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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Today at 12:19:36 AM »
In the System Body Modification window off the System Generation and Display window, player cannot adjust Radiation level. Attempting to change the number to something other than zero does not work. Closing and re-opening the window does not change things. Dust Level can be changed in this manner without issues. It is also not just a visibility issue, as changing radiation to 50,000 and then running time until the next construction cycle shows that nothing happens to the colony on that body: environment tab shows 0 radiation and population growth is not affected.
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Is there any way to SM add radiation to a planet? I keep trying to do it via the Modify Body button on the System Generation and Display window, but every time I hit Update Body the number resets to 0.
Seems to be a bug - dust level can be modified so the fact that Radiation cannot is probably a bug. I'll report it on the Bug Thread.
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For reference, that means to install the full 1.13 distribution, then the 2.5.0 distribution, then the 2.5.1 distribution in that order, following the instructions in each linked thread.
Because of this answer of nuclearslurpee in the 2.5.1 bugs thread, I checked my last installation and downloaded game files.
I have a file named Aurora250Full.7z, dimensions about 110 MB, that I cannot find in this site now, so I wonder where I got it.
Is anyone else having this file? If so, the installation it generates is it correct, respect the path that nuclearslurpee says? It seems to me that I am playing without any issue, but I would like a confirmation.

Probably from this thread. I don't recommend that thread simply because it's not official and is therefore unsupported, but I've used the mirrors once or twice myself so it's a viable alternative.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Pesinario on Yesterday at 09:38:16 PM »
I believe it's a bug, however it makes a lot of sense as a (probably unintended) feature:
When disassembling conventional cryogenic transport modules, you get research points for the cryogenic transport tech, even before researching Trans-newtonian technology (And can get the full tech! ;D )
Also i checked and it doesn't work for:
  • Conventional Active Sensors - Strength 2 (Or their missile fire control variants)
  • Conventional Geological Survey Sensors - Strength 0. 2
  • Troop Transport Bay - Conventional
  • Cargo shuttles (Non-TN)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by lumporr on Yesterday at 09:10:44 PM »
Is there any way to SM add radiation to a planet? I keep trying to do it via the Modify Body button on the System Generation and Display window, but every time I hit Update Body the number resets to 0.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on Yesterday at 08:18:09 PM »
For reference, that means to install the full 1.13 distribution, then the 2.5.0 distribution, then the 2.5.1 distribution in that order, following the instructions in each linked thread.
Because of this answer of nuclearslurpee in the 2.5.1 bugs thread, I checked my last installation and downloaded game files.
I have a file named Aurora250Full.7z, dimensions about 110 MB, that I cannot find in this site now, so I wonder where I got it.
Is anyone else having this file? If so, the installation it generates is it correct, respect the path that nuclearslurpee says? It seems to me that I am playing without any issue, but I would like a confirmation.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Andrew on Yesterday at 09:43:19 AM »
My Terraformer teams are learning the difference between ammonia and aetesium, you should not be pumping one into the atmosphere of a nearly habitable planet
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by KriegsMeister on Yesterday at 09:26:53 AM »
For systems like these I like to build Asteroid miner ships with a geo-survey module, and cargo space for a mass driver. It does take a bit of micro as I haven't found a good way to set up orders to survey next body->unload mass driver->mine till depleted->load mass driver->survey next body. However I like it so that my dedicated Scout ships can focus on more fruitful and easier to scout systems without having to forgo all the extra minerals in these "proto-planetary disk" systems
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by skoormit on Yesterday at 08:15:37 AM »
If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.

Hmm...this is intriguing. Now I'm going to have to do some correlation testing.

Then again, my primary use for asteroids is orbital mining, and that requires small asteroids.

Still, it would be interesting to find an optimizable survey pattern.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by AlStar on Yesterday at 07:18:21 AM »
I've got some systems like that.  :P

If you want to maximize your potential returns, scan the asteroids with the highest gravity - specifically, from what I've seen, asteroids that don't require LG infrastructure tend to be more likely to have minerals, and if they have minerals, they're more likely to have (very) high concentrations.
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