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C# Suggestions / Re: Leaky Shields
« Last post by Scandinavian on Today at 12:23:59 AM »
This would fuzzy out the difference between different damage templates (e.g. particle lances and large lasers) as long as the shields are up.

I have no view on whether that is desirable or not, but it's a consequence.

Of course shields already do that, so...

We could also have the shields absorb up to [shield strength]/[number of armor columns] (give or take some multiplier), minimum of 1. Making the shield serve as basically a regenerating armor belt, but otherwise leaving the damage template mechanic intact.
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C# Suggestions / Re: C# Suggestions
« Last post by nuclearslurpee on Yesterday at 10:05:53 PM »
I know its been suggested before but some way to retool or upgrade ground units & templates to use new racial weapon and armor techs as they unlock would be awesome
[...]
Formations don't need to be automated because we have unit series already.

I'd honestly prefer to have the Unit Series system be automated so that units of the same design (base class, weapons, etc.) are automatically placed into a series together and formations are built out of unit series rather than specific units. With that done, upgrading can be as simple as paying for the difference in stats from one unit in the series to the next with some premium similar to ship refitting.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by nuclearslurpee on Yesterday at 10:02:02 PM »
No Nuclearslurpee you don't touch my mega TF starbases :)

I won't touch them... aims particle lance  ;D
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C# Suggestions / Re: C# Suggestions
« Last post by Garfunkel on Yesterday at 09:44:43 PM »
I know its been suggested before but some way to retool or upgrade ground units & templates to use new racial weapon and armor techs as they unlock would be awesome
Button to update your existing unit templates to use the latest racial weapon and armour tech while also renaming them with a running number scheme that can be edited by player like prefix and suffix for ships, which the player can then research at their convenience.

You'll end up with:

Cannon 21
Cannon 22
Cannon 23
Cannon 24

and so on. This way there wouldn't be multiple units with same name and no need for player to manually create units. Players would still need to research them so it isn't a cheat button, just a QoL change.

Formations don't need to be automated because we have unit series already.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by cdrtwohy on Yesterday at 09:41:23 PM »
No Nuclearslurpee you don't touch my mega TF starbases :)

All jokes aside, i could stand a slight tweek with TF installations and ship board platforms, maybe make the ship board 50% more expensive or have a rate penalty ( like ship board are one tech level lower then racial or something for terraforming rate)
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by nuclearslurpee on Yesterday at 09:24:24 PM »
I think representing the tonnage in 'k' would be compact enough to fit into the display window. Factory = 25k, Terraformer = 125k, and so on - much more compact than writing out all the zeroes.

Speaking of Terraformers, while we're changing things can we balance the cost of the installation and the ship module? The ship module is cheaper and otherwise superior in almost every way, really could stand to be tweaked slightly.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Norm49 on Yesterday at 08:56:32 PM »
It would work for my cargo and my freighter but most of my cargo ship are using the small cargo hold.
Mistral class: 5'000 tonnes of cargo capacity (I have 10 of dose) Mostly for inta system (i don't like the mass driver idea so i don't use them)
Mercury class:25'000 tonnes of cargo capacity (I have 2 of dose) Mostly for inter stellar transport mineral. Also carry salvage and some time mine and infrastructure.
Mammoth class: 125'000 tonnes of cargo capacity (I have 6 of dose) To move big stuff lab/spaceport/refuelling station
Class name TBD in concept station with big cargo to be use when my tug are ideling and most of the time it is not the case. The often have years of work waiting to be done.
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How do I bombard an enemy planet? I've got a fleet armed with missiles a few million kms out.   I can't detect ground forces, since they would start hitting me if I moved in closer.   How can I order my fleet to open fire at the planet? Do I use the "launch ready ordnance" command? Many thanks!

Edit: My ELINT ship can see multiple ground targets and STOs. . .  I still can't target any of them in ship combat or via move orders. . .  what do I do? I want to bombard the planet from a safe distance instead of having my troop transports shot out of the sky with STO. . . .

You need an active sensor contact to target ground units. Ground units are modeled as minimum-resolution targets, so a RES-1 active sensor will be the best way to get a target lock (ditto for MFCs) and you should be able to achieve this from well beyond the range of the STO batteries.
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How do I bombard an enemy planet? I've got a fleet armed with missiles a few million kms out.   I can't detect ground forces, since they would start hitting me if I moved in closer.   How can I order my fleet to open fire at the planet? Do I use the "launch ready ordnance" command? Many thanks!

Edit: My ELINT ship can see multiple ground targets and STOs. . .  I still can't target any of them in ship combat or via move orders. . .  what do I do? I want to bombard the planet from a safe distance instead of having my troop transports shot out of the sky with STO. . . .
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C# Mechanics / Re: Military Jump Drives and Commercial Engines
« Last post by xenoscepter on Yesterday at 05:33:50 PM »
I normally use an engine power ratio of 55% for my survey ships so that the engines qualify as military while using minimal fuel. They aren't hyper efficient but they do the job.

In a past game (I don't remember what version it was, maybe 1.11?), I think I managed to get military and commercial jump capability in the same fleet by doing the following:
The jump tender was commercial engined, with a commercial jump drive and a tractor beam. It towed a space station (so I could build it on the ground without building yet another shipyard) which contained the military jump drive.

 --- I did a thing whereby I put the Military Jump Drive in an engineless commercial station, then used a Commercial Hangar to transport it. The game only checked for engine type, so the engineless station worked fine while the carrier/tender carried a Commercial Jump Drive for itself and whatever else it was going to move. It was pretty space efficient too, overall.
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