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C# Bureau of Design / Re: Emergency Build Program
« Last post by bdub1 on Today at 11:25:12 PM »
You have no defense against enemy missiles.
First priority should be building a class with some sort of anti-missile defense to support these ships, 10cm railguns can make a good start with minimal investment for research

Hmm
Yeah, ill expedite my plans for a railgun cruiser, then.
I've got gauss reload 4, so perhaps a mixed armament would be good for both PD and anti-ship.
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by Bremen on Today at 07:30:25 PM »
What about just adding a new environment/hydrosphere for sufficiently eccentric planets? IE on that planet instead of swapping back and forth between them it would just say Environment: Extreme Variations and Hydrosphere: Seasonal?

My concern with giving inertia to the hydrosphere is that it might complicate terraforming. Hydrosphere changes albedo, which normally isn't an issue since it shifts instantly, so if you're adding greenhouse gases to a planet at some point you'll get a message the hydrosphere has melted and that bumps the temperature up further. But if there's a delay, that could mean terraforming too quickly would result in you getting the planet up to a pleasant temperature, then the hydrosphere melts and the temperature jumps past the high end of tolerance.
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by KriegsMeister on Today at 06:34:55 PM »
I don't know the exact math, but shouldn't atmospheric pressure have an insulatory effect regulating the extreme temperature radiation.  I know on a daily scale this is important in comparing min/max day/night temperatures between earth, Mars and mercury, and I would assume the effect would be present though likely not as strong for longer time scales for orbital eccentricity.

Could maybe even add another -isium type gas that reduces temperature variation.
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Quasar4x / Re: Moving Financial Centers q4x
« Last post by froggiest1982 on Today at 04:21:22 PM »
It though makes sense that any type of building could be transported around like in C#. Maybe Kyle can take on those changes in building tonnage and make the transport available?

I think will clash with the spirit of keeping Quasar VB6 alike. Perhaps a mod?
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by Density on Today at 04:13:58 PM »
Does this mean adding ice will lower albedo in 1.14/2.0?

Water to turning to ice and vice versa already changes albedo in v1.13.

I was refering to

Yes, although I probably should change it so that adding ice reduces Albedo.

which I haven't seen mentioned in any of the Changes Lists.
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by Steve Walmsley on Today at 12:36:40 PM »
Liquid to ice and back is less of an issue because it only affects albedo and doesn't introduce a sudden 2.0 colony cost (and I already include albedo changes in the min/max temperature and min/max colony costs). I could perhaps track the percentage of water that is frozen, rather than having separate states, but in reality the water to ice process happens quite quickly so probably not worth it.

Does this mean adding ice will lower albedo in 1.14/2.0?

Water to turning to ice and vice versa already changes albedo in v1.13.
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by Density on Today at 12:12:10 PM »
Liquid to ice and back is less of an issue because it only affects albedo and doesn't introduce a sudden 2.0 colony cost (and I already include albedo changes in the min/max temperature and min/max colony costs). I could perhaps track the percentage of water that is frozen, rather than having separate states, but in reality the water to ice process happens quite quickly so probably not worth it.

Does this mean adding ice will lower albedo in 1.14/2.0?
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Quasar4x / Re: Moving Financial Centers q4x
« Last post by TMaekler on Today at 10:28:31 AM »
It though makes sense that any type of building could be transported around like in C#. Maybe Kyle can take on those changes in building tonnage and make the transport available?
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C# Mechanics / Re: Water and Terrain in Eccentric Orbits
« Last post by Zap0 on Today at 10:08:27 AM »
As for vegetation... There is no option to have any sort of soil on anoxic planet. No life - no sod - no soil. There will be plenty of rocks, sand and mineral dust, yet to have a soil or even clay (except on oceanic abyssal flat) - you need at least thousands of years of ubiquitous terrestrial vegetation.

So I think it will be cool to have this feature: a boolean field Soil Layer, possible for the same planets that have oxygen, mandatory for homeworld planets, can be erazed with backing (I'd say average surface temp 1000C), cannot be restored during playtime, mandatory for <1.50 CC.

Two things: If you can't create a soil layer, how could you ever fully terraform Mars and other planets?

And what about alien biologies? Even if they'd be incompatible with human/Earth biology, large alien plants could still provide the cover that the terrain modifiers represent.
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2.20 was a typo :)
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