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Topic Summary

Posted by: skoormit
« on: January 10, 2025, 10:44:33 AM »

I've noticed that the time required for a given "load ..." order decreases proportionally with the available cargo space.

For example, suppose I have a freighter class with 50kt capacity.
I give a ship of this class an order to load 1 construction factory (which requires 25kt of cargo space).
That order takes an amount of time equal to the full load time shown in the designer window for this class, reduced by relevant bonuses (NAC, commander, spaceport, governor, sector).
When the order is complete, the freighter has 25kt capacity remaining.
I then give the ship an order to load 1 mine (which also requires 25kt of cargo space).
The ship only has half of its total capacity remaining, so this order takes half the amount of time as the previous order.

The question:
Is there a reason why the load time for the first order isn't also reduced by half? Both orders are loading the same amount of cargo.
More generally: when a load order specifies an amount to be loaded, is there a reason that the required time is determined by the cargo space currently available on the ship, rather than the specific cargo size to be loaded?
Posted by: Kurt
« on: January 06, 2025, 04:20:37 PM »



I brought this up before, but I wanted to emphasize something.  I filtered out the friendly NPR interrupts when they do this, but if I filter out the hostile interrupts I could miss something important.  So I get multiple interrupts every five day period, which even auto-advance can't deal with because it is a valid interrupt and will stop when it happens. 

That's just an annoyance though.  The real problem is, what are these guys doing?  Constantly cycling their engines from a thermal strength of 500 to 1, and then back again two hours later.  They aren't moving, they are just sitting there.  Every two hours.  Then they stop.  For a while.  Then they start again. 

There is something in their code that is causing them to cycle their engines.  This is happening with both major NPR's I've contacted, but as I said, I filtered out the alerts from the friendly NPR. 
Posted by: paolot
« on: January 06, 2025, 01:10:10 PM »

Steve initially was going to make wrecks tug-gable in C# but he changed his mind as he figured that salvaging wrecks in contested systems is more exciting than just using tugs to move them to safety.

Thank you, Garfunkel.
I can understand the reason.
But I think I'll never salvage anything in a contested system, to avoid the risk to lose even more ships.
Posted by: Garfunkel
« on: January 06, 2025, 12:54:10 PM »

Steve initially was going to make wrecks tug-gable in C# but he changed his mind as he figured that salvaging wrecks in contested systems is more exciting than just using tugs to move them to safety.
Posted by: paolot
« on: January 06, 2025, 12:12:46 PM »

Tugs cannot tow the wrecks. Please, which is the rationale behind it?
We could use them to move around the wrecks, and anyway use a salvager to recover the valuable materials.
Posted by: LuuBluum
« on: January 03, 2025, 05:46:51 PM »

Just a random question that came to me when musing about my "dream campaign" that I'll do once the ground support fighter rework (whatever form it may take) is done.

Do the rules for unit support (that is, artillery units in support/rear echelon positions supporting a frontline unit) also allow for those same units to support LB units in support position that aren't supporting any other unit? I know that LB units in support fire on the front line when not supporting any other unit and attack alongside of the rest of the frontline attack phase, but it's not immediately clear to me whether or not they can also have other artillery units supporting them, or whether artillery units can only support units that are strictly in the front line, regardless of whether or not they're attacking in the front line attack phase.
Posted by: paolot
« on: December 27, 2024, 11:25:11 AM »

I think you have to finish building it and only then you can scrap it.

Thank you, Garfunkel.
A bit disappointing, anyway.
Posted by: Garfunkel
« on: December 23, 2024, 06:36:08 PM »

I think you have to finish building it and only then you can scrap it.
Posted by: paolot
« on: December 23, 2024, 02:21:28 PM »

I started the construction of some fighters, but stopped it before the first one was finished.
What does it happen to the materials used before the stop? Can I scrap the partially built fighter and have the materials back to the stockpile somehow?
Posted by: Snoman314
« on: December 16, 2024, 09:51:22 PM »

Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?

As far as I can tell, they should have the same effect against a missile with ECCM-0, as an ECM-1 decoy would against a missile with ECCM-1.

(Clicked thanks by accident while aiming for the quote button, ¯\_(ツ)_/¯ )
Posted by: nuclearslurpee
« on: December 16, 2024, 08:12:57 PM »

I think they are cycling between holding position and the "picket" order. Which is perhaps a bit of an artifact that could be removed or at least better hidden from the player.
Posted by: Kurt
« on: December 16, 2024, 04:36:03 PM »



This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

If you make contact, or re-establish contact, with a hostile ship, or something about the hostile contact changes, such as it engaging engines, the game will pause so you can react to it.

The ideas about being able to mark systems so that they don't cause interrupts are good, but I was looking at this more from the point of view of NPR activity.  These ships don't seem to be doing anything, just cycling their drives on and off for periods of time, until they stop.  And then randomly start up again, for a while.  They aren't going anywhere, near as I can tell. 
Posted by: Ghostly
« on: December 16, 2024, 02:59:54 PM »

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

I could see it working if it excluded the alien systems where player ships/populations were present and the systems adjacent to those systems  (if the player is able to detect an incoming jump incursion, he should certainly be notified). That being said, this sounds like a very unwieldy setting, and personally, I wouldn't use it for fear of missing something important. I think it would be far more beneficial to identify and eliminate root causes of NPR ships getting stuck to rid the player of inconsequential interrupts in the first place.

Also, since we're vaguely on the topic of buoys, I recall you saying you added a POI for buoys detected by a NPR, but it's not in the changelog. Could you please elaborate on how that would work? Am I correct in assuming that a buoy detected by a fleet operating under "Investigate POI" orders will be targeted immediately, but a buoy detected by an escorted non-combat group will not cause it to approach and will instead require another operational group to come take care of it?
Posted by: skoormit
« on: December 16, 2024, 02:56:47 PM »

Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?
Posted by: skoormit
« on: December 16, 2024, 02:11:42 PM »

An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

Maybe a reasonable solution is to have a per-system setting for contact interrupts, separate from the setting of controlling race.
Something like--
Generate Event Interrupts for (select one):
All Contacts
Neutral and Hostile Contacts Only
Hostile Contacts Only