2. "What number am I thinking of?" What the hell is that kind of question? Does it want a concrete answer or is it something general? Like "question" or "sentence". Or metaphorical? It is not 42. I may have gotten it right once and forgotten it the next day. Is the answer obvious to someone from English speaking country or from north am? Or is it just a dastardly ploy to make people register or go away with a heart attack?
Game questions:Include a stationary base into the fleet, has the benefit of training up your orbital defence bases as well. Or if you are using fighters include a big orbital base full of hanger decks in your training fleet and get your fighters trained up before deploying them.
1. How do you do fleet training at anchor? (stationary)
Since you have an account, you don't need to worry about the question again. I believe that it is just on account registration. I will check this.
Mines will only fire at empires marked as "Hostile" in diplomacy. So they can cause an issue in first contact, but if that is a real issue just put a sensor buoy on the other side of the JP.Do mines with active sensors have the same behavior as those with passive? I remember reading somewhere of passive mines opening up on neutrals? Also how NPRs respect your space? Does putting sensor buoy on the other side of JP make it marked for non-hostile NPRs?
Also did you know its possible to launch a PDC into space? I have a couple of Shed class barns containing one hangar and warm seat for an officer. Since it is so small it is offered for manufacture as fighter. During learning how to work with squadrons I managed to assign it to fighter and then unassign said fighter from the same squadron and not notice it. And it got left behind the planet. Is it possible to do with PDCs of bigger size than fighter? Would you be capable of towing them? Being built with industry and having five times the armor they might come handy for JP defense. Or would it bee too much of an exploit?
Do mines with active sensors have the same behavior as those with passive? I remember reading somewhere of passive mines opening up on neutrals? Also how NPRs respect your space? Does putting sensor buoy on the other side of JP make it marked for non-hostile NPRs?
3. When do civilian lines update their designs?For once when you upgrade the engine tech and they have enough money, they will upgrade their ships. And also when their ships are over a certain age and they have enough money, they will create a new ship with same engine technology (but I don't know if they upgrade other stuff).
6. Do colonies with infrastructure outgrow their capacity and then die of, rinse, refresh, repeat or can even a single ship overload colony capacity?The colony will overgrow their capacity and the growth will become negative. However it can happen that it overgrowth too far and they will begin unrest on your colony which you can control with ground forces until you have stocked up the infrastructure.
PDCs should not be able to leave the surface, If they can then it is a major bug.They are. At least fighter sized ones. By swapping them to orbiting fighter squadron (Any squadron? Didn't try that). Size may be the key factor, since they are offered in fighter construction.
1. Train in a different star system than your Capital.I understand that as train your fleets wherever they are. You don't have to shuttle them to Capital for training. Or did you actually mean training in your capital system is more fuel intensive? If so then why.
10. I like to micromanage so to me, this aspect of the game is fine.Well for me the novelty is wearing thin. I'm still in Solar system surveying with four teams(lots of surplus officers, so far I'm keeping them all through zero length assignments, waste not want not) and seeing those 400+ asteroids is not making me feel well. The potential reward is tempting. But it ceases to be fun and starts to be work. If i was capable to sort them by size in command menu that would be different. Some kind of criteria sort wold be even better, say distance from fleet and min size. Heck even sorting in System display would be great help. Just add colonies to the bigger ones and go from there (without jumping to start every time you add a colony). Of course if there was conditional command --pick team after finished-- and possibly --crew rest at nearest colony if deployment time > 90%-- that wold make it more practical. You can still choose your targets but now you can queue them. Even exporting full system info wold be a huge help for planing.
They are. At least fighter sized ones. By swapping them to orbiting fighter squadron (Any squadron? Didn't try that). Size may be the key factor, since they are offered in fighter construction.Hmmm, you must do something wrong here to cause that. If I create a new hull and give it type PDC none of my engines are displayed in the available components list - and all which I before switching to PDC put in the "ship" were removed.
Hmmm, you must do something wrong here to cause that. If I create a new hull and give it type PDC none of my engines are displayed in the available components list - and all which I before switching to PDC put in the "ship" were removed.
