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Topic Summary

Posted by: Garfunkel
« on: Today at 08:21:18 AM »

Unless the script making the sensors is bugged and re-uses the number #2 over and over, kinda like we used to have hull numbers for NPRs start with #2 back in VB6 days.
Posted by: db48x
« on: Today at 02:52:37 AM »

If the NPR were redesigning their sensors then they would get a new sensor id number.
Posted by: Garfunkel
« on: Yesterday at 05:32:15 PM »

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?
You're doing it right. The NPR might just be redoing its sensors but yeah, you really should be getting a lot more events and a wide more variety of them.
Posted by: skoormit
« on: Yesterday 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: Yesterday 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: Yesterday 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: June 13, 2024, 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: June 13, 2024, 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: June 13, 2024, 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: June 13, 2024, 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: June 13, 2024, 06:34:02 AM »

Posted by: Garfunkel
« on: June 13, 2024, 05:47:01 AM »

No.
Posted by: Caesar
« on: June 13, 2024, 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.