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71
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on August 07, 2025, 06:38:34 AM »
...And just like that, naval combat was fixed forever.  ;D

Not even kidding, this is huge. Will these changes affect the AI's general eagerness to attempt a JP assault? I.e. no such thing as vast Swarms refusing to follow a slow, unarmed, commercial-engined survey ship through a jump point anymore?

Quote from: Steve Walmsley
If there is only one jump ship and the jump point is not stable, the fleet will use a standard transit.

This might be a minor nitpick, but could the entire fleet minus the jump squadron perform a standard jump, followed by the jump ship's squadron jump 5 seconds later? This would largely accomplish the same result, but also put a squadron's worth of combat-ready ships in the player's face while otherwise the entire NPR fleet will be defenseless until the long standard jump shock expires. Ditto for the many jumpships - unstable JP scenario, most squadrons can jump together with the standard transit group while the last squadron will follow 5 seconds later after enabling the transit, resulting in an extra combat-ready squadron on the field.

Also, have you considered taking a look at the Fire at Will command during JP assaults? Because I'm pretty sure there's still some unfair player advantage to be had.

72
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on August 06, 2025, 04:02:32 PM »
Really just add your own names , it takes a lot less time than posting something to this forum.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 06, 2025, 11:06:57 AM »
Thank you, MarineAres.
I would like a "more permanent" option anyway.
Now, there is only a Stealth Scout class type. Having also a Stealth Craft type would be enough, for me.
I'm trying to design an ambush ship: I feel a bit reductive calling it a scout (by the way, there is no "Ambush something" class type  :) ).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on August 06, 2025, 08:11:40 AM »
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.

The best workaround i know of is to use SM mode to move the infrastructure to some other nearby body (you can edit installation amounts in the left pane of the Civilian/Flags tab) and have the civs pick it up from there.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by MarineAres on August 06, 2025, 05:42:31 AM »
Could we have more stealth classes?

If you're talking about class types like 'Stealth Fighter', 'Stealth Scout' etc. You can add more yourself by clicking the 'New Hull' button in the class design screen. This doesn't persist over database updates i.e. major patches, but can be done just as easily the second time.
76
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on August 05, 2025, 04:59:50 PM »
AI Jump Point Assaults

For v2.6, the AI will attempt to use squadron transits for jump point assaults. This applies to military ships only.
  • If there are sufficient military jump ships to jump all military ships in squadrons, they will be split up accordingly and the squadrons will jump independently
  • If there is only one jump ship and the jump point is not stable, the fleet will use a standard transit.
  • If there is only one jump ship and the jump point is stable, the jump ship will form a squadron and any other ships will use a standard transit.
  • If there is more than one jump ship and a stable jump point, but insufficient jump ships to jump everything in squadrons, each jump ship will bring other ships in a squadron transit (based on its jump rating) and any remaining ships will come through in a standard transit.
  • If there is more than one jump ship, an unstable jump point and insufficient jump ships to jump everything in squadrons, one jump ship will use a standard transit to bring through the main fleet. The other jump ships will each jump a squadron.
After transit, the various squadrons will try to link up, although that goal may be overridden by immediate combat necessities.

This is a complex situation - more easily resolved by a human brain than an AI given the number of variables - so I expect an occasional weird outcome. I will optimise the code based on AAR feedback.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on August 05, 2025, 01:59:01 PM »
Could we have more stealth classes?
78
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by paolot on August 05, 2025, 01:35:44 PM »
I don't know if it's WAI:
in the View Technology window, when the Cloaking Device tech is selected, the "Size in Tons" option doesn't change the "Cloak Ship Size".
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on August 05, 2025, 11:16:49 AM »
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.
80
Image Enhancements / Re: Shadow's Race images
« Last post by Walter on August 04, 2025, 12:31:29 PM »
Does the link still work for anyone else?
For me today (04/08/2025 - dd/mm/yyyy) it didn't.
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