Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 365487 times)

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Offline gpt3

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2010 on: July 14, 2021, 09:42:32 AM »
Quote from: TheTalkingMeowth link=topic=11545. msg153581#msg153581 date=1626271600
Quote from: Droll link=topic=11545. msg153580#msg153580 date=1626267605
Quote from: Kiero link=topic=11545. msg153579#msg153579 date=1626263678
Do aliens also have civilians for transporting their goods?

They do have 100s of freighters/colony ships but I think the AI just uses them like the player would use state owned commercial ships.  I haven't really noticed a separate civilian subconcious tied to NPRs.
Other way round.  NPR's do not have to transport their minerals or fuel (those get moved "magically").  Only installations and population, which are moved using the civilian fleet logic.

NPRs, in fact, have ONLY civilians.

Don't NPR populations also have trade goods? Do they ship those around or are they a captive market for player corporations?
 

Offline TMaekler

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2011 on: July 14, 2021, 03:12:45 PM »
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2012 on: July 14, 2021, 03:23:47 PM »
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?

No. Either build a bigger yard, or use the abandon ship button to blow it up and salvage the wreck for a reduced return of minerals. If you don't need the minerals urgently it is probably better to leave it alone since space stations are commercial and don't cost anything to maintain, so later you can scrap it when you have a bigger yard.
 

Offline TMaekler

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2013 on: July 15, 2021, 12:27:50 AM »
Is it possible to scrap orbital space stations which are larger in size than one biggest fleet yard?

No. Either build a bigger yard, or use the abandon ship button to blow it up and salvage the wreck for a reduced return of minerals. If you don't need the minerals urgently it is probably better to leave it alone since space stations are commercial and don't cost anything to maintain, so later you can scrap it when you have a bigger yard.
I'll doubt that I will ever build such a large shipyard... but anyway, thanks.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2014 on: July 15, 2021, 01:11:03 AM »
So you can't just have jump ships hold the door open for your fleet and stay on the other side, right? They have to jump with the fleet?

How much of a bad idea would it be to just not give them engine and have them towed into position instead? I can't really give my tenders reasonable speed and range anyways while keeping them at a reasonable tonnage, so screw it, right?

 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2015 on: July 15, 2021, 01:25:44 AM »
So you can't just have jump ships hold the door open for your fleet and stay on the other side, right? They have to jump with the fleet?

You can do this. I can't remember if they can hold the door open, but a jump ship does not have to jump with the fleet unless you are doing a squadron jump, so you can send in the fleet, then send the jump ship through later to jump them all back (if even needed, I can't remember for sure but I think a jump ship can jump ships from the other side too?).

Quote
How much of a bad idea would it be to just not give them engine and have them towed into position instead? I can't really give my tenders reasonable speed and range anyways while keeping them at a reasonable tonnage, so screw it, right?

This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2016 on: July 15, 2021, 01:42:04 AM »


This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.


I wouldn't want to jump commercial-engined ships in the first place unless they are explorers, and then they have their own jump drives. Jump tenders are purely military meant for invasions of hostile systems. 

Think of them like Mulberry Harbors the Allies set up during major invasions. They're temporary infrastructure.

« Last Edit: July 15, 2021, 01:44:12 AM by Borealis4x »
 

Offline serger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2017 on: July 15, 2021, 02:47:51 AM »
I can't remember if they can hold the door open, but a jump ship does not have to jump with the fleet unless you are doing a squadron jump, so you can send in the fleet, then send the jump ship through later to jump them all back (if even needed, I can't remember for sure but I think a jump ship can jump ships from the other side too?).

It was absolutely possible from VB 7.1 to C# 1.12 - my usual exploring procedure was to let JP tender sit on the homeworld-side of JP while surveyours, their mobile HQ, escorts and support are deploying, surveying, marking new JPs with buoys and so on, and if survey squad is out of fuel or deployment time or just encountered opponents or dead end - they are returning to the homeworld-side system, join with JP tender and move back.

It's possible that in the latest version this mechanics was changed, though I see no mentions through the change lists.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2018 on: July 15, 2021, 06:05:45 AM »
It hasn't changed. You can put a jump engine into a space station. The only problem is that you need two stations: one for commercial engines and another for military engines, if you want to Jump Tender both.
 

Offline themousemaster

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2019 on: July 15, 2021, 08:32:33 AM »
An NPR in my game seems to have a hard-on for a specific moon... as do I.  The moon in question has a multi-10-millions gallacite deposit at good accessibility.

The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.


If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech?  (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)
 

Offline serger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2020 on: July 15, 2021, 08:48:04 AM »
Quote
Labour Camps are affected by all the production modifiers that affect construction factories and mines (such as radiation, unrest, economic and political modifiers, etc.)
(http://aurora2.pentarch.org/index.php?topic=8495.msg105681#msg105681)
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2021 on: July 15, 2021, 11:00:50 AM »


This would work especially well as part of a tractor-trailer strategy - where you use a lot of tugs to move things around, and build a variety of oversized modules for freight, colonists, etc. as engineless space stations. Though I don't know if jump drives can be put on a space station, probably not, but the same principle applies. This would mean you always have tugs to move your jump tenders where you need them.

The only catch is that you need to have two fleets, the military fleet and a separate fleet with a second commercial jump pod to jump the commercial-engined ships i.e. tugs.


I wouldn't want to jump commercial-engined ships in the first place unless they are explorers, and then they have their own jump drives. Jump tenders are purely military meant for invasions of hostile systems. 

Think of them like Mulberry Harbors the Allies set up during major invasions. They're temporary infrastructure.

I mean for actually getting from A to B. If you want to jump a military fleet through, say, three systems (don't have jump gates up yet for whatever reason), you need also a commercial jump tender of some sort to jump the tug through those intermediate jump points. Unless you put a jump drive on each tug which isn't a bad idea once you have a few levels of jump efficiency, but can get expensive very quickly.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2022 on: July 16, 2021, 12:13:59 AM »
It hasn't changed. You can put a jump engine into a space station. The only problem is that you need two stations: one for commercial engines and another for military engines, if you want to Jump Tender both.

Military Jump Tenders can jump commercial ships.
 

Offline serger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2023 on: July 16, 2021, 02:18:24 AM »
Military Jump Tenders can jump commercial ships.

No, it cannot.
Military Jump Tenders can jump only ships with Military Engines, and a ship with Military Engines cannot be commercial.
(Just fielded a test now - "cannot carry out a transit", the same as it was in previous C# versions.)
 

Offline Agraelgrimm

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2024 on: July 16, 2021, 05:09:07 AM »
An NPR in my game seems to have a hard-on for a specific moon... as do I.  The moon in question has a multi-10-millions gallacite deposit at good accessibility.

The problem is, while they only have like 2 automines harvesting from it and no civilian population, they are defending it with a ground force that my sensors are telling me is about 700K tons.


If I want to... uh, soften up these defenses with some REALLY BIG missiles, is there any reason to use (or not to use) the Enhanced Radiation tech?  (I don't plan on colonizing the moon with civvies, just either letting a CMC have it or use Automines myself)

While i am not an expert on land operations or the effects of Nukes on planets (Nuclearslurpee probably knows more about it) i dont think you would have a problem with that. It will be inhabited anyway. I just dont know if you will lose any resources about it. Will definetly mess up the atmosphere tough.