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The Academy / Re: Survey Ship Fleet Organization
« Last post by Gram123 on Today at 07:47:25 AM »
Would definitely not start a flamewar over your suggestion. I explore a lot because that the part of the game i enjoy, well not the surveyship micromanagement but the discover new system and mine them. I dont find much fun in the war mechanism against the AI, so usually I completely turn off the AI, meaning I never use warships.  I simply like to explore and extract resources build colonies, expand population, etc. I just the way i like to play, and that require a lot of surveyeing because i never meet any ressistence and use a lot of resources very fastly.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Garfunkel on Today at 07:37:46 AM »
You are not the first player to complain about this issue and the answer is both obvious and obtuse at the same time. Simply, stop exploring so much. There is no win condition that requires you to explore the entire galaxy. Odds are, there are plenty of systems where you need to build up your infrastructure, clear out spoilers, handle NPRs and so on. The problem is that you think that you must keep exploring constantly and the management of the survey ships is grinding you down. The answer is not to add more automation to handle it, the answer is to stop exploring for a period of time and then resume exploration once the systems you have already surveyed are fully under exploitation. Also, 30+ ships is a massive number for your survey fleet. What I do is either use a handful, like 4-6, big all-in-one survey ships, or then a bunch of smaller, specialized vessels that work in tandem to do a single system at a time. And between systems they take breaks. That way each system survey is special, I name the interesting planets/moons/comets/asteroids, medals are awarded and a nice little ceremony held at Earth for the commanders. This way it's a story event that you enjoy doing, rather than "oh no, yet another survey order to assign". If you ever feel like that, simply stop surveying and focus on something else for a while.

There are only 2 reasons to keep surveying as much as possible, as fast as possible, and that's because you want to encounter something spicy or you desperately need a specific mineral and you've been unlucky so far. Don't kill the fun of Aurora through your own actions! Also, if you think I'm daft for suggesting this, that's fine. Last time I gave this advice to another player, they had a little temper tantrum about how I dared to tell them to change their playstyle and posted some nasty stuff. Just ignore me if you feel that way, we don't need to start a flamewar or anything.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Gram123 on Today at 07:26:52 AM »
Hmm. But there are no easy way to resemble right? And i cant really use Return to entry point. As they forget their entry point once divided right? I have tried to do this by adding a Rendezvous at the entry point and use "Move to closest Rendezvous point" But once they all return to entrypoint/Rendezvous they still need to be reassembled manually in the Naval organization or with the Join fleet movement command.

Am I missing something with individually ships? I have like 30 survey ships in individually fleets. And I use "Survey Next three system bodies or locations" and then condition to go back to refuel and resupply. But everytime a ship is low on fuel/or supply they go back to a colony or supply ship and they need to be assigned to a new system the can go and survey. The amount of times you have to go and move a survey ship that has returned for fuel/supply into a new system requiring survey is just never ending.
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A bizarre race has been incorporated into the empire.

Temperature range: -16.47 to 128.66



I assume their home world has a very eccentric orbit?
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C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Today at 07:15:45 AM »
Updated Missile Salvo Display

I have updated the Missile Salvos tab on the Naval Organization window to show System and Location, with the latter using the same method as the fleet location description. It also sorts by system and then order of salvo creation.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Steve Walmsley on Today at 07:12:54 AM »
If you want to maintain a fleet, use Divide Fleet as Primary and Return to Entry Jump Point as Secondary (or Land on assigned Mothership if using a survey carrier). Once they are gathered, reassemble and move to next system.

It's generally easier and more flexible though to use individual survey ships.
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The Academy / Survey Ship Fleet Organization
« Last post by Gram123 on Today at 06:17:03 AM »
Okay, so I know this topic has been covered before but i cant seem to find anyone with a good solution to this. So i try with a new topic.

Does anyone actually have a way to have multiple surveyships in a fleet. And somehow take that fleet into a system. Make each individual ship do Geo and Grav survey. Once the system is fully surveyed go back and join the main survey fleet?

I have tryed using Archor fleet, and Subfleet to no use.

I can make a Survey Fleet. And set as archor fleet. I can recall and they all return as subfleet.

Problem is. Then i have two options. Either i can "Detach Escorts" Then i can later recall escorts again as they will remember there Archor. But they dont inherrrit the conditional order to survey. Or i can Divide fleet into subfleet. Then they remember there conditional order, but forget thier archor and i have to set up the hole thing again everytime.

You could use the standing order to "Move to next system require Geo survey" And then second standing order to go to "Move to newt system Requirering Grav Survey" Problem is they will go to everysystem requirering Geo survey, before starting to do grav survey. You could kindof fix this by having Geo and Grav ship not combined, but that would make them go all over the galaxy, because then a grav ship find a new system that require some geo surveys, and the the geo ship catch up, mean while in the other end of the galaxy another grav ship found a new system that require Geo survey, and all the Geo ship start to travel across the galaxy to do one or two geosurvey before going back again.

