P Looking forward to this one, Steve!
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Gothic III - Conventional / Gothic III - Comments Thread
« Last post by Steve Walmsley on Today at 06:09:52 AM »
Please add any comments in this thread.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Today at 03:05:27 AM »
The difference for a PD STO and a normal STO is the fire control speed for the mount, so a weapon in a PD mount will shoot down missiles better. But like on ships and 37.5 cm laser firing every 30 seconds is a poor PD weapon even if it has a PD Mount as the weapon has a low rate of fire and poor speed, however a Twin Gauss turret would have its mount speed negated without the PD STO setting and is a good antimissile weapon but a dreadful anti-ship weapon. 
So like on ships different weapons serve different roles
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If I don't know my enemy profile, what do you guys advise about STOs? Half with PD, half without? It means doubling on research also, and given my research speed, it's not completely trivial.
Plus I'm a bit confused, it seems the non-PD variant can still engage missiles?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by xenoscepter on Yesterday at 03:54:17 PM »
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.

Huh?

4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew

--- There is 20 crew set aside for the parasites crew.

1 Hangar Deck = 32 Crew
4 Boat Bays = 80 Crew for the Parasites alone.


EDIT: Nevermind! Boat Bays used to be 20 crew per bay. Now they're 5!
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on Yesterday at 12:46:45 PM »
Is there a way to view all military ships only, such as an OOB for all my military ships?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Pedroig on Yesterday at 09:08:52 AM »
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.

And/or have Boat Bays and Hanger Decks all in the same tech, like what is done for Troop Transport Tech (including Boarding and Drop Techs)
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 08:59:58 AM »
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 08:55:38 AM »
Suggestion: Make it possible to override the interrupt for "Orders Completed" on a per-fleet basis.
Bonus: give the option to override permanently for this fleet, or just for the fleet's current order list.

Vague design thoughts:

On the Movement Orders tab, three radio buttons directly beneath the order list pane:
Stop Automated Turns on Completion (default)
No Stop (one-time)
No Stop (persistent)

In code, at fleet order list completion event, get selected radio value.
For the No Stop options, treat the event type as a non-interrupt.
For the one-time option, also reset the button value to default.

Split fleets should not preserve the setting (I think).

Bonus wrinkle:
Add the button setting to the Order Template object.
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