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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by GodEmperor on March 25, 2025, 08:35:26 PM »
Three years in and I find a system 2 jumps from Sol. In the system are two NPRs on the same planet. Each population seems to be huge and each race has around 100 ships each in the system, thats 200 plus ships in system. Quite a few of those ships have been observed travelling at more than 10,000km/s. They appear to be peacefully cohabiting the same system and planet and no sign of any aggression towards me either. Anyone else come across what appears to be two alien home worlds on the same planet or is this unusual? Hoping they remain peaceful as it will be interesting to see how it develops.
Happened to me once in vb6 - three races on the same planet. Stuff got weird because only one of them were hostile...
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Panopticon on March 25, 2025, 03:31:22 PM »
Yeah that all sounds pretty sweet.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Tavik Toth on March 25, 2025, 01:28:15 PM »
Also sounds a good way to RP experiment/prototype weapons and the like
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Spoilers / Re: Invaders
« Last post by Ghostly on March 25, 2025, 12:10:25 PM »
Each fleet has a 'movement complete' flag, which is set to false at the start of each increment and set to true when they run out of orders, or if they transit. When this flag is set, the fleet won't process any more orders in that increment, although they will resume their remaining orders at the start of the next increment.

Standing orders are only checked after detection and won't be acted upon until the following increment.

Thank you, this makes sense! I guess I better make sure my contested systems have buoys on both sides of their jump points then.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on March 25, 2025, 11:15:05 AM »
Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced

In fact, maybe a variety of modifications to weapons that increase their failure rates. Rather than current or immediate fails, there could be a range in between. One example might be an overloaded capacitor that improves rate of fire at the expense of higher failure. Or researching 20cm Carronades also provides a 'primitive 25cm' with a much higher failure rate. Unstable particle beams that have higher power but may explode, etc. Not something that is economically sustainable for general use, but useful in an emergency when outclassed.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on March 25, 2025, 10:13:42 AM »
Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced
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Spoilers / Re: Invaders
« Last post by Steve Walmsley on March 25, 2025, 08:29:10 AM »
Each fleet has a 'movement complete' flag, which is set to false at the start of each increment and set to true when they run out of orders, or if they transit. When this flag is set, the fleet won't process any more orders in that increment, although they will resume their remaining orders at the start of the next increment.

Standing orders are only checked after detection and won't be acted upon until the following increment.
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Spoilers / Re: Invaders
« Last post by Ghostly on March 25, 2025, 06:00:05 AM »
Any transit generates an immediate interrupt and should end movement for the transiting fleet in that increment, so you should get a detection following the transit and see the NPR before the next turn.

If that isn't happening, its a bug.

Does the interrupt happen at the end of the sub-pulse during which the transit took place? I'm fairly sure the movement for transitting fleet doesn't end unless they require a standing order (or the AI equivalent of such) to proceed, I've observed ships stay at the jump point as long as I keep advancing time in sub-3 hour increments, losing contact the moment I advance enough for my own standing orders to kick in, and I've seen transitting ships instantly register as lost contacts, though direction of their movement could be discerned (example, those at the jump point were usually case 1, some of those away from it were case 2).

Then again, my suspicions about entirely undetected transits could be half-wrong because some of my jump points only have detection on one side, so I guess a transit through a jump point with a buoy on the entry side would potentially not generate an interrupt under the current system, as there's no detection on the exit side?
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Spoilers / Re: Invaders
« Last post by Steve Walmsley on March 25, 2025, 05:35:34 AM »
It's because invaders arrive in the construction phase and then there is no detection until after movement. I agree that isn't ideal.

For v2.6, I've already added some code that forces a 5-second increment immediately after the arrival of new Enhanced Precursors. I've extended that now to the arrival of Invaders.

Would it be feasible to force a single 5-second sub-pulse whenever a Swarm ship (or potentially any military NPR ship, if not too performance-taxing) performs a jump transit? I have a sneaking suspicion that my sensor buoys are getting jumped through when I advance time by larger increments, this would give the game a chance to generate an interrupt if the transit can be detected, and also give the AI a chance to detect the buoys and react to them accordingly. Something similar would also be great for boarding actions, as it's currently quite easy to skip through enemy fire control range while boarding, even unintentionally.

Any transit generates an immediate interrupt and should end movement for the transiting fleet in that increment, so you should get a detection following the transit and see the NPR before the next turn.

If that isn't happening, its a bug.
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Spoilers / Re: Invaders
« Last post by Ghostly on March 25, 2025, 05:10:11 AM »
It's because invaders arrive in the construction phase and then there is no detection until after movement. I agree that isn't ideal.

For v2.6, I've already added some code that forces a 5-second increment immediately after the arrival of new Enhanced Precursors. I've extended that now to the arrival of Invaders.

Would it be feasible to force a single 5-second sub-pulse whenever a Swarm ship (or potentially any military NPR ship, if not too performance-taxing) performs a jump transit? I have a sneaking suspicion that my sensor buoys are getting jumped through when I advance time by larger increments, this would give the game a chance to generate an interrupt if the transit can be detected, and also give the AI a chance to detect the buoys and react to them accordingly. Something similar would also be great for boarding actions, as it's currently quite easy to skip through enemy fire control range while boarding, even unintentionally.
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