Oh, a bit of misunderstanding. Maybe I should have explained myself more. The PDC doesn't have any engines. It is just a boat bay, fuel tank and a few crew quarters for crew of the docked fighter wrapped in minimum armor. I have managed to launch it to space, I did not managed to make it go somewhere after that. When the planet moves it just gets left behind. Siting. Getting cold. Lonely. And low on beer god damn it !! If the crew manage to survive a Year Without Beer they will see mother Earth again.
PDCs are not supposed to go orbital :)
As for the question thing, I changed that one. That restriction should also go away at a certain post count.
Or did you actually mean training in your capital system is more fuel intensive? If so then why.
Sol-A G2-V Diameter: 1.39m Mass: 1.00 Luminosity: 1.00
Mercury: Colony Cost: 16.21, Temperature: 427.0, Gravity: 0.38, Orbit: 58m
Venus: Colony Cost: 25.00, Temperature: 462.0, Gravity: 0.91, Orbit: 108m
Nitrogen 65%, Carbon Dioxide 35%, Pressure: 100.00
Earth: Colony Cost: 0.00, Temperature: 14.0, Gravity: 1.00, Orbit: 150m
Nitrogen 79%, Oxygen (0.2) 20.0%, Argon 1.00%, Pressure: 1.00
Luna: Colony Cost: 2.00, Temperature: -53.0, Gravity: 0.17, Orbit: 384k
Total Moons: 1
Mars: Colony Cost: 2.00, Temperature: -35.8, Gravity: 0.38, Orbit: 229m
Carbon Dioxide 74%, Argon 15.4%, Nitrogen 10.8%, Pressure: 0.06
Total Moons: 2
Ceres: Temperature: -105.0, Gravity: 0.03, Orbit: 415m
Jupiter: Temperature: -148.0, Gravity: 2.14, Orbit: 780m
Io: Colony Cost: 5.75, Temperature: -148.0, Gravity: 0.18, Orbit: 422k
Europa: Colony Cost: 5.75, Temperature: -148.0, Gravity: 0.13, Orbit: 671k
Ganymede: Colony Cost: 5.75, Temperature: -148.0, Gravity: 0.15, Orbit: 1.07m
Callisto: Colony Cost: 5.75, Temperature: -148.0, Gravity: 0.13, Orbit: 1.88m
Total Moons: 20
Saturn: Temperature: -178.0, Gravity: 0.74, Orbit: 1.43b
Titan: Colony Cost: 7.00, Temperature: -178.0, Gravity: 0.14, Orbit: 1.22m
Nitrogen 95%, Methane 5.0%, Pressure: 1.60
Total Moons: 28
Uranus: Temperature: -216.0, Gravity: 0.86, Orbit: 2.88b
Total Moons: 27
Neptune: Temperature: -228.0, Gravity: 1.10, Orbit: 4.5b
Total Moons: 13
Pluto: Temperature: -233.0, Gravity: 0.07, Orbit: 5.9b
Total Moons: 5
Quaoar: Temperature: -230.0, Gravity: 0.04, Orbit: 6.5b
Total Moons: 1
Orcus: Temperature: -233.0, Gravity: 0.03, Orbit: 7.2b
Total Moons: 1
Haumea: Temperature: -233.0, Gravity: 0.04, Orbit: 7.6b
Total Moons: 2
Makemake: Temperature: -238.0, Gravity: 0.04, Orbit: 7.8b
Sedna: Temperature: -248.0, Gravity: 0.04, Orbit: 11.4b
Eris: Temperature: -258.0, Gravity: 0.08, Orbit: 14.5b
Total Moons: 1
Asteroid Belt: 478
Rocky Planets: 12 Surveyed: 12
Gas Giants: 4 Surveyed: 4
Moons: 101 Surveyed: 109
Asteroids: 478 Surveyed: 478
Mercury
Duranium 985 611 Acc: 1
Corbomite 597 027 Acc: 0.8
Boronide 5 244 934 Acc: 1
Vendarite 4 501 630 Acc: 0.3
Uridium 4 299 939 Acc: 0.1
Corundium 4 714 309 Acc: 0.1
Gallicite 804 Acc: 0.1
Earth
Duranium 5 700 Acc: 0.15
Boronide 5 388 Acc: 0.15
Mercassium 14 710 Acc: 0.21
Uridium 82 049 Acc: 0.4
Gallicite 47 485 Acc: 0.28
Luna
Tritanium 705 233 Acc: 0.4
