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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.

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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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Steve Walmsley on May 17, 2024, 01:00:09 PM »
Interesting changes! Not sure if I should continue discussing here, or move to the change discussion thread, but since we're here...

Will we still be able to set colonies as source or destination or stable?

Also, would it be possible to set taxation on shipping to be negative i.e. to offer incentives to grow their fleet, particularly early on?

Lastly, the changes don't seem to address the balance between colony and cargo ships. Would it be possible to set that taxation on a per type basis? Or is there some other way that balance has/will be adjusted?

Source, destination, stable still work as before, but destination is overridden if pressure is 10+

I don't want to go down the subsidize route again, as that could make the situation worse.

I am going to also add some changes to how civs decide what to build, based more on what is needed, but haven't got around to that yet.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on May 17, 2024, 12:44:37 PM »
I have captured an enemy ship using 3 boarding units, the ship has been repaired and sitting at my homeworld, however I cannot unload the 3 ground units, probably because the ship is a raider and it does not have any troop transport module, how Can I solve this?
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