Recent Posts

Pages: [1] 2 3 ... 10
1
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on Today at 01:00:22 PM »
Dear Steve, in the description of the battle for Carpathia II on March 4031, you name "the battle-hardened Janus Corps".
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.

No, it is purely for flavor.

Quote
After two more waves, with eleven and fifteen hits respectively, the senior commander, Lord Captain Arabella Typhon, ordered her two ships to cease point defence fire, relying only on shields, speed and ECM. Four more waves arrived, without any torpedo detonations affecting the cruisers’ armour.
:o

I guess with PD fire costing MSP now, there's a real meta role for heavily-shielded ships to save wear on the gun barrels. I'd almost worry about trivializing the Necrons, but this is against one ship with a huge tonnage advantage and a tech level advantage, so I probably shouldn't draw sweeping conclusions here.

Quote
One day later, the survey frigate Tempest investigated a jump point in Macharia, six transits from Sol via the shortest route, and discovered Cadia, a system with an orange K2-V star, three terrestrial planets, a dwarf planet and a single moon, orbiting the fourth planet. Just outside the orbit of the second planet was a strange phenomenon; a vast rift in space ten million kilometres in diameter. Imperium Intelligence designated it as an ‘Aether Rift’, as it appeared to penetrate through both known space and the Aether to somewhere beyond.

Of course the system just happened to be named Cadia, naturally, definitely not a stealthy rename for story purposes at all...  ;)

Quote
Baneblade Super-heavy Tank
Transport Size (tons) 228     Cost 41.04     Armour 108     Hit Points 144
Annual Maintenance Cost 5.1     Resupply Cost 99
Super-Heavy Anti-Vehicle:      Shots 1      Penetration 135      Damage 135
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22.5      Damage 15

Hearts attacks take out anywhere from 5-10% of the Adeptus Munitorum every time these bad boys are deployed to a war zone. An acceptable rate of attrition, of course.

I anticipate hostilities with the T'au at some point, hopefully this will require a ground invasion of the home world so we can get a look at what that looks like from Steve's perspective.  ;D
2
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by serger on Today at 12:49:00 PM »
You can also rename them in the DB but you have to dig into the FCT_ShipDesignComponents table, I think. [...]

For race-designed components the procedural naming means you can't control every aspect, but I think the type names are pulled from FCT_TechSystem entries. Looks like it uses the component name if present, otherwise the primary tech name. Probably with a bit of trial and error for each component type you can figure out which entries control the relevant parts of each name.

Renamed every record in both these tables. Branch names remain the same.

3
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by AlStar on Today at 12:44:10 PM »
I am still not good at ground combat, so I wonder if being "battle-hardened" allows better performance of this unit.
Pretty sure he's just saying that the unit had previously been in combat.
4
Why I can't refit a tug into another? I thought that the only conditions were shipyard size (nature of SY, obv!) and that the ship would not be damaged, but aside that, even if the decision could be stupid (very huge cost) nothing prevented you from refitting any ship into another one?

A shipyard tooled for Class A can only refit (or build) a ship into class B if:
  • The cost of new components for class B relative to class A, plus a premium of 20%, plus another premium which is the relative size difference between classes A and B, is less than 20% of the build cost of class A
  • There is an additional requirement that the tonnage of class B is less than 20% difference from class A.
These requirements I think were new in C#, at least the second one which prevents silly cases like refitting fighters into battleships. Note that a shipyard tooled for class B can refit from ships of class A regardless of the cost, as long as the size requirement (within 20%) is met.

A common example would be refitting a survey ship from geo to grav sensors, using a shipyard tooled for the geosurvey class. If the survey ship costs, say, 750 BP, and has two survey sensors, then you cannot replace the 2x geo sensors with 2x grav sensors, because the cost of the sensors is 100 BP each and 200 BP x 1.20 (for the extra 20% premium) = 240 BP which is 32% of the survey ship cost, much more than 20%. On the other hand, if the shipyard is tooled for a variant with 1x geo, 1x grav sensor, then you can build or refit to either class because the cost of the NEW components is 100 BP for a single sensor in either case, so the refit cost is 120 BP or merely 16%. On the other-other hand, if the shipyard is tooled for the gravsurvey class then you can refit FROM the geosurvey class without a problem.

For tugs, usually it is not possible to do a refit to a new class in a shipyard tooled for the old class because tugs are almost entirely engines, so upgrading a tug usually means a complete swap of engines which is most of the build cost (refit cost may even exceed 100% of the old variant cost very easily). If you have a shipyard tooled for the new class, then you can refit from the old class without a problem.

Again, note that the examples assume the same or similar size between classes. If the old tug class is 45,000 tons and the new tug class is 90,000 tons, you cannot ever refit from A to B anyways.
5
Does anyone know if Ship Component type names are scripted in the DB or in the executable? I've edited some names in DIM_ComponentType, yet cannot find how to rename type branch names. Like, my eternal damnation is Geo Sensors, wich I'm mixing up with Grav Sensors every second time; tried to rename Gravitational to Topological in the DB, yet the type branch remains Geological Survey Sensors, wich means I will still mix it up.

There are some components which are the same for every race, so they do not use generated names. The flip side is, if you rename them in-game they will be renamed for every player race in all games using that DB. You can also rename them in the DB but you have to dig into the FCT_ShipDesignComponents table, I think. Off the top of my head, the most interesting components for which this is true would be the Geo/Grav Sensors, ECM components, and industrial production modules (sorium harvester, stabilization modules, etc.), but this should apply to any component which is not race-designed.

For race-designed components the procedural naming means you can't control every aspect, but I think the type names are pulled from FCT_TechSystem entries. Looks like it uses the component name if present, otherwise the primary tech name. Probably with a bit of trial and error for each component type you can figure out which entries control the relevant parts of each name.
6
Development Discussions / Re: Autorefresh?
« Last post by paolot on Today at 12:00:35 PM »
You can refresh most windows by re-selecting your race from the dropdown in the top left. I do this particularly on the Commanders window quite a lot.

I do too.  :)
But a dedicated button is more evident.
7
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by serger on Today at 11:58:40 AM »
Does anyone know if Ship Component type names are scripted in the DB or in the executable? I've edited some names in DIM_ComponentType, yet cannot find how to rename type branch names. Like, my eternal damnation is Geo Sensors, wich I'm mixing up with Grav Sensors every second time; tried to rename Gravitational to Topological in the DB, yet the type branch remains Geological Survey Sensors, wich means I will still mix it up.
8
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on Today at 11:57:22 AM »
Oh, so ...

Ordnance Transfer System: 40 MSP per Hour
Cost 20   Size 500 tons   Crew 20   HTK 1
Materials Required: Duranium  5    Boronide  15   

is for missiles only?

Yes.   :)
9
Oh, so ...

Ordnance Transfer System: 40 MSP per Hour
Cost 20   Size 500 tons   Crew 20   HTK 1
Materials Required: Duranium  5    Boronide  15   

is for missiles only?

Let's add another senior moment, then  ;D

Why I can't refit a tug into another? I thought that the only conditions were shipyard size (nature of SY, obv!) and that the ship would not be damaged, but aside that, even if the decision could be stupid (very huge cost) nothing prevented you from refitting any ship into another one?
10
Development Discussions / Re: Autorefresh?
« Last post by nuclearslurpee on Today at 11:34:04 AM »
You can refresh most windows by re-selecting your race from the dropdown in the top left. I do this particularly on the Commanders window quite a lot.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk