Recent Posts

Pages: [1] 2 3 ... 10
1
C# Suggestions / Re: Replacement for the Supply Conditional qol
« Last post by Tikigod on Today at 11:45:44 AM »

I would also like to know some example ships where the 10/20% rule don't work with. Some relatively short ranged ships I could see this being a problem with... but not on survey ships that generally have like 5-10 years maintenance cycles. Almost all such ship it is the Survey sensor that is expensive and the engines are never the problem. Could there be a problem sometimes, sure... but then again I never run my survey ships out of MSP before they head home for shore leave and overhauls.

How many sensors are you putting on your ships? And at what stage of the game? As typically by mid-game I am using single Advanced geo/grav sensors on my survey ships which have a repair cost in the hundred or so tops, whilst the larger military Magnetic Confinement Drives or similar tech level engines the survey ships are using cost a thousand MSP each to repair. Doesn't help that the game seems to weigh maintenance failure rolls to favour rolling against the more expensive/complex component to simulate them being more prone to failure, though perhaps if a survey ship has a half dozen grav and geo sensors the engine might get rolled significantly less when dishing out failures.

It's only really real early game when I am still using Nuclear or Ion grade engine tech that the engines are relatively low maintenance cost similar to that of the sensors.

Don't really have a example of a longer main life survey ship from my current campaign outside of my initial Sol Only Improved-Nuclear engine design with a 8 year maint life life on a 4 year deployment schedule which was intentionally over-engineers on maintenance to ensure they could map out Sol without any hassle. My more recent survey designs in this campaign have had lower maint and deployment life as they were intended purely for short term mapping of neighbouring systems of a border colony.

I have surveying on hold at the moment whilst I focus on building up my 3 major populated colonies outside of Sol, once I am back on Aurora this evening I will throw together a typical survey design aimed at long maintenance life I tend to use that frequently finds the existing supply conditionals rarely (if ever) trigger.
3
General Discussion / Re: Any terraforming calculator?
« Last post by db48x on Today at 10:57:18 AM »
Hmm, I see that Earth and Minerva have different ParentBodyIDs; Sol has 0 and Minerva has 3234.

Here's the fix:

Immediately after these lines:

Let me know if anything still (or anything else) seems amiss.

Yea, that did the trick:

Code: [Select]
SOL|SOL-A1|4.88|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0.0|2|0.38|0.0|Y|409.853449623052|1.7|0|0|0|0|0
SOL|Sa Mines|12.104|0|0|0|0|11883.3558456979|13462.1937193773|0|0|22150.4044423818|0|32938.9783726841|0|0|0|0|0.1|1.0|0|0|0.8|0|0.7|2.6|2.6|2.6|2.6|0.25|68.5515765344433|2|0.
91|0.0||299.896247619238|1.0|0|0|0|89.745|3.255
SOL|Earth|12.756|11.2671006080972|12.5101746805206|18.9365619478989|0|0|80.728888913854|0|122.963028564712|0|0|0|0.21|0.21|0.24|0|0|0.51|0|0.62|0|0|0|0|0.62|1.79|1.79|0.0|0.2
03691917478566|2|1.0|0.697191653829571||255.0|1.02318|0.2|0|0|0|0.8
SOL|SOL-A3M1|3.474|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0.0|10|0.1654|0.0|M|255.0|1.0|0|0|0|0|0
SOL|Mars|6.8|12629.2748993437|11324.7498165573|1997.53453245819|0|0|0|249.080349015484|0|0|0|0|0.6|0.1|0.8|0|0|0|0.9|0|0|0|0|1.5|2.4|2.4|2.4|0.0|27.505164680161|2|0.38|0.3333
80233670666||206.560700121407|1.03499048288813|0.100283125441885|0.369781450755004|0|0.000343087138326176|0.000258

Thanks!

Also, I made one other tweak that I forgot to mention. Real Stars universes frequently have star names from catalogs like HH Andromedea, or NN 3849. Therefore I changed the query so that the system and body names are abbreviated using substr(replace(sys.Name,' ',''),1,5). This skips the spaces and makes them a little longer, but they don't take too much extra space.
4
General Discussion / Re: Any terraforming calculator?
« Last post by skoormit on Today at 10:33:33 AM »
You should really post this in the utilies subforum skoormit XD

Good idea.
Done.
5
C# Suggestions / Re: Request: Rebuild to Template
« Last post by Kristover on Today at 10:33:17 AM »
I think war-time reinforcements being done manually makes sense, but when I am done with a war I generally send damaged divisions (along with any other division I do not need in the new colony) back to Earth (or some other world that can produce troops) to reinforce them. It would be a great quality-of-life improvement if top-level divisions could remember what they consisted of and be told to automatically order the right divisions to be built to reinforce it.

Of course this would still not be the optimal way of doing it if you advanced in tech since last designing the unit, so it would not be a perfect solution.

I think under the rebuild to template system, if you changed the template to incorporate the new technology without changing the name or creating a new template, then the rebuild will be to the updated template with the new advanced tech.
6
C# Suggestions / Re: Request: Rebuild to Template
« Last post by Kristover on Today at 10:30:36 AM »
Thanks for the input on my initial post and to address some of the points here, I wouldn't jettison the current way of handling replacements - in fact, I actively advocate keeping the current replacement model along with the new rebuild to template function. 

Utilizing the current system, I would do what I do now which is I create Replacement Battalions which I directly attach to my two Corp level Headquarters which manage my now six divisions of troops.  Whenever one of those divisions goes on campaign, I attach one of those Replacement Battalions (and Logistic Battalions) to go forward with them and as losses occur, I transfer from the replacement battalions.  Some fights I'm not losing much so those replacement battalions are able to cover the minor losses that occur and at some point I can rotate just those back.  Occasionally, I create new replacement battalions with the newer equipment for modernizing the force and transfer them to forward deployed forces to replace specific equipment and transport the old stuff back where I either destroy it or repurpose it - this is where the micro management hell really comes into play. 

