Recent Posts

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C# Tutorials / Re: Minerals window and body name
« Last post by Migi on January 18, 2022, 09:56:00 AM »
I get this problem as well.
I think most of the time I just use the create colony button so that it shows up on the Economics window and interact with it that way.
There are some alternatives: You can use the checkbox 'Centre on Selected Body' to find it.
You can look for it in the Minerals tab in the main window, as long as you are in that system.
You can look for it in the System View window, which is easier if you use the settings to only show moons with minerals.
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C# Tutorials / Re: Diplomatic ship got blowed up
« Last post by Armand12 on January 18, 2022, 05:38:48 AM »
My ship is exactly 10,000 tons, had an active active sensor, but it did have commercial drive(s).   I think the issue is that the I found one of their primary populations.   I'm now parking it next to a fleet of commercial vessels sitting on a jump point in a system they're not yelling at me about being in.

This is my diplomat
Quote
Diplomat 1 class Diplomatic Ship      10,000 tons       90 Crew       619. 4 BP       TCS 200    TH 150    EM 0
750 km/s    JR 1-25(C)      Armour 5-41       Shields 0-0       HTK 21      Sensors 5/5/0/0      DCR 1      PPV 0
MSP 38    Max Repair 300 MSP
Captain    Control Rating 1   BRG   DIP   
Intended Deployment Time: 3 months   

Shorb Engines Limited JC10K Commercial Jump Drive     Max Ship Size 10000 tons    Distance 25k km     Squadron Size 1

Kanitz Turbines INPEC KT-60  EP150. 00 (1)    Power 150    Fuel Use 0. 77%    Signature 150    Explosion 2%
Fuel Capacity 285,000 Litres    Range 670. 2 billion km (10342 days at full power)

Odonnel & Kirby AS18-RK5000 (1)     GPS 1000     Range 18. 5m km    Resolution 100
Samsung IR5-01 (1)     Sensitivity 5     Detect Sig Strength 1000:  17. 7m km
Samsung EM5-01 (1)     Sensitivity 5     Detect Sig Strength 1000:  17. 7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Diplomatic Ship for auto-assignment purposes
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C# Tutorials / Minerals window and body name
« Last post by ryuga81 on January 15, 2022, 01:45:19 PM »
I'm probably missing something obvious, but how do I read the full name of a body in the Minerals screen?

Planets are generally fine, but almost every moon is just "Planet XY - Mo..." or something alike.
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C# Tutorials / Re: Diplomatic ship got blowed up
« Last post by Zap0 on January 15, 2022, 08:45:40 AM »
You pretty much have to hope you encounter this NPR somewhere they don't mind as much, such as a system without a colony of theirs. NPRs like to park ships and fleets in places for years and decades sometimes, so you might get lucky.

Ultimately, diplomacy is just not a well-implemented mechanic.
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C# Tutorials / Re: Diplomatic ship got blowed up
« Last post by Andrew on January 15, 2022, 04:07:59 AM »
The diplomatic relation score you see is your opinion of them. As they opened fire there opinion of you is about -100 or so and set to hostile.
They will calm down , but when you get demands to leave you have to leave or relations worsen and then they open fire. a diplomatic contact in a system without a colony is less likely to cause trouble.
I have never managed much with diplomacy , but other factors I think you need to check are
1) is your diplomatic ship under 10,000 tons
2) was it using active sensors
3) did it have military drives
All of these 3 I believe mean that NPR's do not consider it a diplomatic ship and so it has full relationship penalties
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C# Tutorials / Diplomatic ship got blowed up
« Last post by Armand12 on January 15, 2022, 02:29:43 AM »
I'm playing a conventional start with a non-conventional NPR already active at game start.   Didn't realize how much a leg up it would have because of that but I digress.   My issue is that while we have successfully established communications, when I sent a civilian class Diplomatic Ship to a world with one of their pops on it, they told me to leave a few (5day) weeks in a row, then destroyed it.   We were at 0 relations and I had them set to neutral.

Am I not going to be able to establish friendly relations with them or should I keep sacrificing ships to explore their space and find a pop they will let me park on?
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C# Tutorials / Re: Why can't my survey ships automatically return to Earth to overhaul?
« Last post by BritoO on December 15, 2021, 11:15:28 AM »
Not quite.

As far as I've seen all that happens it that any ships in overhaul will leave overhaul automatically during the next construction cycle (every 5 days by default)

All overhaul orders, including standing orders still apply. Any fleets will still have the [OV] tag added to the end of the name as well

While, yes, you will need some other way to do shore leave, keep in mind that the original problem still remains

Sorry for any typos, on mobile atm.
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Ahh you can't overhaul at all if maintenance is disabled.  So there's no suitable destination because there's no such thing as overhauling.  Thanks! I guess I'll have to figure out how to automate shore leave. 
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If maintenance is turned off, you don't need to do an overhaul and I don't think it is even possible to do one. This is probably the source of your error even though the event log entry is misleading in this case.
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1.  I am almost positive I'm on 1. 13, but I don't know if there's a way to check in-game.

2.  The survey ship is jump capable; I can manually move it back to Earth to overhaul it, and even when I do so it still complains that it can't find a suitable destination.

I only play with maintenance off because it's very annoying to have to micro MSP stockpiles on exoplanet colonies.  I'd still like to engage with deployment time and crew morale.  If there was a way to just make it so ships maintained by planetside facilities don't expend ANY MSP, that's what I'd go with.
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