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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Black on Today at 03:22:25 AM »
All military ships/stations require maintenance eventually, you can make station that has long deployment time and large supply of MSP to have longer time bofore overhaul and rest for the crew is necessary.

Some people build one use stations/ships, that are simply abandoned after their maintenance gets too high. But I have no experience in designing such specialized ships, so someone who uses those would have to elaborate more.
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In the C# version, can you build any sort of military stations/bases that do not require constant maintenance? I would like something to guard key jump points, that do not require much effort on my side.
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I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!

Don't forget to check every now and then if we there yet.

Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Black on Today at 02:03:43 AM »
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.

Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.

I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.

Would that function as I intend it too?

Wouldn't this waste resources? You can salvage only fraction of what would you get from scraping in shipyard, right?
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I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.

Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.

I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.

Would that function as I intend it too?

If I recall correctly, I once messed with Abandon Ship in VB6... the PDC exploded prettily, with heavy casualties and life pods scattered about. So if that holds, it's not a way to evacuate your ships, just a self-destruct that goes off a maximum of five seconds after the button is pressed. That may or may not be something you can ignore for the suggested piece of roleplay.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by GenJeFT on Yesterday at 11:34:04 PM »
I am using the forum username option for officer names. Its neat seeing my user name pop up.

Downside is I have NOTHING for me to do.

*edit

Ah ha! I just got Steve as a scientist.
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C# Bug Reports / Re: v1.11.0 Bugs Thread
« Last post by Barkhorn on Yesterday at 10:51:05 PM »
Version 1.11.0
The function number:  N/A
The complete error text: N/A
The window affected: Tactical Map, System View, and maybe fleet orders
What you were doing at the time: Exploring Wolf 294 for the first time
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? I've only seen it once.

This is a weird one.  I transited into Wolf 294 for the first time, and my survey ship got a standing order to survey some asteroid.  Except on the System View window, there are no asteroids.  And none appear on the tactical map either, even with the show asteroids box ticked.  If I tick the show asteroid orbits box, a ton of orbits for asteroids are visible, but still no asteroids themselves.  I cleared the orders on the ship and ran another 5 second increment, and now the ship wants to survey the only planet.  But the tac map still has the asteroid orbits visible.  I'm not sure if there are supposed to asteroids but there aren't any, or if there aren't supposed to be any but it still has the orbits for some reason.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:19:46 PM »
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.

Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.

I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.

Would that function as I intend it too?

Interesting idea.
It should work.
Don't forget to put a freighter in the salvaging fleet in order to collect the minerals.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by xenoscepter on Yesterday at 06:43:29 PM »
I'd like to build a scrap yard. My idea was to use space stations with a Salvage module, put them in orbit of a planet with a decent colony.

Then move the ship I want to scrap and move it into orbit of the planet with the space stations and abandon it.

I'd scoop up the life pods, I'm assuming the abandon ship command creates life pods, and then use the salvage modules to salvage the ship in question.

Would that function as I intend it too?
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C# Mechanics / Re: Slow but not glacial game speed
« Last post by skoormit on Yesterday at 03:40:36 PM »
Not sure the tax income from the terraformer workers is how I'd look at this here. More terraforming modules, and more easily moving them, effectively means more terraforming can be done for the same investment cost. More terraforming means more habitable worlds, which means more taxable population once they've brought the worlds to habitable, which the extra stations can achieve faster.

Absolutely. Any holistic economic analysis over any duration favors building modules.

The only reason to prefer the tax income is if you are exceedingly constrained by short-term cash flow.
But if that is the case, you are almost certainly better off building financial centres, unless you have no corbomite.
One fincen plus one module costs 620 wealth, and provides 20% more income and the same terraforming capacity as one tf installation, which costs 600 wealth.
You'll spend another ~25 wealth per module on overhead to build the station, but you will more than make up the cost difference by spending far, far less for the tugs to move the stations around than you would spend for the freighters to move the installations around.


Installations are also not as vulnerable to attack as orbital modules.
But if you don't expect the system to be secure from hostile activity, why are you spending to increase terraforming capacity there?
You should be increasing military capacity there, or spending your resources elsewhere.

So really, the only reason to build terraforming installations is if you haven't yet researched the tech for terraforming modules and tractor beams, and you just can't stand to wait for that research to be done before you start forming Luna.

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