Author Topic: v1.12.0 Changes Discussion Thread  (Read 36916 times)

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Offline Neophyte

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Re: v1.12.0 Changes Discussion Thread
« Reply #45 on: June 17, 2020, 01:54:25 PM »
So with the death spiral, I'm assuming that all orbital ships/missiles, etc. at both Earth and Luna spiral in with it.  Does this also apply to waypoints set on the planet?

What happens if Earth has a stabilized LP in its orbit?  Does the LP also get closer to the sun as Earth's orbit reduces?  Will it disappear when Earth is destroyed?  Will preexisting movement orders using the LP reroute automatically?
 

Offline Steve Walmsley (OP)

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Re: v1.12.0 Changes Discussion Thread
« Reply #46 on: June 18, 2020, 08:26:50 AM »
So with the death spiral, I'm assuming that all orbital ships/missiles, etc. at both Earth and Luna spiral in with it.  Does this also apply to waypoints set on the planet?

What happens if Earth has a stabilized LP in its orbit?  Does the LP also get closer to the sun as Earth's orbit reduces?  Will it disappear when Earth is destroyed?  Will preexisting movement orders using the LP reroute automatically?

Everything in orbit moves with the Earth, including waypoints. Any Lagrange point will move with the Earth and will be removed when the Earth is destroyed. Existing movement orders won't be rerouted.
 
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Offline Froggiest1982

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Re: v1.12.0 Changes Discussion Thread
« Reply #47 on: June 19, 2020, 06:52:10 AM »
So with the death spiral, I'm assuming that all orbital ships/missiles, etc. at both Earth and Luna spiral in with it.  Does this also apply to waypoints set on the planet?

What happens if Earth has a stabilized LP in its orbit?  Does the LP also get closer to the sun as Earth's orbit reduces?  Will it disappear when Earth is destroyed?  Will preexisting movement orders using the LP reroute automatically?

Everything in orbit moves with the Earth, including waypoints. Any Lagrange point will move with the Earth and will be removed when the Earth is destroyed. Existing movement orders won't be rerouted.

Hi Steve, happy 10,000 posts. I thought was a remarkable milestone to celebrate :)

Offline Steve Walmsley (OP)

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Re: v1.12.0 Changes Discussion Thread
« Reply #48 on: June 19, 2020, 07:14:40 AM »
Hi Steve, happy 10,000 posts. I thought was a remarkable milestone to celebrate :)

I hadn't noticed until you mentioned it :)
 

Offline unkfester

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Re: v1.12.0 Changes Discussion Thread
« Reply #49 on: July 03, 2020, 01:12:32 PM »
Steve
        Can you have a look at refuelling fleets.  My fleets run out of fuel even if I got fuel tanker with them. its just a real pain that I have to detach tanker, then get fleet to refuel from tanker one at a time.
Regards
 

Offline Ulzgoroth

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Re: v1.12.0 Changes Discussion Thread
« Reply #50 on: July 03, 2020, 02:46:15 PM »
Steve
        Can you have a look at refuelling fleets.  My fleets run out of fuel even if I got fuel tanker with them. its just a real pain that I have to detach tanker, then get fleet to refuel from tanker one at a time.
Regards
You know that (a) you have to set certain options to make a tanker auto-fuel its fleet and (b) refueling while moving is at a penalty that can be very large if you haven't researched the associated tech line sufficiently?
 
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Offline Bughunter

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Re: v1.12.0 Changes Discussion Thread
« Reply #51 on: July 03, 2020, 03:37:55 PM »
We have a bug report related to underway refuelling over in the bug thread, could be that one hitting you.
 
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Offline punchkid

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Re: v1.12.0 Changes Discussion Thread
« Reply #52 on: July 12, 2020, 08:26:46 AM »
Quote
New 'Load All Minerals Until Full' Move Order

I've added a new movement order called 'Load All Minerals Until Full'. This is exactly the same as the Load All Minerals order except that the same order will remain until the fleet's cargo capacity is full. Reserve levels will be observed for this order.

In mechanics terms, when the loading timer runs down to zero the order is completed if the cargo capacity is full. If not, the fleet movement ends for the sub-pulse and the loading clock is reset. The cycle repeats until the cargo holds are full.

This will allow players to set up freighter runs to bring minerals from outlying colonies without micromanagement or fuel waste.
Awesome QOL change.

Could we get a load fuel order like this as well please? for picking up fuel from fuel harvesters?
 
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Offline Black

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Re: v1.12.0 Changes Discussion Thread
« Reply #53 on: July 13, 2020, 11:02:52 PM »
Hello Steve, do you have some ETA on 1.12.0? I was thinking about starting new game, so just wondering if I should wait for new version or start at 1.11.
 

Offline QuakeIV

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Re: v1.12.0 Changes Discussion Thread
« Reply #54 on: July 13, 2020, 11:17:26 PM »
Also interested for same reason, though I shall put the question slightly differently.  Are you thinking of working it for another week or two or putting out a release sooner than that?
 

Offline Steve Walmsley (OP)

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Re: v1.12.0 Changes Discussion Thread
« Reply #55 on: July 14, 2020, 03:26:05 AM »
Not within the next 10 days. We are out in the motorhome this weekend so the earliest realistic option would be the weekend after (assuming bad weather :) )

I also want to play more in my campaign for test purposes and fix the remaining bugs that the moderators have confirmed.
 
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Offline Sebmono

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Re: v1.12.0 Changes Discussion Thread
« Reply #56 on: July 14, 2020, 02:21:56 PM »
Quote from: Steve Walmsley link=topic=11620. msg138745#msg138745 date=1594715165
Not within the next 10 days.  We are out in the motorhome this weekend so the earliest realistic option would be the weekend after (assuming bad weather :) )

I also want to play more in my campaign for test purposes and fix the remaining bugs that the moderators have confirmed.
Enjoy the trip!
 

Offline Froggiest1982

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Re: v1.12.0 Changes Discussion Thread
« Reply #57 on: July 14, 2020, 04:28:14 PM »
Not within the next 10 days. We are out in the motorhome this weekend so the earliest realistic option would be the weekend after (assuming bad weather :) )

I also want to play more in my campaign for test purposes and fix the remaining bugs that the moderators have confirmed.

And yet I thought I would never said this: I miss the lockdown! Have fun

 ;D ;D ;D ;D ;D

Offline Vastrat

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Re: v1.12.0 Changes Discussion Thread
« Reply #58 on: July 14, 2020, 11:59:28 PM »
Not within the next 10 days. We are out in the motorhome this weekend so the earliest realistic option would be the weekend after (assuming bad weather :) )

I also want to play more in my campaign for test purposes and fix the remaining bugs that the moderators have confirmed.

Have a good trip.
 

Offline Borealis4x

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Re: v1.12.0 Changes Discussion Thread
« Reply #59 on: July 23, 2020, 07:45:17 PM »
Do you plan to add any features that will allow us to retrain/upgrade our ground templates to use the most up-to-date Racial Armor and Weapon strengths?

This is my biggest problem with the game right now as I never want to make any ground units cuz I know they'll be forced to use the armor and weapons I have at the moment.