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91
C# Suggestions / Re: Conventional Start, slow research
« Last post by Gram123 on July 21, 2024, 09:45:21 AM »
If you're comfortable with editing the DB, you can make conventional industry build able. I run my conventional games at 50% speed, limited administration, but turn on conventional industry.

NOTE: If you do this, you forego any ability to bug report and any errors or corrupted files you end up with are on you.

With that being said, it's very easy to download a DB editor and then you just need to change a couple numbers. I personally have them allowed and make them cost 15% of all their associated upgraded facilities' costs. Makes them less valuable but still useful until you research trans-newtonian tech. The upgraded facilities are 10x better and cost less around 8x as much this way. Still encourages development, but allows a long early game.

Any recommendation for a DB editor?
92
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by kks on July 21, 2024, 09:32:02 AM »
Proposal

Seconded because I have no idea why this is a race modifier and not a global one.

Third it, but I would not move that to a global but add the global modifier.

I like it as a race modifier, as that can really give some interesting diversity. I'm currently playing an 2M RP start with only 500m pops, 0.2 pop capacity and bonus modifiers for research and industry for testing. Has a different feeling and unique challenges.
93
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by kks on July 21, 2024, 09:21:09 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km. While he jumbeld something about autoturns and he just couldn't stop them in time, he clearly is unfit for duty and has been discharged from service for the destruction of the only real offensive force the navy has.
The TO and XO were found by the investigation comitee(lead by Prince Vaerfittr Lokkrson(former Foxson)) to be also at fault and demoted, while the Commanding Officier Earl Ubeinn Foxson of the pride of the navy and only carrier in service "Give the Devil His Due" was applauded for his swift reaction in pulling back the fleet and abadoning the conquest of the Stein system, as the lance and AMM-equipped Destroyers and Cruisers escorting "Give the Devil His Due" could not be risked in an engagement even against an damaged foe half the tonnage.

The race to find and conquer the newly industralised species on the third planet of a nearby G2-V star has as such taken a heavy setback.

At least the damaged enemy cruiser Gareth Banner 001 was found and engaged by the light cruiser "Three-legged Crow" a few weeks after that. It was destroyed after 10 minutes of continuous bombardment by the cruisers two lance weapons and two railgun fighters. Without the fighter complement both cruisers would not have been able to wittle down each others shields.

94
Humanity First / Re: Humanity First Comments Thread
« Last post by nuclearslurpee on July 21, 2024, 09:07:19 AM »
Ugh, I apologize for that.  I keep meaning to put spoiler tags on my fiction as I don't want to ruin it for people that haven't encountered them.  Honestly I kind of figured that it would be obvious at this point  ;D

I assume that any fiction or AAR is "marked for spoilers" by default. It's really impossible to have a story that doesn't involve the spoilers unless you turn them all off, which would be a boring campaign unless you set it up with a lot of detail and probably multiple player races.
95
XCom Campaign / Re: XCOM Campaign: Part 5 - Expanding the Final Frontier
« Last post by nuclearslurpee on July 21, 2024, 09:05:59 AM »
I agree that it is generally bit pointless to show such basic designs unless going for a complete ship catalogue thing .

I always feel like if I don't show a design, then someone might be confused later on, but I am trying to be careful to address this by describing any ship capabilities when they become relevant instead. Either way, I doubt anyone needs to see the entire design for a 45,000-ton freighter to know what the ion drive upgrade looks like, for example.

The first two products of Project Lighthouse, christened as Cydonia and Erebor
If there is one thing XCOM hates more than aliens, it is a consistent naming scheme for projects and ships.

What can we expect from an organization notionally descended from air forces, without the hallowed traditions of a proper navy? I am sure they are doing their best even if it is not very much.  :P
96
Humanity First / Re: Humanity First Comments Thread
« Last post by Kurt on July 21, 2024, 08:57:34 AM »
I'm kinda bummed that I've spoiled "Archers" for me since I have yet to encounter them in my own games but it's not like I can prevent myself from reading Aurora fiction. Oh well, hopefully some surprises await the Democratic People's Republic of Earth once they venture outside of Sol.

I'm little surprised how often your STO guns miss at medium-long range. Is your BFC range still in the early tech levels?

