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Posted by: DEEPenergy
« on: February 15, 2019, 05:41:50 PM »

Hi Steve. Are you planning any big changes to diplomacy?
Posted by: Rich.h
« on: February 15, 2019, 09:40:40 AM »

Couldn't recall if this has been mentioned before. Will ship name lists be handled in the same way or will we be able to have multiple class name lists in one file, at present it can get somewhat clumsy having to constantly keep various copies of a shipnames.txt for each class.
Posted by: TMaekler
« on: February 14, 2019, 10:11:50 AM »

Not at the moment. You may not want your allies to purchase your fuel, so it would have to be optional. If I go down that route, I might consider having some form of trading where you offer items for sale (including fuel, minerals, installations, ships, etc.) for either money or minerals and set the acceptable level of relations for the trade.

Something I often do in SM is to trade ship components or missiles. It seems logical to not buy a whole ship if your ally have superior engines & missiles, but instead just the parts you need.

This happens allot in my games to... sometimes factions may license build certain components as well so I gift the technology and have some other trade going on.

It would be allot easier of there were some more official mechanic for this in the game, but SM otherwise works ok for me.
Agreed. Nations do develop variations of their weapon systems for the international market. Would definitely be interesting to have that as an ingame option rather then having to do it via SM mode... . Also, could open up an interesting way for strength through alliance; each nation going into a specific direction research-wise. On the other side, that could be misused as well... .
Posted by: MarcAFK
« on: February 14, 2019, 08:46:53 AM »

Could be setup where you designate items that could be traded but then have to wait for civilian shipping to actually pick up and deliver the goods before you get revenue.
Posted by: Jorgen_CAB
« on: February 14, 2019, 07:37:44 AM »

Not at the moment. You may not want your allies to purchase your fuel, so it would have to be optional. If I go down that route, I might consider having some form of trading where you offer items for sale (including fuel, minerals, installations, ships, etc.) for either money or minerals and set the acceptable level of relations for the trade.

Something I often do in SM is to trade ship components or missiles. It seems logical to not buy a whole ship if your ally have superior engines & missiles, but instead just the parts you need.

This happens allot in my games to... sometimes factions may license build certain components as well so I gift the technology and have some other trade going on.

It would be allot easier of there were some more official mechanic for this in the game, but SM otherwise works ok for me.
Posted by: Titanian
« on: February 14, 2019, 05:05:24 AM »

Even just sm-accessible dialogs for transferring minerals or missiles would really be useful. For minerals, one currently has to manually add and remove them to populations when doing a trade. Missiles currently have to be loaded into some ship, the ship transferred, then unloaded, and then the ship transferred back (or removed if it was a temporary one), and then you have to remove the ship class from the other race. Also useful would be a way to sm-transfer populations without any technology transfer happening, and a way to set population status (subjugated and so on).
Posted by: alex_brunius
« on: February 14, 2019, 03:40:44 AM »

Not at the moment. You may not want your allies to purchase your fuel, so it would have to be optional. If I go down that route, I might consider having some form of trading where you offer items for sale (including fuel, minerals, installations, ships, etc.) for either money or minerals and set the acceptable level of relations for the trade.

Something I often do in SM is to trade ship components or missiles. It seems logical to not buy a whole ship if your ally have superior engines & missiles, but instead just the parts you need.
Posted by: Steve Walmsley
« on: February 14, 2019, 03:34:33 AM »

If you're allied to someone can you purchase their fuel?

Not at the moment. You may not want your allies to purchase your fuel, so it would have to be optional. If I go down that route, I might consider having some form of trading where you offer items for sale (including fuel, minerals, installations, ships, etc.) for either money or minerals and set the acceptable level of relations for the trade.
Posted by: MarcAFK
« on: February 13, 2019, 11:24:39 PM »

If you're allied to someone can you purchase their fuel?
Posted by: Steve Walmsley
« on: February 13, 2019, 04:55:36 PM »

The current fuel shortages in the Cold Sun campaign, made me wonder, when a civilian line launches a Fuel Harvester, will any nation be able to buy the fuel from it, or just the nation the civilian line is registered with?

The same nation.
Posted by: clement
« on: February 13, 2019, 02:26:39 PM »

The current fuel shortages in the Cold Sun campaign, made me wonder, when a civilian line launches a Fuel Harvester, will any nation be able to buy the fuel from it, or just the nation the civilian line is registered with?
Posted by: Steve Walmsley
« on: February 08, 2019, 09:48:51 AM »

Scenario:
10 habs each supporting 1 million population
1 million population are removed by transports.
If I tractor 1 hab away from the planet, will the code will be smart enough to remove the hab capacity without harming the remaining population? Effectively treating the hab population as an aggregate versus an even distribution across all habs?

Just trying to make sure I understand how it works.
Thanks

Think of Orbital Habitats as infrastructure. When you remove infrastructure, you reduce available space for the population. When you move an orbital habitats, you are doing exactly the same. The population isn't 'assigned' to any particular hab, just like it isn't assigned to any specific part of the infrastructure.
Posted by: Father Tim
« on: February 08, 2019, 09:28:16 AM »

Scenario:
10 habs each supporting 1 million population
1 million population are removed by transports.
If I tractor 1 hab away from the planet, will the code will be smart enough to remove the hab capacity without harming the remaining population? Effectively treating the hab population as an aggregate versus an even distribution across all habs?

Just trying to make sure I understand how it works.
Thanks

That depends.  Did you make one Colony and assign all ten Orbital Habitats to it, or did you make 10 different colonies on the same body and assign one OrbHab to each?
Posted by: JacenHan
« on: February 08, 2019, 09:24:53 AM »

Population isn't assigned to individual habs. The habs contribute to an "infrastructure pool" that the population resides in. In your scenario the population would be fine so long as at least 1 hab is left.
Posted by: clement
« on: February 08, 2019, 08:59:41 AM »

Steve,

In VB, if I remember correctly, an Orbital Habitat that contains a population cannot be moved to another location without removing the colonists or providing cryogenic transport.

In C# Aurora, will it be possible to move an Orbital Habitat without unloading the population?

No, the habitat is like infrastructure. It adds to the capacity of a population, but it doesn't provide any transport capacity. If you move it, the population stays on the planet (and probably dies horribly).

Scenario:
10 habs each supporting 1 million population
1 million population are removed by transports.
If I tractor 1 hab away from the planet, will the code will be smart enough to remove the hab capacity without harming the remaining population? Effectively treating the hab population as an aggregate versus an even distribution across all habs?

Just trying to make sure I understand how it works.
Thanks
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