Boronide 430 142 Acc: 0.6
Sorium 1 633 030 Acc: 0.4
Gallicite 2 217 101 Acc: 0.3
Mars
Boronide 461 611 Acc: 0.1
Mercassium 11 096 980 Acc: 0.7
Uridium 7 397 644 Acc: 0.1
Corundium 610 730 Acc: 0.1
Phobos
Boronide 576 Acc: 1
Sorium 7 921 Acc: 1
Rhea
Tritanium 52 533 Acc: 0.6
Uridium 294 241 Acc: 0.6
Uranus
Sorium 242 896 700 Acc: 0.9
Neptune
Sorium 148 560 Acc: 1
Pluto
Boronide 447 213 Acc: 0.7
Orcus
Corundium 35 721 Acc: 1
Klotho
Boronide 2 116 Acc: 1
Angelina
Vendarite 9 801 Acc: 1
Lamberta
Duranium 2 592 Acc: 1
Boronide 9 216 Acc: 1
Corduba
Duranium 12 549 Acc: 1
Hippo
Vendarite 25 Acc: 1
Armida
Duranium 8 978 Acc: 1
Protogeneia
Vendarite 3 364 Acc: 1
Hecuba
Uridium 7 396 Acc: 1
Kythera
Corbomite 2 304 Acc: 1
Uridium 2 704 Acc: 1
Sylvia
Boronide 902 Acc: 1
Vibilia
Duranium 9 776 Acc: 0.98
Aneas
Neutronium 2 401 Acc: 1
Boronide 8 836 Acc: 1
Sorium 900 Acc: 1
Menelaus
Neutronium 4 761 Acc: 1
Boronide 729 Acc: 1
Nessus
Duranium 12 482 Acc: 1
Neutronium 1 369 Acc: 1
Mercassium 7 744 Acc: 1
Corundium 8 100 Acc: 1
Gallicite 8 836 Acc: 1
Amycus
Duranium 13 448 Acc: 1
Uridium 961 Acc: 1
2003 UZ413
Neutronium 45 026 Acc: 1
Sorium 22 219 Acc: 1
2003 MW12
Duranium 111 495 Acc: 1
Boronide 117 915 Acc: 0.9
1999 CD158
Boronide 216 Acc: 0.9
Mercassium 441 Acc: 0.9
1996 TR66
Duranium 6 272 Acc: 1
Vendarite 2 704 Acc: 1
Uridium 2 304 Acc: 1
2004 VN112
Boronide 12 Acc: 1
2001 KC77
Duranium 2 048 Acc: 1
Corbomite 2 025 Acc: 1
Wild
Neutronium 24 421 Acc: 0.5
Mercassium 39 959 Acc: 0.9
Gallicite 5 445 Acc: 0.8
Encke
Neutronium 34 226 Acc: 0.7
Tritanium 18 005 Acc: 0.5
Boronide 16 768 Acc: 0.6
Mercassium 21 783 Acc: 1
Vendarite 96 752 Acc: 0.9
Gallicite 15 627 Acc: 0.9
Schaumasse
Neutronium 17 007 Acc: 0.9
Mercassium 12 140 Acc: 0.8
Machholz
Duranium 69 160 Acc: 1
Vendarite 52 871 Acc: 1
Sorium 106 203 Acc: 0.9
Wolf-Harrington
Corbomite 35 897 Acc: 0.5
Tritanium 21 382 Acc: 1
Boronide 91 210 Acc: 0.9
Uridium 17 151 Acc: 0.9
Gallicite 20 785 Acc: 0.8
Reinmuth
Vendarite 19 961 Acc: 0.6
Sorium 57 344 Acc: 0.8
Stephan-Oterma
Duranium 41 472 Acc: 1
Corbomite 23 162 Acc: 0.9
Tritanium 75 971 Acc: 0.5
Vendarite 28 324 Acc: 0.9
Uridium 18 322 Acc: 0.6
Wolf
Boronide 54 464 Acc: 0.7
Uridium 18 053 Acc: 0.9
Comas Sola
Tritanium 6 829 Acc: 0.9
Borrelly
Duranium 68 003 Acc: 0.8
Boronide 8 067 Acc: 1
Uridium 28 975 Acc: 1
Corundium 27 952 Acc: 0.9
Gallicite 93 405 Acc: 0.8
Faye
Neutronium 23 141 Acc: 0.8
Corbomite 31 062 Acc: 0.5
Boronide 18 827 Acc: 0.9
Van Biesbroeck
Neutronium 24 631 Acc: 0.8
Chernykh
Duranium 37 864 Acc: 1
Corbomite 21 351 Acc: 0.8
Tritanium 29 258 Acc: 1
Mercassium 47 111 Acc: 0.9
Gallicite 17 258 Acc: 0.5
Tempel-Tuttle
Mercassium 14 115 Acc: 0.9
Neujmin
Tritanium 36 393 Acc: 0.6
Sorium 58 653 Acc: 1
Herschel-Rigollet
Sorium 39 775 Acc: 1
Swift-Tuttle
Duranium 48 386 Acc: 0.9
Uridium 74 571 Acc: 0.9
Halleys Comet
Mercassium 75 161 Acc: 0.8
Gallicite 37 000 Acc: 0.7
Ikeya-Zang
Gallicite 21 698 Acc: 0.8
Hale-Bopp
Neutronium 54 199 Acc: 0.7
Tritanium 83 264 Acc: 1
Uridium 5 789 Acc: 0.8
McNaught-Russell
Sorium 19 127 Acc: 1
Sqeeee !I would say that it would be good, to have it there just in case - even though it might not touch C# Aurora.
So should I actually post it in bugs thread? Since PDCs are going the way of dinosaurs.
There is a way to export full system information. From the System View window (F9), use the Clipboard button...I know of this and it is not what I meant. I mean full as in complete. Every moon, every piece of rock, complete with diameter. Other info does not interest me now but may later. Anzway if there is a way to export including diameter then it should be capable of exporting anything and/or everything.
QuoteSurveyed 109 moons out of 101? WTF? Bug?
Rocky Planets: 12 Surveyed: 12
Gas Giants: 4 Surveyed: 4
Moons: 101 Surveyed: 109
Surveyed 109 moons out of 101? WTF? Bug?That survey must have been done before the Death Star (or Starkiller Base) went through the system...
There is no easy way to export that information. Why would you need the diameter of every asteroid? I mean if you're writing a story, you can look up the diameter and hydrosphere and what else of a particular body, you don't need them all. I guess you could ask Steve for the designer mode password that will get you access to the database and you could write a parser that copy/pastes that information out of the database via Access or something like that.Thanks for answer, it was suspected. Strongly.
To deal with obsolete civilian shipping, you can split off a new player race, call it pirates or bureaucratic enforcers, and give it some ships to hunt down and destroy those poorly built ships.
Ok, since I experimented a bit with it just to confirm, I am suddenly quite low on crew. And I want them back. How? In SM I found that I can change mineral levels and what not but not number in crew pool. Do I have to do a crew intensive design, then destroy it and collect lifepods? How do I get rid of the wreck? I don't want to salvage it, since its just a workaround.
How do I do this, how do I add a player race? Using SM, but where? I have a couple of civilian colony ships to kill for dumping half a million pop on colony with 60k or 80k free space. I will gladly salvage those. Call it shoddy engine maintenance or whatever. May have been guys in black shuttles involved. You know those John Smith kinda types, wearing black glasses under their helmets and black neckties even when in space suits. Black space suits.
Or should I just use that internet findable designer password and kill them from there? Is that use of it known to be safe? Note that that is the second option, the first will be just so much more satisfying.
Crew are replenished from colonies.Know that. Wasn't what I was asking at all.
if your planets are low on crewmen and junior oficers you will get conscripts to complement your crew. if you want more of those just make sure to make more military academies and they will train some crew for your ships. if you have reserve crews to spare on your planet, try going to the race menu and raise your racial training level, so you get grade bonuses on your ships. that should make them react better overall and also raises chance to hit on many weapons.