Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 359996 times)

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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1965 on: June 23, 2021, 09:22:14 AM »
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.

FPDC is the logical conclusion, but it doesn't exactly roll off the tongue.

How about FACscorts?
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1966 on: June 23, 2021, 02:22:35 PM »
What would you call an FAC that mounts PD weapons?

FAC with missiles are called Missile Boats and FAC with beam weapons are called Gunboats, but I'm at a loss of what to call FAC escorts.

FPDC is the logical conclusion, but it doesn't exactly roll off the tongue.

How about FACscorts?

 --- Destroyers? :P
 

Offline Stormtrooper

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1967 on: June 23, 2021, 04:07:10 PM »
Ok this is super weird and frustrating: I have ground units on frontline attack and artillery on support. I want to support frontline units with artillery. But when I drag artillery to ground units, they got attached to it as a subordinate (every formation in my army has HQ unit in itself) instead of being set as a support. Dragging the other way around works, but I don't want my artillery to be supported but to provide support, damn it! What's going on here?
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1968 on: June 23, 2021, 04:15:05 PM »
Ok this is super weird and frustrating: I have ground units on frontline attack and artillery on support. I want to support frontline units with artillery. But when I drag artillery to ground units, they got attached to it as a subordinate (every formation in my army has HQ unit in itself) instead of being set as a support. Dragging the other way around works, but I don't want my artillery to be supported but to provide support, damn it! What's going on here?

The artillery formations are trying to attach to the frontline formations because the frontline formations have a larger HQ size. The solution is to make the formations have the same size of HQ, or the artillery formations to have a larger size of HQ than the frontline formations.

It usually turns out that the easiest way to handle this is to place the artillery in the superior HQ formations which control frontline formations, even though this means some low-rank commanders with artillery bonuses may be wasted in command of ground troops.
 

Offline Stormtrooper

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1969 on: June 23, 2021, 04:18:42 PM »
I don't care about commander bonuses and all that at all, it's just some basic two-level structure to nicely group units by their function. Ok, so I guess it's time to move the artillery one level higher. Which irritates me because this time I made no mistakes and my army is perfectly grouped only for something like this to ruin this balance...

Thanks, didn't expect attaching to a unit will have higher priority than supporting it when the dragged formation is set on support, guess I can instantly suggest this to be fixed in 1.14, please?... :'(
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1970 on: June 23, 2021, 04:27:05 PM »
I don't care about commander bonuses and all that at all, it's just some basic two-level structure to nicely group units by their function. Ok, so I guess it's time to move the artillery one level higher. Which irritates me because this time I made no mistakes and my army is perfectly grouped only for something like this to ruin this balance...

Thanks, didn't expect attaching to a unit will have higher priority than supporting it when the dragged formation is set on support, guess I can instantly suggest this to be fixed in 1.14, please?... :'(

As always, post it in the suggestions thread. Personally I'd settle for a toggle between setting hierarchy and support instead of the "smart" system we have now.
 

Offline themousemaster

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1971 on: June 24, 2021, 08:59:22 AM »
I know I can use SM to add a ruin to a body, as well as to delete a (as of yet unexplored) ancient construct, but is there a way to get an Ancient construct to spawn on a body?

(I removed one in my current game because I feel like all 3 that I found being B&G constructs was just stupid, but now I can't get another to take it's place  >:( )



nevermind, after my hundreth "random ruin" click, I finally got a new one.  30% C&P, but still, I'll take it.
« Last Edit: June 24, 2021, 10:01:47 AM by themousemaster »
 

Offline El Pip

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1972 on: June 26, 2021, 08:40:47 AM »
There is a contested Jump Point. If I jump through the enemy fleet opens fire instantly (as in they fire the same 5sec pulse that my fleet arrives). If the enemy jumps through my 100% Trained fleet that has been told to fire at will just stares blankly, so the next 5 second pulse the enemy jumps straight out again.

I'm either missing a fire control setting somewhere or the AI is just cheating. Does anyone know which?
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1973 on: June 26, 2021, 09:24:11 AM »
the AI is just cheating.

Unfortunately due to the limitations of the AI they get special treatment when it comes to jump points, although I think the firing in the same increment part may be a turn order thing rather than a deliberate AI buff but it has the same effect either way.
 
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Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1974 on: June 26, 2021, 05:43:37 PM »
Is it worth building fighters to escort bombers in the hopes their piddling-little 10% Gauss Cannon can shoot down some AMMs?

I thought it'd be an interesting idea and an excuse to build fighters, but they can't even match the tracking speed of MY AMMs.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1975 on: June 27, 2021, 12:21:01 AM »
Is it worth building fighters to escort bombers in the hopes their piddling-little 10% Gauss Cannon can shoot down some AMMs?

I thought it'd be an interesting idea and an excuse to build fighters, but they can't even match the tracking speed of MY AMMs.
Generally, no but you could try it with a single RG instead. With high enough speed for the fighter, the accuracy might work.
 

Offline LuuBluum

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1976 on: June 27, 2021, 12:34:18 PM »
Since I'm not entirely sure whether my patience to wait until 1. 14 (and whether staff officers for ground forces were to even happen for 1. 14) will hold out, what would be a way to RP having an executive officer rank for ground forces?

Y'know, other than leaving a ton of holes in the rank hierarchy where ranks are skipped.
 

Offline themousemaster

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1977 on: June 28, 2021, 08:19:04 AM »
I have a carrier loaded with 10 "boarder" fighters, each with a 100ton boarding pod, with the intent to capture some targets.

I would like to have the carrier also carry a large contingent of extra "marines", so that after a landing op, the fighters can return, get fresh troops, and do it again, as the first conquered ship flies itself home (hopefully)

Would all I need to do is add a troop bay to the carrier?  Do I need other parts?  and/or, what command would I issue the fleet to have the spare forces "board" the fighters while they are in the hanger?
 

Offline ZimRathbone

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1978 on: June 28, 2021, 08:47:31 AM »
I have a carrier loaded with 10 "boarder" fighters, each with a 100ton boarding pod, with the intent to capture some targets.

I would like to have the carrier also carry a large contingent of extra "marines", so that after a landing op, the fighters can return, get fresh troops, and do it again, as the first conquered ship flies itself home (hopefully)

Would all I need to do is add a troop bay to the carrier?  Do I need other parts?  and/or, what command would I issue the fleet to have the spare forces "board" the fighters while they are in the hanger?

Yes this is possible, in my 1.12 game the only carriers I had held boarding pinnaces with 250ton troop modules, and the carriers themselves had troop capability so held 2xreserves.  On a number of occasions the pinnaces boarded enemy ships and returned to their carrier to load more troops (using the standard Load Ground Unit order by the pinnace fleet targeting on a the carrier fleet).  It usually took long enough to embark the 2nd load that the initial boarding action had completed but that just meant that the 2nd load boarded a different ship (IIRC I was capturing fleets with 30+ civilians of various types)
Slàinte,

Mike
 
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Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #1979 on: June 30, 2021, 01:11:41 PM »
I know I can use SM to add a ruin to a body, as well as to delete a (as of yet unexplored) ancient construct, but is there a way to get an Ancient construct to spawn on a body?

(I removed one in my current game because I feel like all 3 that I found being B&G constructs was just stupid, but now I can't get another to take it's place  >:( )



nevermind, after my hundreth "random ruin" click, I finally got a new one.  30% C&P, but still, I'll take it.

Well, you get lucky. I attempted to do this and I had to stop, because my hand got sore from all the clicking.

Could we get a SM command to edit ancient construct or to spawn it independently on the ruins?
 
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