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Posted by: Father Tim
« on: April 24, 2020, 03:55:40 PM »

Should be able to go into SM mode find the race, select it and delete it.

Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
There doesn't seem to be any options for messing around with computer controlled races. Not without opening up the database.

Can you use SpaceMaster to delete the colony on the System View window?
Posted by: MarcAFK
« on: April 24, 2020, 05:36:29 AM »

Should be able to go into SM mode find the race, select it and delete it.

Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
There doesn't seem to be any options for messing around with computer controlled races. Not without opening up the database.
Posted by: firsal
« on: April 24, 2020, 02:20:41 AM »

Should be able to go into SM mode find the race, select it and delete it.

Hmm, I can't seem to find the option to delete the pre-TN NPR anywhere; opening up the Races screen only selects the race I am currently playing as. Which window is it on?
Posted by: Ri0Rdian
« on: April 23, 2020, 01:58:18 PM »

Price of the sensor for your design is more than 20% of total cost. If that is the case, then no refit is possible. Those sensors are two different techs, even if they cost the same.

Look at the Components table in Class Design you can see cost in % there.

OMG, thank you! I knew I was most likely overlooking something, the Component cost, I focused so much on tonnage and BP cost I forgot it exists. 3 of those sensors on my ship are almost 55% of cost, that is why it does not work. Whelp, at least this is now solved for me.
Posted by: Pedroig
« on: April 23, 2020, 01:36:04 PM »

Should be able to go into SM mode find the race, select it and delete it.
Posted by: firsal
« on: April 23, 2020, 01:31:21 PM »

Is it be possible to delete a pre-industrial NPR from a game? One cropped up in my 1.6.3 run and are the cause of a known bug; just wanted to make sure if there was a way to salvage this game, as I have become pretty attached to it.
Posted by: Black
« on: April 23, 2020, 10:22:13 AM »

Price of the sensor for your design is more than 20% of total cost. If that is the case, then no refit is possible. Those sensors are two different techs, even if they cost the same.

Look at the Components table in Class Design you can see cost in % there.
Posted by: Ri0Rdian
« on: April 23, 2020, 10:14:15 AM »

It is the difference of the cost to refit one to the other design:

Quote
For a second class to qualify as eligible for construction, it must be possible to refit a ship of the primary class to that class for less than 20% of the primary ship class cost

So the refit from your geo to grav ship is too expensive to allow them to build in one shipyard.

How can it be too expensive when they cost the same BP?  Literally everything is the same, the sensors are different in name and use only, I am pretty sure they are internally (for the game) the same thing but restricted use only for their field. ???
Posted by: Black
« on: April 23, 2020, 12:24:43 AM »

It is the difference of the cost to refit one to the other design:

Quote
For a second class to qualify as eligible for construction, it must be possible to refit a ship of the primary class to that class for less than 20% of the primary ship class cost

So the refit from your geo to grav ship is too expensive to allow them to build in one shipyard.
Posted by: Ri0Rdian
« on: April 22, 2020, 10:38:09 PM »

What is the chance Retooling/Building different class in same shipyard is somehow busted?

Cause I can only build one of my survey classes. They only different in their sensor type (Grav vs Geo), everything else is same. Tonnage, BP cost. This must be something so obvious that I did not even think about it, or a bug.
Posted by: Person012345
« on: April 22, 2020, 02:49:47 PM »

Quote from: Father Tim link=topic=10916.  msg126962#msg126962 date=1587575249
Have you checked all the otehr colony tabs?  Ground forces?  Miscellaneous?

Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.   

So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .


It's on the colony summary page where it's always been, I don't know what else to say.
Posted by: Father Tim
« on: April 22, 2020, 02:43:31 PM »

Quote from: Father Tim link=topic=10916.  msg126962#msg126962 date=1587575249
Have you checked all the otehr colony tabs?  Ground forces?  Miscellaneous?

Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.   

So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .

If Luna has 0 population, it requires 0 PPV.  C# Aurora doesn't show zero or inappicable values for most things (i.e. there's no "scrap this" button shown unless you're hihghlighting an item that can be scrapped).
Posted by: Pedroig
« on: April 22, 2020, 02:23:17 PM »

Quote from: Father Tim link=topic=10916. msg126962#msg126962 date=1587575249
Have you checked all the otehr colony tabs?  Ground forces?  Miscellaneous?

Yes.  I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.

So if anyone sees the 'Required Protection Level' then please just tell me, where .  .  .

Your original planet does not require protection.  Protection required is dependent upon colony size.  So if you get a couple million folks in Luna you will get a PV.
Posted by: Tyrell
« on: April 22, 2020, 02:21:28 PM »

Quote from: Father Tim link=topic=10916.  msg126962#msg126962 date=1587575249
Have you checked all the otehr colony tabs?  Ground forces?  Miscellaneous?

Yes. I have just started a game on Earth and made an empty colony on Luna - and I don't see it anywhere.   

So if anyone sees the 'Required Protection Level' then please just tell me, where, as I know this thing had quite an impact in VB6-Aurora's colony-efficiency . . .   
Posted by: Father Tim
« on: April 22, 2020, 12:07:29 PM »

Quote from: gor link=topic=10916. msg125599#msg125599 date=1587281739
1.   Protection needed/actual is on summary page but not on your home world since home world dont need protection as far as i know.   

I don't see it on other colonies either.  So is the value just not (yet) displayed at all? Seems pretty important I'd say.

Have you checked all the otehr colony tabs?  Ground forces?  Miscellaneous?