Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 760422 times)

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Offline Ush213

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4230 on: August 15, 2024, 04:31:15 AM »
Hi

Is there a way to set up a game where around 95% of newly generated NPCs are your own species, I want to play a game where the pops I conquer get added to my total population not added as a separate pops.
I'm doing a restore the ancient empire style campaign, A great crusade if you will ha.
Ideally don't want it 100% as I was some other Alien races to had a little flavor.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4231 on: August 15, 2024, 05:44:04 AM »
Spawn NPR as human is your option. Just toggle it off when you want to encounter aliens.
 

Offline Ush213

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4232 on: August 15, 2024, 06:06:54 AM »
Spawn NPR as human is your option. Just toggle it off when you want to encounter aliens.

Thanks does the "Allow human NPRs" work 100% when turned on? The tool tip seems like there is only a chance.
or is there another spacemaster option im missing?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4233 on: August 15, 2024, 06:49:43 AM »
Spawn NPR as human is your option. Just toggle it off when you want to encounter aliens.

Thanks does the "Allow human NPRs" work 100% when turned on? The tool tip seems like there is only a chance.
or is there another spacemaster option im missing?

Human NPRs is a 1/3rd chance.
 

Offline Ush213

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4234 on: August 15, 2024, 07:14:33 AM »
Spawn NPR as human is your option. Just toggle it off when you want to encounter aliens.

Thanks does the "Allow human NPRs" work 100% when turned on? The tool tip seems like there is only a chance.
or is there another spacemaster option im missing?

Human NPRs is a 1/3rd chance.




Ah ok thanks so if I wanted to cheese it id need to probably save scum. Would it be difficult to add a toggle that makes it 100 % chance for those who want human only campaigns? Could be turned off and on then if they wanted to add in some aliens or maybe make the %Variable adjustable.
« Last Edit: August 15, 2024, 08:36:56 AM by Ush213 »
 

Offline joeclark77

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4235 on: August 15, 2024, 09:39:13 AM »
Here's a question: how can I transfer maintenance supplies from one ship to another?
 

Offline clew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4236 on: August 15, 2024, 08:37:07 PM »
You need a ship with the “supply ship” option toggled and a cargo shuttle module
 

Offline Zeebie

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4237 on: August 18, 2024, 10:25:04 AM »
My alien neighbors are starting to pop up with ships named things like "Class #163." Any way to extend the themed names further?
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4238 on: August 18, 2024, 01:54:32 PM »
In the Class Design window, Ordnance & Fighters tab, why is there the list of my ground units templates?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4239 on: August 18, 2024, 02:32:53 PM »
My alien neighbors are starting to pop up with ships named things like "Class #163." Any way to extend the themed names further?

Probably the best approach will be to select a new naming theme as the one you're using has run out. There's no way short of DB editing to extend an existing name theme.

In the Class Design window, Ordnance & Fighters tab, why is there the list of my ground units templates?

We can now specify ground unit templates which a ship class will try to load on construction or for use with some orders. Mainly this is useful for boarding parties or shipboard security forces.
 
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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4240 on: August 18, 2024, 02:33:57 PM »
In the Class Design window, Ordnance & Fighters tab, why is there the list of my ground units templates?

So that you can set the default ground unit template for that ships of that class.
 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4241 on: August 18, 2024, 04:08:14 PM »
Ah, OK!
Didn't know.
Thank you both!
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4242 on: August 19, 2024, 06:35:48 PM »
Are older ships more prone to failures?
In my current game, it seems so: some 20+ years old ships, in orbit to bodies without maintenance ability, are showing large damages each 5-days turn, more often than 10+ ones.
 

Offline Nightstar

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4243 on: August 19, 2024, 10:41:36 PM »
Are older ships more prone to failures?
In my current game, it seems so: some 20+ years old ships, in orbit to bodies without maintenance ability, are showing large damages each 5-days turn, more often than 10+ ones.

Yes/no. Ships with a higher maintenance clock do indeed have more failures. It's not age per se: You can reset the maintenance clock with an overhaul, and the maintenance clock does not progress with sufficient maintenance at the location.

I would recommend some overhauls if you're keeping those ships, but it's actually cheaper to scrap and replace ships with twenty years of clock.
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4244 on: August 20, 2024, 10:02:27 AM »
Thank you, Nightstar!
I regularly perfom overhauls, but the interval between two of them seems shorter for some older ship.
Unfortunately, the galaxy here has few Uridium deposits around (and most of them at low accessibility), so it is really difficut and lengthy to build ships, and I have to keep them on duty for long time. A challenging nice game!   ;) ;D