Posted by: paolot
« on: Today at 10:26:17 AM »Where can I find the details of a new component that I designed, and while its research is still pending? after some real-life days, I don't remember my decisions during the design.
I am trying to turn a population into an automated mining site.
But there are a lot of Infrastructure on the planet (more than 70,000), and the civilian lines are much slower in removing them than picking up the colonists. So, when the colonists are zero, in the Civilian/Flags tab, the option "Destination of Colonists" turns back on, and the civilians bring the colonists again.
How can I deselect the option "Destination of Colonists", when these ones are zero?
The implication "Infrastructures = colonists needed" is not always true, at least for me.
Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.
The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.
In Space Master mode.
When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.
Does it also trigger the "generate ruin" functionality again?
And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?
I don't see this as a bug, just trying to understand.
You need to expand on this a bit.
Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.
So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.
In Space Master mode.
When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.
Does it also trigger the "generate ruin" functionality again?
And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?
I don't see this as a bug, just trying to understand.
When using missiles with Laser warheads for planetary bombardment, do they generate radiation and dust like regular nukes?
Or do they generate reduced amounts of environmental damage, like regular Lasers?
You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.
STO PD Gaus R300-100 - 0013
Transport Size (tons) 1 169.5 Cost 221.48 Armour 24 Hit Points 36
Annual Maintenance Cost 28 Resupply Cost 0
40K Twin Gauss Cannon R300-100 Turret
Range 30 000 km Tracking 16 000 km/s Damage 1 / 1 Shots 4 Rate of Fire 5
Maximum Fire Control Range 80 000km Chance to Hit at Max Range 63%
Maximum Sensor Range 2 312 486km Max Range vs Missile 208 124 km
Duranium 54 Vendarite 48.48 Uridium 8.5
Development Cost 1 052
What is the range of the active sensor on the STOs and is it resolution-1?
Do you see an active, rather than thermal, contact before the missiles hit?
Also, is the race firing the missiles designated as hostile (red contacts) ?