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Topic Summary

Posted by: skoormit
« on: Today at 01:40:35 PM »

Hi everyone! Quick question; is there a way to adjust which events pause the ticks of time? I think hiding them does, but sometimes I don't want to hide them.

There is an old mod that *might* still work on the current version.
Posted by: Caesar
« on: Today at 09:47:30 AM »

I've made a ship with an Elint module, and it's watching an alien population.
It collects racial points up to 100, and then goes back to zero. Every time it does, it gives me a successful espionage event, which shows me the same sensor, known to me as the AS #2. It keeps collecting the same intel on that one sensor. Is this a bug or am I doing something wrong?
Posted by: Kaiser
« on: Today at 03:42:27 AM »

Instead of a mass drive, I simply use a fleet of fast and small cargo associated to a conditional order.
Time to time I simply use the order and the cargo makes a trip to all the asteroids/moon that host an orbital miner to collect the minerals stored.

With max two clicks I have all the minerals unloaded where I want.
Posted by: Garfunkel
« on: Yesterday at 07:50:35 PM »

Yes, you need a colony and the minerals are stored on the colony. Which is way the classic strategy is to build huge mining ships/stations that carry a mass driver with them that they can unload at the colony for the duration of the strip mining.
Posted by: Jovus
« on: Yesterday at 04:08:02 PM »

When using orbital miners, does the body at which they are stationed need to be a colony in order for them to extract minerals?

Either way, where do those minerals end up? In the hold of the miner or somehwere else? If the former, what happens when the cargo hold is full?
Posted by: nuclearslurpee
« on: Yesterday at 09:36:09 AM »

Do ground force commanders provide any bonus to subordinate units in the hierarchy, or is it still just the one they're assigned to?

A recent patch added this.
Posted by: Akhillis
« on: Yesterday at 07:19:17 AM »

Do ground force commanders provide any bonus to subordinate units in the hierarchy, or is it still just the one they're assigned to?
Posted by: Caesar
« on: Yesterday at 06:34:02 AM »

Posted by: Garfunkel
« on: Yesterday at 05:47:01 AM »

No.
Posted by: Caesar
« on: Yesterday at 01:59:03 AM »

Hi everyone! Quick question; is there a way to adjust which events pause the ticks of time? I think hiding them does, but sometimes I don't want to hide them.
Posted by: brondi00
« on: June 12, 2024, 11:45:25 AM »

It does, IIRC, the formula is (10)*(# of cargo shuttle bays)*(Racial Tech)

So if you have 10 bays its 100 times the tech in supplies per hour.  Top tech is 5, so at top tech 10 bays gets you 500 supplies per hour. 

If I'm wrong I'm sure someone will correct me.  This is not shown anywhere in game that I can recall but there is a post about it somewhere and I recorded the formula in a spreadsheet I still have (source for this post).
Posted by: Garfunkel
« on: June 12, 2024, 05:49:41 AM »

Yes it does, if I remember correctly.
Posted by: ChubbyPitbull
« on: June 11, 2024, 11:28:24 AM »

Supply ships require a cargo shuttle bay to resupply other ships. While it is weird that the maintenance modules are behaving in this way, adding cargo shuttle bays should at least address your resupply problems.

Thanks! Will make that change. Going to make a post in the suggestions thread as well to add a Warning to the Class Design window if a class is flagged as a Supply Ship, but does not have any Cargo Shuttles.

Does the cargo shuttle rating impact the rate at which MSP can be resupplied?
Posted by: nuclearslurpee
« on: June 11, 2024, 08:25:39 AM »

How do I resupply from the supply ship? Is there a component I'm missing or do the supply ships having Maintenance Facility components somehow block resupplys? The MV is flagged as a supply ship in the design window:

Supply ships require a cargo shuttle bay to resupply other ships. While it is weird that the maintenance modules are behaving in this way, adding cargo shuttle bays should at least address your resupply problems.
Posted by: ChubbyPitbull
« on: June 11, 2024, 08:09:24 AM »

Follow-up question about Maintenance Vessels and Supply Ships, again with the caveat that I've modified the database to add more space-efficient maintenance storages.

I'm using the Gryphon-class Maintenance Vessels to create mobile maintenance/resupply points either in deep-space or at colonies in advance of having dedicated on-planet maintenance facilities. In this case, I have a Deep Space Population set up in a backwater system near an NPR's capital. In my last post I figured out that my intelligence ships need to overhaul with the fleet containing the Gryphon's, versus the DSP itself.

However, it now appears that when they do so, the Intelligence Ships are drawing MSP from their own MSP stores to perform the overhauls despite the Maintenance Vessels having 150k MSP available. Furthermore, I cannot get the Intelligence Ships to actually resupply from the Maintenance Vessels. I tried with the Intelligence ship as a seperate fleet using the "Resupply from Stationary Supply Ship" order on the fleet containing the Maintenance Vessels, and I also tried having the Intelligence Ship join the Maintenance Vessel fleet, and use the "Resupply from own Supply Ships" order on the DSP. In both cases the order completes with the normal "Orders completed" event, however, no ship in the fleet has had their MSP value changed. The MV's remain at 100% MSP.

How do I resupply from the supply ship? Is there a component I'm missing or do the supply ships having Maintenance Facility components somehow block resupplys? The MV is flagged as a supply ship in the design window: