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Topic Summary

Posted by: nakorkren
« on: Today at 12:40:39 AM »

From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."
Posted by: nakorkren
« on: Today at 12:36:54 AM »

Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.
Posted by: doodle_sm
« on: June 14, 2024, 11:15:26 PM »

Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??

-20 points, sorry dude :(
Posted by: skoormit
« on: June 14, 2024, 01:47:45 PM »

Exactly how unlucky have I been??

I'd say around -7 ALUs (Arbitrary Luck Units).
Posted by: Gniwu
« on: June 12, 2024, 01:05:29 PM »

Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??
Posted by: Andrew
« on: June 12, 2024, 12:56:02 PM »

It is fairly common for several ruins found near each other to be from the same civilisation. I am usually suprised when I find the first set of ruins which is different from the ones I have already found
Posted by: Kiero
« on: June 12, 2024, 12:54:46 PM »

It is possible.

I have that in my game.
Posted by: Gniwu
« on: June 12, 2024, 12:52:16 PM »

It's a completely trivial thing in terms of actual game impact, but I'd love it if it was possible to find more than one ruin from any given civilization.  The only mechanical difference would be that you wouldn't have to decipher their language after doing it the first time around, but that's still just a side show in the grand scheme of things, not a game-breaking advantage.  Having a little corner of your galaxy sprinkled with lost settlements of some forgotten civilization that might at one point have entertained ambitions not entirely unlike your own would be nice and give the game world a more lived-in feel.  Ruin frequency would remain unchanged from current levels, with the generation of another ruin for an existing extinct race (1) in the same system, (2) in a neighboring system, (3) in a system that's two jumps away being increasingly unlikely in that order.
Posted by: nuclearslurpee
« on: June 11, 2024, 05:16:20 PM »

Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.

Also, on a conventional start with relatively short-ranged survey craft, it's possible for the increment to bring a survey craft under 50% fuel by several percent, so having a bit more margin would be valuable. Just a 60% order is probably fine to minimize UI clutter.
Posted by: Aloriel
« on: June 11, 2024, 04:47:36 PM »

Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.
Posted by: ChubbyPitbull
« on: June 11, 2024, 11:30:20 AM »

Small suggestion, but just ran into this.

Would it be possible to add another Warning to the Class Design window, where if a class if flagged as a Supply Ship but lacks cargo shuttles, the player is advised that they are needed to transfer MSP? Thanks!
Posted by: paolot
« on: June 09, 2024, 10:13:14 AM »

In the Industry-Construction list, is it possible to add a module that can convert automated mines into manned mines?
If I have AMs on Venus and other harsh sites, and then I wish to place in orbit a station housing people to work on the surface, I don't want to build new mines. But, at least some of the AMs can be converted to be used by workers.
Conversion rate could be 1 AM -> 1.8 mine, or so.
Posted by: Jovus
« on: June 08, 2024, 08:57:34 PM »

The new Organizations tab on the Ground Forces screen is awesome. I love it to pieces. Thanks so much, Steve.

Can we get a new button on the OOB tab, called "Create Org" that, when you click on it with a formation selected in the OOB, queries for a name and then creates a new org (with appropriate sub-nodes) based on the selected formation?
Posted by: wedgebert
« on: June 08, 2024, 05:08:58 PM »

Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed.

Fair enough, I was mostly trying to point out that in a bomb-pumped laser, everything happens very fast and once and you're pretty much limited to x-rays as the lifespan of each rod isn't conducive to your standard amplification and controlled release that normal lasers use. The energy in a bomb-pumped laser only makes a single pass through the rod as its primarily x-rays which cannot be reflected.

Quote
There are also reactor driven lasers

Yes, but a nuclear reactor is a lot bulkier than a bomb. Not only do you have to have the reactor and laser system, you also need coolant and radiators to keep your reactor from overheating en-route to the target. These kinds of laser would be better suited to being ship (or drone) based than on an expendable platform like a missile.

Quote
...Casaba Howitzer

While cool, Casaba's are basically direct hit weapons. They rely on plasma and plasma likes to expand stupid fast and is easily deflected by magnetic fields. They're great for propulsion, but with a range in kilometers you can measure by counting on your fingers and toes, they're not every effective standoff weapons (although good for point defense)

Quote
Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance

Higher wavelength photons do diverge less given the same starting diameter. But it's also harder to focus higher wavelength photons so it's easier to have better focusing tech for a weaker laser which could give it a higher range in spite of its higher divergence.
Posted by: Andrew
« on: June 08, 2024, 03:36:50 AM »

Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed. There are also reactor driven lasers where the lasing material is directly excited by the laser and so there the lasing rod is not seperate.
You can also produce 'shaped' or focused Nuclear initiations which for game purposes have a similar effect (Casaba Howitzer)

However the whole point of a bomb pumped laser is to get down to X-Ray or Near X-ray wavelengths as that has not been possible (last time I checked ) without wither reactor driven or Bomb pumped lasers.

Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance