Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 519431 times)

0 Members and 3 Guests are viewing this topic.

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12064
  • Thanked: 22872 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4425 on: December 16, 2024, 03:04:44 AM »


This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

If you make contact, or re-establish contact, with a hostile ship, or something about the hostile contact changes, such as it engaging engines, the game will pause so you can react to it.
 

Offline Lindi

  • Able Ordinary Rate
  • L
  • Posts: 2
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4426 on: December 16, 2024, 07:49:38 AM »
Simple question, because me too I have see this, and because always interrupts I just stop to use the strat. Is it possible on the galaxy map to say that detections for a specific system do not cause interrupts? (maybe in the new version  ;D)
 

Offline Ghostly

  • Warrant Officer, Class 2
  • ****
  • G
  • Posts: 56
  • Thanked: 43 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4427 on: December 16, 2024, 08:35:38 AM »


This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

Needs some context, is this a ship moving back and forth through a jump point? It must be stuck without a valid path towards is destination, I had an entire NPR fleet like that in my game presumably because it lost its jump capability while in hostile territory. "Solved" it by DB editing it into a different system so it could be stuck somewhere where I can't see it.

Simple question, because me too I have see this, and because always interrupts I just stop to use the strat. Is it possible on the galaxy map to say that detections for a specific system do not cause interrupts? (maybe in the new version  ;D)

An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12064
  • Thanked: 22872 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4428 on: December 16, 2024, 12:34:43 PM »
An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.
 

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 999
  • Thanked: 422 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4429 on: December 16, 2024, 02:11:42 PM »
An option to hide non-hostile contacts in systems marked as controlled by the contact's race is coming, but those don't cause an interrupt already. It will help with notification clutter reduction though.

I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

Maybe a reasonable solution is to have a per-system setting for contact interrupts, separate from the setting of controlling race.
Something like--
Generate Event Interrupts for (select one):
All Contacts
Neutral and Hostile Contacts Only
Hostile Contacts Only
 

Offline skoormit

  • Rear Admiral
  • **********
  • Posts: 999
  • Thanked: 422 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4430 on: December 16, 2024, 02:56:47 PM »
Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?
 
The following users thanked this post: Snoman314

Offline Ghostly

  • Warrant Officer, Class 2
  • ****
  • G
  • Posts: 56
  • Thanked: 43 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4431 on: December 16, 2024, 02:59:54 PM »
I could so the same for hostile contacts - splitting into controlled and non-controlled systems and making the former non-interrupt. However, that could lead to players accidentally not intervening when one of their ships is in a hostile system. They would have to remove the control flag before entering so they got the interrupts. I imagine that could cause a lot of problems.

I could see it working if it excluded the alien systems where player ships/populations were present and the systems adjacent to those systems  (if the player is able to detect an incoming jump incursion, he should certainly be notified). That being said, this sounds like a very unwieldy setting, and personally, I wouldn't use it for fear of missing something important. I think it would be far more beneficial to identify and eliminate root causes of NPR ships getting stuck to rid the player of inconsequential interrupts in the first place.

Also, since we're vaguely on the topic of buoys, I recall you saying you added a POI for buoys detected by a NPR, but it's not in the changelog. Could you please elaborate on how that would work? Am I correct in assuming that a buoy detected by a fleet operating under "Investigate POI" orders will be targeted immediately, but a buoy detected by an escorted non-combat group will not cause it to approach and will instead require another operational group to come take care of it?
 

Offline Kurt

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1881
  • Thanked: 3853 times
  • 2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2021 Supporter 2021 Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4432 on: December 16, 2024, 04:36:03 PM »


This happens a lot in my campaign, and now that I've got sensor buoys deployed in numerous locations, causes numerous interrupts.  What is happening here?  It's not really a problem, but is annoying.

If you make contact, or re-establish contact, with a hostile ship, or something about the hostile contact changes, such as it engaging engines, the game will pause so you can react to it.

The ideas about being able to mark systems so that they don't cause interrupts are good, but I was looking at this more from the point of view of NPR activity.  These ships don't seem to be doing anything, just cycling their drives on and off for periods of time, until they stop.  And then randomly start up again, for a while.  They aren't going anywhere, near as I can tell. 
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3236
  • Thanked: 2570 times
  • Radioactive frozen beverage.
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4433 on: December 16, 2024, 08:12:57 PM »
I think they are cycling between holding position and the "picket" order. Which is perhaps a bit of an artifact that could be removed or at least better hidden from the player.
 

Offline Snoman314

  • Sub-Lieutenant
  • ******
  • Posts: 134
  • Thanked: 41 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4434 on: December 16, 2024, 09:51:22 PM »
Do missile decoys with ECM-0 have any effect?
Or do you have to research Missile ECM 1 before decoys do anything?

As far as I can tell, they should have the same effect against a missile with ECCM-0, as an ECM-1 decoy would against a missile with ECCM-1.

(Clicked thanks by accident while aiming for the quote button, ¯\_(ツ)_/¯ )
 
The following users thanked this post: skoormit

Offline paolot

  • Lt. Commander
  • ********
  • p
  • Posts: 220
  • Thanked: 46 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4435 on: December 23, 2024, 02:21:28 PM »
I started the construction of some fighters, but stopped it before the first one was finished.
What does it happen to the materials used before the stop? Can I scrap the partially built fighter and have the materials back to the stockpile somehow?
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2963
  • Thanked: 1205 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4436 on: December 23, 2024, 06:36:08 PM »
I think you have to finish building it and only then you can scrap it.
 
The following users thanked this post: paolot

Offline paolot

  • Lt. Commander
  • ********
  • p
  • Posts: 220
  • Thanked: 46 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4437 on: December 27, 2024, 11:25:11 AM »
I think you have to finish building it and only then you can scrap it.

Thank you, Garfunkel.
A bit disappointing, anyway.
 

Offline LuuBluum

  • Warrant Officer, Class 1
  • *****
  • L
  • Posts: 85
  • Thanked: 20 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4438 on: January 03, 2025, 05:46:51 PM »
Just a random question that came to me when musing about my "dream campaign" that I'll do once the ground support fighter rework (whatever form it may take) is done.

Do the rules for unit support (that is, artillery units in support/rear echelon positions supporting a frontline unit) also allow for those same units to support LB units in support position that aren't supporting any other unit? I know that LB units in support fire on the front line when not supporting any other unit and attack alongside of the rest of the frontline attack phase, but it's not immediately clear to me whether or not they can also have other artillery units supporting them, or whether artillery units can only support units that are strictly in the front line, regardless of whether or not they're attacking in the front line attack phase.
 

Offline paolot

  • Lt. Commander
  • ********
  • p
  • Posts: 220
  • Thanked: 46 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4439 on: January 06, 2025, 12:12:46 PM »
Tugs cannot tow the wrecks. Please, which is the rationale behind it?
We could use them to move around the wrecks, and anyway use a salvager to recover the valuable materials.