Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Steve Walmsley
« on: September 05, 2022, 04:47:48 PM »

How many combat-damaged (but not destroyed) civilian ships have you encountered in your games so far?

I don't play with civilian ships nor have I played with the new spoilers but with the way it seems to be going for people it sounds like they are going to get constantly interrupted but I suppose that your right most of them would probably get outright destroyed.

In all of the test games I have played since adding the raiders, this situation hasn't happened once. If a civilian ship gets attacked, it dies. This change is to deal with the very rare occurrence where an attacking force is destroyed midway through attacking a civilian ship and they have eliminated that ship's ability to move. Previously, the civilians couldn't handle that so they just left the ship dead in space. If the ship can move, it will now make it home and be repaired. If not, the civilians will hand it over to the player. It is an opportunity to add a little flavour and is likely to happen once every few games.
Posted by: Droll
« on: September 05, 2022, 04:29:56 PM »

Couldn't an abandoned civilian ship just generate a wreck?

It isn't destroyed - just abandoned. If the player doesn't want to recover it they can destroy it, but at least they have the option.

It would be best if the player had access to some sort of "auto-abandon" toggle that is unchecked by default. I can predict this getting quite annoying on some games.

How many combat-damaged (but not destroyed) civilian ships have you encountered in your games so far?

I don't play with civilian ships nor have I played with the new spoilers but with the way it seems to be going for people it sounds like they are going to get constantly interrupted but I suppose that your right most of them would probably get outright destroyed.
Posted by: Steve Walmsley
« on: September 05, 2022, 04:27:36 PM »

Couldn't an abandoned civilian ship just generate a wreck?

It isn't destroyed - just abandoned. If the player doesn't want to recover it they can destroy it, but at least they have the option.

It would be best if the player had access to some sort of "auto-abandon" toggle that is unchecked by default. I can predict this getting quite annoying on some games.

How many combat-damaged (but not destroyed) civilian ships have you encountered in your games so far?
Posted by: nuclearslurpee
« on: September 05, 2022, 04:09:56 PM »

Couldn't an abandoned civilian ship just generate a wreck?

It isn't destroyed - just abandoned. If the player doesn't want to recover it they can destroy it, but at least they have the option.

It would be best if the player had access to some sort of "auto-abandon" toggle that is unchecked by default. I can predict this getting quite annoying on some games.

I don't think it would happen too often, since Civilian ships being damaged but not destroyed is pretty rare (maybe less so with Raiders but still rare). This only applies if a civilian ship is stranded in space due to some kind of damage, civilians will still scrap ships normally so you won't be accumulating a bunch of extra ships in Earth orbit when the civilians decide they are too old.
Posted by: Droll
« on: September 05, 2022, 04:02:11 PM »

Couldn't an abandoned civilian ship just generate a wreck?

It isn't destroyed - just abandoned. If the player doesn't want to recover it they can destroy it, but at least they have the option.

It would be best if the player had access to some sort of "auto-abandon" toggle that is unchecked by default. I can predict this getting quite annoying on some games.
Posted by: skoormit
« on: September 05, 2022, 03:53:23 PM »

Avoidance of closed universe: When you reached the number of max systems specified for that particular game and there are still unexplored jump points, are they all going to lead to already explored systems or will the new routine allow the number of max systems to be exceeded?

They will lead to existing systems, because the 20 attempts in random stars games won't find any new systems.

Am I interpreting correctly that when a jp is explored and the percent chance to be a local system fails, the game will select random system numbers until it selects a number that does not yet have a system (but taking the 20th attempt regardless if it exists or not)?

I always assumed that for a non-local connection the game would just pick a random system number outside of the local range, regardless if that system number already has a system.
Posted by: db48x
« on: September 05, 2022, 06:07:52 AM »

They will lead to existing systems, because the 20 attempts in random stars games won't find any new systems.

Just because I am curious, why don’t you check for that explicitly rather than trying multiple times to generate a system?

Because in random stars there is local generation range and chance, so I am trying to maintain the 'rules' of where to link while also trying to find an available system.

Sure, but it seems like it would be easier just to check if the number of generated systems is >= the max number of systems allowed, and then generate a random existing system id instead of generating a random new or existing system id.
Posted by: Steve Walmsley
« on: September 05, 2022, 05:31:00 AM »

Couldn't an abandoned civilian ship just generate a wreck?

It isn't destroyed - just abandoned. If the player doesn't want to recover it they can destroy it, but at least they have the option.
Posted by: Froggiest1982
« on: September 05, 2022, 05:00:08 AM »

Couldn't an abandoned civilian ship just generate a wreck?
Posted by: Steve Walmsley
« on: September 05, 2022, 04:06:27 AM »

Avoidance of closed universe: When you reached the number of max systems specified for that particular game and there are still unexplored jump points, are they all going to lead to already explored systems or will the new routine allow the number of max systems to be exceeded?

They will lead to existing systems, because the 20 attempts in random stars games won't find any new systems.

Just because I am curious, why don’t you check for that explicitly rather than trying multiple times to generate a system?

Because in random stars there is local generation range and chance, so I am trying to maintain the 'rules' of where to link while also trying to find an available system.
Posted by: db48x
« on: September 05, 2022, 03:54:42 AM »

Avoidance of closed universe: When you reached the number of max systems specified for that particular game and there are still unexplored jump points, are they all going to lead to already explored systems or will the new routine allow the number of max systems to be exceeded?

They will lead to existing systems, because the 20 attempts in random stars games won't find any new systems.

Just because I am curious, why don’t you check for that explicitly rather than trying multiple times to generate a system?
Posted by: Steve Walmsley
« on: September 05, 2022, 02:42:39 AM »

Avoidance of closed universe: When you reached the number of max systems specified for that particular game and there are still unexplored jump points, are they all going to lead to already explored systems or will the new routine allow the number of max systems to be exceeded?

They will lead to existing systems, because the 20 attempts in random stars games won't find any new systems.
Posted by: TMaekler
« on: September 05, 2022, 02:23:22 AM »

Avoidance of closed universe: When you reached the number of max systems specified for that particular game and there are still unexplored jump points, are they all going to lead to already explored systems or will the new routine allow the number of max systems to be exceeded?
Posted by: serger
« on: September 03, 2022, 03:33:14 AM »

I've added a chance for ground forces officers to have tactical bonuses in v2.1.1

Is it possible to add Tactical bonus to the sorting list for ground forces officers without some unexpected troubles?

P.S. I have several GF officers with Tactical bonuses in my current 2.0.3 game too.

UPD. 2.1.0 really, not 2.0.3.
Posted by: Xanithas
« on: September 02, 2022, 07:46:25 PM »

I did some digging around here but it seems no matter what I make the environment on a planet I seem to always get a steppe if I get it in the habitable range for humans. I used to get a slight variety but perhaps I am missing something.