Post reply

Warning - while you were reading 47 new replies have been posted. You may wish to review your post.

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: Gniwu
« on: Yesterday at 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: Yesterday at 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: Yesterday at 12:54:46 PM »

It is possible.

I have that in my game.
Posted by: Gniwu
« on: Yesterday at 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
Posted by: wedgebert
« on: June 07, 2024, 08:28:18 PM »

I'm not sure you can make non x-ray bomb pumped laser. From my understanding, the nuclear explosion is what makes the x-rays and there are focusing rods that do their best to focus those x-rays into coherent beams before dying themselves.

It's not like a normal laser with a lasing medium and all that stuff
Posted by: gpt3
« on: June 07, 2024, 10:40:33 AM »

Would it be possible to make the laser warhead focus techs have similar flavor text as their explosive warhead and beam-weapon equivalents? From an optics perspective, reducing wavelength should improve range for both reusable and bomb-pumped lasers, even if the two methods trigger lasing in completely different ways.

Current Warhead Tech NameCurrent Focus Tech NameSuggested Focus Tech Name
Gun-Type Fission Warhead: Strength: 2 x MSPLaser Warhead Focus - 10KInfrared Laser Warhead
Implosion Fission Warhead: Strength: 3 x MSPLaser Warhead Focus - 20KVisible Light Laser Warhead
Levitated-pit Implosion Warhead: Strength: 4 x MSPLaser Warhead Focus - 30KNear Ultraviolet Laser Warhead
Fusion-boosted Fission Warhead: Strength: 5 x MSPLaser Warhead Focus - 40KUltraviolet Laser Warhead
Two-stage Thermonuclear Warhead: Strength: 6 x MSPLaser Warhead Focus - 50KFar Ultraviolet Laser Warhead
Three-stage Thermonuclear Warhead: Strength: 8 x MSPLaser Warhead Focus - 60KSoft X-Ray Laser Warhead
Posted by: Jovus
« on: June 06, 2024, 08:13:14 PM »

Apologies if this has already been covered, but this thread is now 27 pages long, so while I didn't find my suggestions via a couple searches, they might be there already.

First, right now if you're checking a research project field (e.g. Defensive Systems) ongoing projects in that field are coloured blue for ease of reference. This is awesome. Can we get projects in queue also coloured the same blue in that instance?

Second, less important, but if we click on an ongoing project or something in queue, could we have a similar highlight (either the same colour, overriding the first case, or a different colour if preferred) calling out everything in the same queue, including the current project if that isn't what was clicked?

This would make parsing multiple research queues visually easier.
Posted by: samitch0754
« on: June 05, 2024, 07:34:41 PM »

It would be nice if when selecting "Refuel" from a colony or hub, there was an option to select the number of Liters desired, similar to how you can set a minimum distance when selecting "move to".  Often I run into fuel shortages and trying to ration the production between all ships is pain because as it stands, when told to refuel ships will take the colony reserve down to zero.  You can then unload the fuel back down to the ships minimum set in the class designer, but that gets annoying quickly.