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How are systems generated in Known Stars games? The wiki says "The game works through all the stars in order of increasing distance. There is a 20% chance of selecting the nearest star, then if that isn't selected, 20% chance of second nearest star, etc." I think this is from the old VB version, but I haven't seen any posts about changes to this. I ran some tests in a fresh game generating systems from Sol and they seemed to confirm the 20% number. However, in my games I've also seen systems with really distant neighbors, like HIP 31293 in the screenshot. Its neighbors have distances in real space of 54.1, 63.1, and 70 light-years, and as far as I can tell there are hundreds of closer systems that haven't been picked yet. So it seems very unlikely to me that this was generated purely by iterating through the closest systems.

Sometimes you link to an existing system, but not one you know about. In that case, its a lot easier to end up with a system a long way away, because the number of systems in the sequence is much smaller. Or you are already in someone else's known system and they made the connection from their end. Or you just got the long-shot that sometimes happens.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Steve Walmsley on Today at 12:35:17 PM »
These changes are so great they broke the forums for days with their sheer awesomeness.

LoooL

Steve, I will be brutal, how about release the 2.6 so we can try the juicy shipping line thing?

It's going to be a while before any new release. We are now 10 weeks into our motorhome trip and its going really well (currently on the Isle of Skye). Instead of returning to the Isle of Man in September, we are likely heading to Spain and parking on a beach for a few months :)

I would like to be back on my PC before doing a new release, as programming on a laptop is not ideal.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Droll on Today at 11:22:06 AM »
Right now the only way I can think of a shipping line shrinking is through very old ships being retired while there are other ships idling (or getting their ships blown up). I know in the changelogs Steve sort of shoots down the idea of explicitly modelling operating costs, but maybe that would be a good way to have civilian shipping more closely model the economic activity of the empire. The admin overhead just reduces the growth rate as the shipping line gets bigger and doesn't really do the same thing.

Also I am once again asking for mineral transport contracts (esp being able to peg it to reserve levels).
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Kaiser on Today at 10:15:32 AM »
These changes are so great they broke the forums for days with their sheer awesomeness.

LoooL

Steve, I will be brutal, how about release the 2.6 so we can try the juicy shipping line thing?
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by nuclearslurpee on Today at 10:11:58 AM »
These changes are so great they broke the forums for days with their sheer awesomeness.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Warer on Today at 09:43:55 AM »
Really love the shipping line changes!
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Lastek on May 18, 2024, 08:46:51 AM »
First of all - all the changes look great!

At the topic of civilian shipping lines (hope I'm not late to the party), would it be possible to organise the civilian ships into some kind of convoys? Right now every ship is in its own fleet, which leads to tens if not hundreds of civilian fleets flying around.  This would declutter the map while still being able to see the CIVs on screen and could potentially limit the late game lag, since the civilian AI would calculate the decisions for lower number of fleets.

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C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on May 18, 2024, 08:32:18 AM »
Shipping Line New Ship Selection

For v2.6, when a shipping line considers building a new ship, it will use the rules below. For the purposes of those rules, a liner can only be selected if there are at least two systems with surface population greater than zero. A fuel harvester can only be selected if harvester tech is available, there is a Sorium deposit in a player system with a population of 10m+ and the civilian harvester option is on
  • If there are less than six civilian ships, or if all existing colony ships and freighters have orders, a freighter or a colony ship will be selected. If there are fewer of one type, that type will be built. Otherwise it will be random.
  • Else if all freighters have orders, a freighter will be built
  • Else if all colony ships have orders, a colony ship will be built
  • Else if all liners have orders (or there are no liners) and they are permitted, a liner will be built.
  • Else a ship type will be randomly chosen, with liners and harvesters included if permitted. Freighters have double the chance of the other types to be selected.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on May 17, 2024, 01:14:20 PM »
After a boarding action I have the transport shuttles load ground units from the captured ships, I suspect any troopship could load from the stationary ship

We never stop from learning with Aurora, thank you  8)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on May 17, 2024, 01:00:17 PM »
After a boarding action I have the transport shuttles load ground units from the captured ships, I suspect any troopship could load from the stationary ship
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