Ugh, I apologize for that.  I keep meaning to put spoiler tags on my fiction as I don't want to ruin it for people that haven't encountered them.  Honestly I kind of figured that it would be obvious at this point  ;D

My earlier ground batteries have poor fire controls and no ECCM, so they will miss a fair amount and depend on numbers to be effective.  Later generations have better fire controls, but every once in a while I forget to check the "ECCM" button on the unit creation screen.  I usually don't notice right away, so when I do notice I figure that's the Imperial bureaucrats trying to cut costs when I'm not looking. 
97
Humanity First / Re: Humanity First Comments Thread
« Last post by Kurt on July 21, 2024, 08:53:42 AM »
Some time later the apparent mass of the Delta class changed from 734 tons to 1468.  The Alphas and Bravos continued showing their mass as 733 tons, an apparent affect of their cloaking devices.  The battlecruiser’s tactical department had no theories for why the Delta was behaving in such a manner. 

This one seems like it might be a bug...

Kurt, I wonder from the player perspective how you are finding the Archers? My observation from other AARs is that they can feel repetitive after a while, especially with poor exploration luck meaning no systems with other spoilers or NPRs. Of course when playing it may not feel so repetitive and they are an excellent foil for making players defend their colonies.

Overall I'm happy with the way the campaign is going, and even though the Terrans have had really bad exploration luck so far, that just means they have hardships to overcome. 

I usually set Sol to start with an above-average number of JPs, both to improve early exploration and to get a more interesting galactic map as more branches seems to increase the chance for early loops in the JP network. 4 is my usual setting but I've done a few test runs with 6 JPs in Sol and that can be fun as well.

That being said, it's not really a Kurt AAR if Sol doesn't have only one JP!  :P

Hah!  In my next campaign I will ensure that Sol has multiple jump points.  The player race exploration luck (or lack thereof) has been a significant factor in this campaign. 

As for the Archers, they can be a bit repetitive, especially as the campaign goes on, but I find that they provide an excellent incentive to garrison outer bases and colonies.  That is what would happen in real life, but in games we tend to want to concentrate our forces, both for strategic advantage and increased ease of play. 
98
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on July 21, 2024, 08:16:54 AM »
Proposal: Galaxy-wide Factory Production Speed Modifier

What: Provide an option at game creation and at the game selection screen that allows the player to modify the galaxy-wide factory production modifier for all races, in the same way that research, terraforming or survey speed modifiers do currently.

How: The race information window already provides this sort of functionality, however, it is limited only to the races that the player can modify. As such, NPRs are not affected, potentially giving the player races unintended advantages. This is technical and so beyond my purview, but I presume it would be simple enough to copy the same logic that applies to the other mentioned modifiers to achieve the desired effect. Actual item costs would remain the same.

Why: Allow players to speed up (or slow down) the eXpansion side of Aurora, for both the human and NPRs, without providing an unfair advantage to the player (which can be done by changing the race-specific industrial modifier). At low-to-mid tech levels, particularly if using lowered research rates or the limited research administration option, even modest expansion can take quite a while, which is both nice in some ways and frustrating in others.

I believe that an optional modifier to expansion can provide willing players with more exciting experiences due to NPRs becoming more powerful, impactful and present in larger scales sooner or for the feeling of slow, arduous progress to be enhanced even more, if desired.

Seconded because I have no idea why this is a race modifier and not a global one.
99
XCom Campaign / Re: XCOM Campaign: Part 5 - Expanding the Final Frontier
« Last post by El Pip on July 21, 2024, 04:37:08 AM »
The first two products of Project Lighthouse, christened as Cydonia and Erebor
If there is one thing XCOM hates more than aliens, it is a consistent naming scheme for projects and ships.
100
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Xkill on July 21, 2024, 03:40:00 AM »
Proposal: Galaxy-wide Factory Production Speed Modifier

What: Provide an option at game creation and at the game selection screen that allows the player to modify the galaxy-wide factory production modifier for all races, in the same way that research, terraforming or survey speed modifiers do currently.

How: The race information window already provides this sort of functionality, however, it is limited only to the races that the player can modify. As such, NPRs are not affected, potentially giving the player races unintended advantages. This is technical and so beyond my purview, but I presume it would be simple enough to copy the same logic that applies to the other mentioned modifiers to achieve the desired effect. Actual item costs would remain the same.

Why: Allow players to speed up (or slow down) the eXpansion side of Aurora, for both the human and NPRs, without providing an unfair advantage to the player (which can be done by changing the race-specific industrial modifier). At low-to-mid tech levels, particularly if using lowered research rates or the limited research administration option, even modest expansion can take quite a while, which is both nice in some ways and frustrating in others.

I believe that an optional modifier to expansion can provide willing players with more exciting experiences due to NPRs becoming more powerful, impactful and present in larger scales sooner or for the feeling of slow, arduous progress to be enhanced even more, if desired.
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