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C# Suggestions / Re: Superluminal Communication
« Last post by Zincat on Yesterday at 06:15:47 PM »
I would not be a fan of such a mechanic, and so I would play with it off. I do not think it would be a good idea as it would be a very large change of paradigm. But that's just my personal opinion on the concept, of course.

That said, I honestly don't see how it could work. So the player is notified of new contacts with a delay... Unless the delay is very very small (and then I don't see why you'd add it), this basically means that a lot of engagement will be over without the player being able to do anything about it.

Imagine fighters/missiles  detected in course to intercept your fleet in 5 minutes. But you have a delay of 10 minutes. You will know of the engagements after your fleet has been destroyed. I don't see how that works. No matter what the player may or may not "know", surely the fleet would defend itself!

And even if the delay is smaller, surely the fleet can react immediately. Even if it's just reversing course to make the distance from the incoming hostiles as large as possible, surely the fleet does not need some officer back on earth to tell them to do that. And also, would you then enforce that for any new command, or just the first time? By logic, any new command should be delayed by 10 minutes or so in the above case.

You have mentioned "conditional defense orders", but I don't see how it could work because you cannot decide in advance how a fleet should react. It depends on too many factors. What are the hostile forces? What are the relative speeds? What is the range of the fleet, the fuel level, its distance from home, its defences? How is the system where the fight has to take place? Shoud the fleet even fight or just flee, depending on the opposing forces? How could you possibly choose what "conditional defense orders" to give without knowing all of that? Every engagement is different.

Sorry, I just don't see how this could possibly work out in a way that makes any rational sense. Because while information back earth should certainly be delayed in such a scenario, a fleet should be able to immediately fight at full capacity anyway. I just don't see how you can automatically resolve this conundrum in game terms in a way that makes sense for the player.
C# Bug Reports / Re: v1.11.0 Bugs Thread
« Last post by hubgbf on Yesterday at 05:51:57 PM »
Potential Bug about Xenoarchealogy (v1.11)

In my game a I created several ruins, on earth, luna, and mars.
When the earth's ruins was surveyed, all ruins were surveyed too. Luna was colonized, and had the same empire name and tech level.
Mars was not colonized. I did it and it immediatly became surveyed with same empire name and TL.

I tried this scenario in VB6 and each ruins was from a distinct empire.

I don't know if it is working as intended, or if it is a bug. I did not find any related post.

Step to reproduce:
  • standard start, create ruins on earth, moon and mars. create a colony on the moon (empty)
  • build a lot of xenoarcheologic unit on earth with instant build and wait
  • Once the earth ruin is surveyed, check the moon one
  • Then create an empty colony on mars and check it
Spike:Confirmed.  Also applies to known ruins in other systems, including ruins not created using SM mode.
C# Suggestions / Re: Superluminal Communication
« Last post by liveware on Yesterday at 05:45:55 PM »
I've tried RP'ing the delay in but it gets... tedious.

The dual role of governer/fleet commander is an odd balance to strike.
C# Suggestions / Re: Superluminal Communication
« Last post by TheDOC on Yesterday at 05:43:56 PM »
I think that from a practical standpoint, having this kind of penalty would not be good. The idea of some kind of communication technology works well when the ships are abstracted (ie: Stellaris) enough, but in a game this detailed, you play as both the Governor AND the Captain of your ships at the same time. Normally i RP in the delay, so i personally don't feel the need, but it still can skew decision making.

That said, i like the idea for one thing: passive sensors. Have the contacts of DSTS and passive EM sensors be delayed with your formula if they are not in your focus system. Sure, you can bypass via active sensors being constantly on, but it should be an interesting mechanic. Maybe with a game option toggle.
General Discussion / Re: No civilian shiplines
« Last post by Lord Solar on Yesterday at 05:36:01 PM »
Ultimately it is up to RNG when you get civ lines.
General Discussion / Re: No civilian shiplines
« Last post by roug on Yesterday at 05:31:18 PM »
Yes, i also tried to turn it of, and on again, but it will not make civilian shiplines
C# Bureau of Design / Re: What to do if Flight Crew Berths are not sufficient?
« Last post by amram on Yesterday at 05:30:51 PM »
Crew are determined by the components.

Crew berthing is determined by the deployment. 

That is to say, the number and size of quarters you require for a craft is determined by deployment.  Since the quarters do not add beds, rather, just crew tonnage, and deployment scales crew tonnage, deployment will change the tonnage of your ship, not its crew count.
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by amram on Yesterday at 05:24:57 PM »
Yeah, that one is really not obvious at all, lol.  Took me a little bit to sort out, and iirc I ended up crawling through the change list or it was a tutorial to discover that one, I forget which, I was doing a lot of both when first exploring what new things c# brought forth.
I%u2019m not sure that%u2019s entirely accurate.  I have 100 ton fighters with .1 deployment time, and they take two crew, even though any ship with an engine, a weapon, and a fire control should require 3 crew even with very small components.

I have designed 500 ton, engineless, missile defense stations before with zero crew. Even with something like 30x box launchers, a MFC, and a set of passive and active sensors, these stations still had zero crew. I deleted the DB file but I might try and recreate these again soon.

EDIT: See missile defense station below:
Code: [Select]
Ragnar class Orbital Weapon Platform      497 tons       0 Crew       27.1 BP       TCS 10    TH 0    EM 0
1 km/s      Armour 1-5       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0      PPV 3.4
Maint Life 10.34 Years     MSP 40    AFR 99%    IFR 1.4%    1YR 1    5YR 10    Max Repair 1.0 MSP
Magazine 34   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Size 1 Box Launcher (32)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Size 2.0 Box Launcher (1)     Missile Size: 2.0    Hangar Reload 70 minutes    MF Reload 11 hours
Missile Fire Control FC11-R100 (1)     Range 11.7m km    Resolution 100
Missile Fire Control FC20-R500 (1)     Range 20m km    Resolution 500
Missile Fire Control FC2-R1 (1)     Range 2.5m km    Resolution 1
Interplanetary Ballistic Missile (1)    Speed: 100 km/s    End: 7.4d     Range: 64.6m km    WH: 0    Size: 2.000    TH: 0/0/0
Spy Satellite (EM) (1)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 1    TH: 0/0/0
Spy Satellite (Thermal) (1)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 1    TH: 0/0/0
Orbital Launch Ballistic Missile (30)    Speed: 200 km/s    End: 47.4m     Range: 0.6m km    WH: 1    Size: 1.000    TH: 1/0/0

Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.3m km    MCR 113.5k km    Resolution 1
Active Search Sensor AS5-R100 (1)     GPS 100     Range 5.9m km    Resolution 100
Active Search Sensor AS10-R500 (1)     GPS 500     Range 10m km    Resolution 500
EM Sensor EM0.1-0.5 (1)     Sensitivity 0.5     Detect Sig Strength 1000:  5.6m km
Thermal Sensor TH0.1-0.5 (1)     Sensitivity 0.5     Detect Sig Strength 1000:  5.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
C# Suggestions / Re: Xenoarchaeology Equipment generate Intel Points
« Last post by liveware on Yesterday at 05:06:47 PM »
I would rather see dedicate sensor equipped ground units rather than repurposing the xenoarchaelogists.

As it currently stands, I believe your xenoarch's can help your ground troops in combat by recovering xeno technology from abandoned worlds prior to combat. I know for a fact that I have found missile caches on abandoned alien worlds and have been able to study the missile designs as a result. I am not sure if xenoarch's can recover unit designs, but if they currently cannot, I think this would be a useful improvement and would allow the player to tailor any ground troops to those xeno's in the future.
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