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Posted by: Erik L
« on: February 09, 2014, 02:07:10 PM »

A few questions I had after reading this thread:

1. What exactly is a "R" requirement? I assume it stands for Rank? R1 being Lt. Commander, R3 being Captain and so on. Is this accurate?

2. How do you set an individual ships "rank" requirement?

3. How do you set a priority for each class within a commander rank? (This may be the same as question 2, I'm not sure though)

Thanks!
1. Yes
2. It's per class, not per ship.
3. See #2. Priority comes into play when 2 classes have the same rank requirements but not enough officers.
Posted by: MarcAFK
« on: February 09, 2014, 06:16:20 AM »

Can't you force promotions manually? I seem to recall that most of my governors of Earth needed to be promoted before they would take the job. I know the button seems to be greyed out if spacemaster isn't on.
Posted by: Akhillis
« on: February 09, 2014, 12:37:41 AM »

1) Basically, it depends on which theme you're using though.  You can see what your ranks are in the Commanders screen (F4)

2) Class Design screen (F4), then the "DAC/Rank/Info" tab.

3) Ditto
Posted by: Bandus
« on: February 09, 2014, 12:25:01 AM »

Quote
So it seems that me setting up every ship as R1 requirement

Quote
You can also set a priority for each class within a commander rank. The best officers are assigned to the highest priority classes.

A few questions I had after reading this thread:

1. What exactly is a "R" requirement? I assume it stands for Rank? R1 being Lt. Commander, R3 being Captain and so on. Is this accurate?

2. How do you set an individual ships "rank" requirement?

3. How do you set a priority for each class within a commander rank? (This may be the same as question 2, I'm not sure though)

Thanks!
Posted by: Akhillis
« on: February 08, 2014, 11:59:41 PM »

Quote from: Erik Luken link=topic=6740. msg69610#msg69610 date=1391880767
Why not just manually promote someone?

Also, you need to be in SM to do that.


. . . I may have spent ten minutes scratching my head in confusion before I realized that. . .
Posted by: Theodidactus
« on: February 08, 2014, 11:47:45 AM »

oh...that's what that button does.


I swear, you could get a graduate degree in this game.
Posted by: Erik L
« on: February 08, 2014, 11:32:47 AM »

Okay so I need radical suggestions for increasing my chain of command. For my storyline it's important that I get at least one R7 commander.
I thought this would be easy because my storyline also necessitated a fighter-heavy strategy...then I learned about the fighter bonus bug.

If I just make a bunch of academies, will this compensate and get me the r6's and r7 that I need?

Why not just manually promote someone?
Posted by: Theodidactus
« on: February 08, 2014, 11:26:00 AM »

Okay so I need radical suggestions for increasing my chain of command. For my storyline it's important that I get at least one R7 commander.
I thought this would be easy because my storyline also necessitated a fighter-heavy strategy...then I learned about the fighter bonus bug.

If I just make a bunch of academies, will this compensate and get me the r6's and r7 that I need?
Posted by: MarcAFK
« on: January 23, 2014, 05:55:44 PM »

Just the staff officers :)
Posted by: Theodidactus
« on: January 23, 2014, 04:25:39 PM »

I was wondering about this yesterday, as I turned on auto assignments so lesser officers could stay busy on my fleet without being lost to inactivity, but after reaching the second year of the campaigning was shocked to find that my best survey officer, communications officer, and logistics officer were replaced with random non bonus officers. While I understand the relevance of this occurring 1st January on year 2, I was wondering if there was a way of making officers I had assigned myself un replaceable, while still allowing all other commands to be rotated as the game sees fit?

Sooooo, you want a starfleet full of commander riker types that stay on as first mate and never move up the totem pole? Tsk tsk tsk.
Posted by: Bgreman
« on: January 23, 2014, 04:23:40 PM »

I was wondering about this yesterday, as I turned on auto assignments so lesser officers could stay busy on my fleet without being lost to inactivity, but after reaching the second year of the campaigning was shocked to find that my best survey officer, communications officer, and logistics officer were replaced with random non bonus officers. While I understand the relevance of this occurring 1st January on year 2, I was wondering if there was a way of making officers I had assigned myself un replaceable, while still allowing all other commands to be rotated as the game sees fit?

Tick the "Do not end tour" box on that Officer's page in the Leaders viewer (F4).
Posted by: Erik L
« on: January 22, 2014, 08:28:06 AM »

In the post quoted below there is something detailing how to do so.
Posted by: MarcAFK
« on: January 22, 2014, 07:16:27 AM »

I was wondering about this yesterday, as I turned on auto assignments so lesser officers could stay busy on my fleet without being lost to inactivity, but after reaching the second year of the campaigning was shocked to find that my best survey officer, communications officer, and logistics officer were replaced with random non bonus officers. While I understand the relevance of this occurring 1st January on year 2, I was wondering if there was a way of making officers I had assigned myself un replaceable, while still allowing all other commands to be rotated as the game sees fit?
Posted by: Erik L
« on: January 21, 2014, 07:54:29 PM »

I think it depends on the total amount you have of the rank below with every new rank requiring 3 of the rank below. So more academies (and ships/fighters the leaders can command so they are not dismissed for inactivity).

1x R5
3x R4
9x R3
27x R2
81x R1

At some point in the upper half/third it goes from 3-1 to 2-1.
Posted by: alex_brunius
« on: January 21, 2014, 07:34:34 PM »

Hey, while we're on that subject: It's kinda important in my campaign for me to have a military guy that fills the highest military rank, but currently that rank is unfilled.

I'm aware that it has something to do with the number of ships that I have built, but what determines how many admirals, cosmic admirals, admiralissimos, and so on, that you have. Is there a rule somewhere?

I think it depends on the total amount you have of the rank below with every new rank requiring 3 of the rank below. So more academies (and ships/fighters the leaders can command so they are not dismissed for inactivity).

1x R5
3x R4
9x R3
27x R2
81x R1