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91
C# Bug Reports / Re: Typo Thread bugs
« Last post by skoormit on April 14, 2024, 02:46:25 PM »
Version 2.5.1, in event description:
"stabliise"
Steve is British :)

I know. But stabliise remains a typo.  ;)

Yes, but it's a British typo.
92
C# Suggestions / Auto-assignment by cost priority
« Last post by vorpal+5 on April 14, 2024, 02:03:20 AM »
The code that determines what is a ship class, in regard to how characters can be assigned, can perhaps be improved? It seems to consider the nature of a ship by checking the components by reverse index in the tree of components. This means, for example, that a ship with a Jump Stabilization module on which you add a very small troop component becomes a troop transport.

The most versatile approach would be to have the component added last to determine the nature of the ship; this way, a player can precisely decide what their ship should be considered. If not, then the costliest component should determine it.
93
C# Bug Reports / Re: Typo Thread bugs
« Last post by paolot on April 13, 2024, 04:55:05 PM »
Version 2.5.1, in event description:
"stabliise"
Steve is British :)

I know. But stabliise remains a typo.  ;)
94
C# Bug Reports / Re: Typo Thread bugs
« Last post by Erik L on April 13, 2024, 04:25:37 PM »
Version 2.5.1, in event description:
"stabliise"
Steve is British :)
95
C# Bug Reports / Re: Typo Thread bugs
« Last post by paolot on April 13, 2024, 03:05:23 PM »
Version 2.5.1, in event description:
"stabliise"
96
C# Mechanics / Re: New rules for spawning Civilian mining complex?
« Last post by nuclearslurpee on April 12, 2024, 09:23:38 AM »
Second, Steve clarified later that:

Quote
The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.

So, don't expect deterministic results.
In fact, there's a ~44% chance that the top two sites will be skipped over.
And a ~20% chance that the top four sites will be skipped over.

An angel from heaven comes bearing the word of God Steve! I have been wondering about this for so long...
97
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on April 12, 2024, 09:08:11 AM »
EDIT: Ignore this one. It was already fixed in the 2.5.1 patch.

Summary: Dormant construct bonus apparently being applied to local research.


I did a non-Sol start by making a new system with the "Create Habitable" button, and making a race on the generated homeworld with the "Create Race" button.

The HW has a dormant construct. I have not yet developed the technology to investigate it.

However, the Research tab seems to be including a 40% bonus for Ground Combat research projects.



98
C# Mechanics / Re: New rules for spawning Civilian mining complex?
« Last post by skoormit on April 12, 2024, 08:33:16 AM »
I am necro-ing this thread to post some additional clarifications that might save someone else (or future me) some head scratching.

First of all, I was mistaken above about the algorithm selecting a system first, then selecting a site in that system. That logic was in VB6, but not in C#.
In C#, all qualifying sites in all systems are ranked by their score (per above), and the selection is made from that list.

Second, Steve clarified later that:

Quote
The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.

So, don't expect deterministic results.
In fact, there's a ~44% chance that the top two sites will be skipped over.
And a ~20% chance that the top four sites will be skipped over.
99
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on April 12, 2024, 07:40:13 AM »
I'd love a "create path to system" command for stabilization ships that works the same way as autoroute by system - you pick a system from your full list of discovered systems, then your ship travels to it along a shortest-length path, stabilizing both sides of any JPs it comes across along the way.

(This came to mind when looking at my Survey Sites tab, noting that I couldn't reach some of the sites with my transports, then having to pull up the galactic map and figure out where the heck those systems were.)
100
You magnificent creature, you.
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