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Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

NPRs do terraform, but usually use ships rather than installations.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Yesterday at 05:38:46 PM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).

Ah, I see now - production would be throughput while productivity would be efficiency. To rearrange the punchline above, the efficiency is fixed and is always 2kL per ton, while the throughput per module or installation improves with technology. Thankfully, once an appropriate sorium giant is found, the efficiency is largely irrelevant.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Yesterday at 05:33:37 PM »
Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

I haven't seen any terraforming installations with an NPR either. I have, however, seen an entire line of ships that carry two or three terraforming modules depending on design iteration. I can't confirm if they actually terraform however; they were on the move between jump points when I turned them into wrecks and I didn't checked around to see if any atmospheres had actually received work.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 01:58:50 PM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).
5
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 12:21:29 PM »
Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:45:09 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
7
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:24:58 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?

Correct.
In fact, the danger rating does not have to get to zero (as I misstated above); it just has to not be higher than the protection value.
The protection value of a ship is the PPV value you see in the Class Design window.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on April 22, 2024, 01:00:32 PM »
In the Medal Management window, the Medal Conditions tab does not correctly reflect the medals of the current race in cases of multiple player races. In other words, in a game with multiple player races, if I set medal conditions for Player Race 1, then switch to Player Race 2, the medals shown in the Medal Conditions tab will show medals from Player Race 1 (regardless of whether Player Race 2 has set a medal for that condition).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 22, 2024, 08:08:21 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
10
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on April 22, 2024, 07:10:53 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
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