Guess you could do Probe surveys. On a mothership, with small survey probes not jumbable. But thats not really what im looking for.

Anyone have a good way to do survey fleets?

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I don't want to turn this thread into a programming debate, which is one of the reasons that I rarely post code ;)

I hope that none of the other readers of this thread have been put out by our monopolization of the topic of discussion :)

Are you suggesting that instead of a new list, I use the LINQ without assigning to a new list as the target in the foreach loop?

If so, I prefer to avoid that. It's harder to read and harder to debug and those are more important to me than straight performance.

Yes, both the CurrentSystems and PossibleSystems variables would be IEnumerable<KnownSystem> instead of List<KnownSystem>. I can’t really see how the code would be more difficult to read, since everything else would be identical except that you would just not call ToList().

However, I suppose I know what you mean about debugging. You want to stop at a breakpoint and be able to view the lists in the debugger. I tend to forget that not everybody can use omniscient debugging yet (I use a debugger called Pernosco a lot, but it is for Linux only.) If I were using a regular debugger and I wanted to verify which systems had been in the final enumeration, I would add a conditional breakpoint inside the loop to print out some information about ks (the system name and number, for instance) and then continue execution. (In Pernosco you can do the same thing but you get all the information that would have been printed without having to actually run the program again.)

As for performance, if this code is just called once any time a fleet transits an unexplored jump point then it is probably irrelevant. Even though you make two whole copies of the list of systems (and you did just make that list significantly larger), that probably takes so little time that nobody will notice. But you might take a look to see if you have made this mistake in more important parts of the code. What is a very minor mistake here would be much more regrettable in the code that implements ship detection, for instance.

OK, I think I finally understand what you are driving at :)

I was concerned I would have the LINQ in the middle of the foreach statement, if I didn't assign it to a List() first and use that as the target for the foreach. Are you saying I could just replace the List<KnownSystem> = with  IEnumerable<KnownSystem> = , remove the ToList() and then use the IEnumerable as the target of the foreach. That would be the same in terms of readability and I assume I could check the contents of the IEnumerable instead of the List?

I basically picked up C# by writing it and figuring things out when I needed to, without any formal learning, so there will be gaps in my knowledge :)

So now you have made me curious, I started reading about it. Some people expressed a view that IEnumerable  only guarantees an enumeration and doesn't guarantee the order of execution (even if ordered beforehand). However, as I read it, its the same execution as list because the latter inherited the former. Which is correct?

EDIT

I just ran an experiment for the missile salvo list on the fleet window, which I just updated.

This is the ToList() version.

List<MissileSalvo> Salvos = Aurora.MissileSalvos.Values.Where(x => x.SalvoRace == this).OrderBy(x => x.SalvoSystem.SystemID).ThenBy(x => x.MissileSalvoID).ToList();

This is looped and various information is used to display missile salvos, using foreach (MissileSalvo ms in Salvos)

I then created a IEnumerable version of the same function

IEnumerable<MissileSalvo> Salvos = Aurora.MissileSalvos.Values.Where(x => x.SalvoRace == this).OrderBy(x => x.SalvoSystem.SystemID).ThenBy(x => x.MissileSalvoID);

I ran both functions several times and in every case, the List version is faster than the IEnumerable version. It may be that the IEnumerable is faster to create, but the List seems to be faster to use. Maybe because everything is preloaded into memory for the List, whereas the IEnumerable has to retrieve the information as needed.

EDIT2:

Further reading suggests that every time you access a method or property of the same element within an IEnumerable foreach, it has to retrieve it again. A list already has it in memory. So its likely that IEnumerable  is faster if you are doing very little with the data you enumerate, but List is faster if you want to access each element more than once (either in multiple iterations, or getting using multiple properties/methods for each element of a single iteration).
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by alex_brunius on Today at 02:46:41 AM »
Population that is in excess of required manufacturing personnel numbers is generally considered to be gainfully employed, just not in trans-newtonian industries relevant to the game.

Correct, but it could still be relevant to include some smaller pressure from this factor both for gameplay reasons and for flavor/immersion reasons.

For immersion:
It's not mutually exclusive with the idea that this population is available to be more gainfully employed (earning higher salary/status) if they were moved into a prioritized trans-newtonian industry career instead where such opportunities exists on other colonies.

For gameplay:
It's handy to have colony shipping prioritize colonies with surplus workers without having to micromanage this yourself by turning stable on and off again in the larger empires having to monitor the surplus workers.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Kiero on Today at 02:13:26 AM »
A bizarre race has been incorporated into the empire.

Temperature range: -16.47 to 128.66

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