Utilizing the rebuild to template, I've had horrible battles where Divisions have been shattered - or long sustained planet hopping campaigns where those Divisions have been reduced to 50% strength or less.  The number of replacement battalions would be too great and in those cases, I'm definitely rotating those units back from the front lines.  Realism wise, if a division has taken that much casualties it not only needs to take on new equipment, it needs to rest the veterans and then go through a train up with the new replacements and new equipment anyways which I figured would be 'factored' into the rebuild time anyways.

BL - with both options I would still have replacement battalions out there for routine combat loss and occasional forward deployed tech replacement - 'hey have you seen those new artillery pieces that just arrived? those will be useful' - but the rebuild the template system will be for my guys that just got mauled on Rigel VII or that one Brigade on Mars are still equipped with antique weapons so lets bring them back to Earth to bring them into the 27th Century.
7
C# Utilities / Spreadsheet: Skoormit's Terraforming Planner
« Last post by skoormit on Today at 10:29:12 AM »
By request from another thread, here is the spreadsheet I use for figuring out what to terraform and how to terraform it.

It gives optimal target atmosphere conditions from any given starting conditions (including race parameters), and also shows how long it will take (in "TFIyrs": Terraforming Installation Years) given your current tech level and naval admin bonus. (Note: the input fields for commander bonus are not factored in.)
It also does some aggregating of mineral deposit data for reporting/reviewing purposes. Useful for deciding which bodies to mine next.
The second sheet calculates target water vapor pressure based on your terraforming rate (so that you don't waste time adding too much), and gives ETAs for finishing vapor, finishing other gases, and vapor evaporating.

There may be far more here than you really want, but you can pare it down as you like.

The easiest way to get the data into the spreadsheet is to run a query against the database.
I've included the query on the third sheet if you'd like to do that.
DB Browser for SQLLite is the free tool I use.

Known limitations:
The SQL query returns only the information known to the most recently created player race. If you aren't playing the most recent game you created, you'll need to manually specify the raceid (or gameid) you want in the query.

The query returns names for uncolonized bodies based on my own naming convention.
Quote
SYS-X#[M#] where SYS is the first three letters of the system name, X is the star letter, # is the order of the planet from the star, and M# is the order of the moon from the planet.
Examples:
Earth = SOL-A3
Luna = SOL-A3M1
Comets and asteroids are handled similarly, using SYS-Com# or SYS-XAst#.
Note that this only applies to uncolonized bodies. If the body is colonized, the name of the colony is used.

The terraforming calculations do not include the albedo increase for a melting ice sheet. I may add that at some point. If you don't want to wait, you can factor it in. The change is .0015 * Hydro extent (at the point in time that the sheet melts).

The calculations are based on the terraforming model for 1.11. The model will change somewhat in 1.12, specifically the mechanics for anti-greenhouse gases. I'll post an update after 1.12 hits.


DISCLAIMER:
This was designed for personal use, so expect it to contain some things that are not self-explanatory.

I'm happy to answer any questions.
And if you find any errors, I would love to know.
8
General Discussion / Re: Any terraforming calculator?
« Last post by skoormit on Today at 10:03:31 AM »
The query is limiting results to only show what one race knows.
And it chooses the most recently created player race.

At least, that's the intent, and it works in my games.
If you send me your db I'll dig into it.

Hmm, I see that Earth and Minerva have different ParentBodyIDs; Sol has 0 and Minerva has 3234.

Here's the fix:

Immediately after these lines:
Code: [Select]
inner JOIN
FCT_Star as str
on
str.StarID = ifnull(sb_parent.ParentBodyID,sb.ParentBodyID)

Insert these lines:
Code: [Select]
or
(
--special case for Sol
--default bodies in Sol (i.e. not Minerva) have a ParentBodyID of 0
--since we know that Sol is a single-star system, we can just take the star that matches the SystemID
ifnull(sb_parent.ParentBodyID,sb.ParentBodyID) = 0
AND
str.SystemID = sys.SystemID
)

Result should look like:
Code: [Select]
inner JOIN
FCT_Star as str
on
str.StarID = ifnull(sb_parent.ParentBodyID,sb.ParentBodyID)
or
(
--special case for Sol
--default bodies in Sol (i.e. not Minerva) have a ParentBodyID of 0
--since we know that Sol is a single-star system, we can just take the star that matches the SystemID
ifnull(sb_parent.ParentBodyID,sb.ParentBodyID) = 0
AND
str.SystemID = sys.SystemID
)

Let me know if anything still (or anything else) seems amiss.
9
General Discussion / Re: Any terraforming calculator?
« Last post by skoormit on Today at 09:45:27 AM »
The query is limiting results to only show what one race knows.
And it chooses the most recently created player race.

At least, that's the intent, and it works in my games.
If you send me your db I'll dig into it.

Hmm, I see that Earth and Minerva have different ParentBodyIDs; Sol has 0 and Minerva has 3234.

Ah-ha!
It appears that the default planets in Sol (i.e. not Minerva) are treated differently in the database.
They have a ParentBodyID of 0 rather than the ID of the star they orbit.

Since I don't start in Sol (I generate a random race in a random system), this hasn't affected me.

Give me a few minutes and I'll modify the SQL to account for Sol starts.
10
General Discussion / Re: Any terraforming calculator?
« Last post by Zincat on Today at 09:40:54 AM »
You should really post this in the utilies subforum skoormit XD

I will make use of this one, thank you.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk