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Posted by: boggo2300
« on: April 08, 2010, 03:30:12 PM »

Quote from: "Steve Walmsley"
Perhaps the best option would be a button on the actual stockpile section to consolidate identical tech system. That would then be optional for players who want to make use of it.

Steve


I'd suggest making it a SM button Steve, since it is a bit of a reality breaker

Matt
Posted by: Steve Walmsley
« on: April 08, 2010, 09:21:23 AM »

Perhaps the best option would be a button on the actual stockpile section to consolidate identical tech system. That would then be optional for players who want to make use of it.

Steve
Posted by: UnLimiTeD
« on: April 05, 2010, 06:41:41 PM »

The problem is that it won't automatically combine.
In reality, it was very cheap to put captured guns on stuff, back when doing things like the Hotchkiss or Hetzer, to talk about WW2 tanks.
In Aurora, you would have to make a new ship design just to use the same weapons, but from a different manufacturer.
While I agree that the status quo isn't that evil, it's not perfect either.
Wouldn't the easiest solution be to keep it as is, and once those parts run out, you get a free modification possibility to exchange it by what is still available (current parts?).
Posted by: Father Tim
« on: April 05, 2010, 05:02:23 PM »

I would prefer it if you left them separate.  Just because an alien laser is '20cm/C4 Near UV' doesn't mean it's the same as a native '20cm/C4 Near UV' laser.  Russian 7.62mm rounds are not the same size (and not compatible with) 7.62mm NATO rounds.  Royal Navy 12" battleship guns were commonly manufactured in 'left' and 'right' versions, and you couldn't put a pair of 'rights' into the same turret.

Captured alien weapons, are, well, alien.  They're made for an odd number of fingers, arms the length of an orangutan, and labelled entirely in black text, on a black background, that lights up a black light with a black message when you press the black button.  Your empire's copies are modified so that your empire's inhabitants can use them.

If people want X and Y to be that same, they can use SM mode to delete the alien versions and replace them with an equal number of native components.  If a lot of people want it, you can add a button to do it automatically.  I, for one, like my historical oddities such as the Panzer I Breda, or the Marder - native chassis armed with captured guns.
Posted by: Brian Neumann
« on: April 05, 2010, 07:54:27 AM »

Quote from: "Steve Walmsley"
It's because they are components designed by an alien empire that happen to have the same name or the same stats as one of your components. They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

Steve
You will also need to do a check when the player designs a new system.  Especially with low tech starts I have found enough of a system, ie 20cm/c4 uv laser to be able to make my own that are an exact match.  If I have any left over after the dissasembly process I can't use them and my own matching design without having two different designs.  If instead you did this check to see if any salvaged components were an identical match to a new design when it is finished being prototyped then it would get around the problem.

Brian
Posted by: sloanjh
« on: April 04, 2010, 01:10:06 PM »

Quote from: "Steve Walmsley"
They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

And/or change the display code to post-pend the empire name for any tech that doesn't belong to the displaying race.  For example if I (the Terran Empire) salvaged a bunch of cryo modules from the Troglo Hierarchy, then they'd show up as

Cryo Module (Troglo Hierarchy)

or

Cryo Module (Troglo)

depending on if empire names are saved in one part (Troglo Hierarchy) or two parts (Troglo and Hiearchy).

John
Posted by: Steve Walmsley
« on: April 04, 2010, 06:51:40 AM »

Quote from: "The Shadow"
Quote from: "Steve Walmsley"
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins.
Huh.  While I *have* seen things like that, I've also seen items marked with (D) that duplicate things I already have.  (Sensors, mostly.)
It's because they are components designed by an alien empire that happen to have the same name or the same stats as one of your components. They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

Steve
Posted by: Brian Neumann
« on: April 04, 2010, 05:58:57 AM »

I used to have problems with components salvaged when they matched my own designs.  If I designed a ship using my own tech design the program would ignore the salvaged components.  This would only happen if the system needed to be designed.  If for example I had a bunch of cryo transport modules and salvaged them there is no difference.  My work around was to dissasemble the offending salvage components and then use the sm function to create a matching number of my components.  

Hope this helps
Brian
Posted by: The Shadow
« on: April 04, 2010, 03:35:24 AM »

Quote from: "Steve Walmsley"
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins.

Huh.  While I *have* seen things like that, I've also seen items marked with (D) that duplicate things I already have.  (Sensors, mostly.)
Posted by: Steve Walmsley
« on: April 04, 2010, 01:57:47 AM »

Quote from: "The Shadow"
Quote from: "Hawkeye"
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build engines in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return
I keep finding out new things about this game. :)  Do the shipyards automatically use the built parts, or do you have to tell them somehow?
They will use them automatically. This is a good way to reduce the build times of large, expensive ships. For example, if need terraformers quickly, build the terraforming modules using planetary industry so the shipyards don't have to build that portion of the ship.

Quote
I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins. You can design classes using this component but can only build ships of that design as long as you have the components in your stockpile. For example, if you found six advanced gravitational sensors, you could design ships using those components but once the six components had been used by your shipyards, you couldn't build any more ships of that design until you found more of the component. A big decision you may have to make when you find advanced components is whether to incorporate them in your ships or disaasmble them for potential tech knowledge.

If you find your list of components in class design is being cluttered by (D) components you can either hide them all using the 'Own Tech Only' checkbox or hide them individually by using the Obso Comp button (which sets a component as obsolete).

Steve
Posted by: Hawkeye
« on: April 03, 2010, 01:26:50 PM »

Quote from: "The Shadow"

I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?

Correct on both
Posted by: UnLimiTeD
« on: April 03, 2010, 08:39:27 AM »

They should use them rather automatically.
Helps a lot when you really quickly need s certain ship, as devoting all your industrial capacity to building those parts can produce the ship in days.
I think the components need to be finished before the ship is laid down, though.
Posted by: The Shadow
« on: April 03, 2010, 08:23:02 AM »

Quote from: "Hawkeye"
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build enignes in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return

I keep finding out new things about this game. :)  Do the shipyards automatically use the built parts, or do you have to tell them somehow?

I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?
Posted by: Hawkeye
« on: April 03, 2010, 01:45:33 AM »

Quote from: "Bear"
Perhaps this is me being noobish and mistaken, but you could have those large sensors build by your planetary construction facilities and then the shipyards are merely installing the super expensive electronics onto what may otherwise be a typical ship.  I think that's how it works now, or at least that seems like the way it logically should.

On that note, I think it would be neat if you could earmark a portion of your planetary construction capacity for "shipyard assist," and they will then set about producing the most expensive ship components for ships currently under construction.

In a way, you can allready.
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build enignes in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return
Posted by: Bear
« on: April 02, 2010, 07:43:16 PM »

Perhaps this is me being noobish and mistaken, but you could have those large sensors build by your planetary construction facilities and then the shipyards are merely installing the super expensive electronics onto what may otherwise be a typical ship.  I think that's how it works now, or at least that seems like the way it logically should.

On that note, I think it would be neat if you could earmark a portion of your planetary construction capacity for "shipyard assist," and they will then set about producing the most expensive ship components for ships currently under construction.