Recent Posts

Pages: [1] 2 3 ... 10
1
Spoilers / Re: 2.0 is this a raider I see before me?
« Last post by boolybooly on Today at 04:23:30 AM »
Cue Benny Hill music...

2
Is there any way to load/use alien ordnance? I SM'd in an advanced warship using a different race and transferred it to my player race for RP, but it cannot load any more of its alien ordnance after I transferred it to a colony. The missiles don't appear in the ordnance tab, so I can't assign it any more missiles (it appears as if it doesn't have any missiles assigned at all).
3
C# Suggestions / Re: Missile Based STO
« Last post by Sebmono on Today at 03:48:20 AM »
Can't we already do this today with an engineless fighter chassis carrying a single box launcher+MFC+missile?

I would like missile STOs so that the conventional empires can finally start with ICBMs again.
4
Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?

You sure can, under the game settings window you can freely tick and untick the spoilers. IIRC this will only apply to new systems though, so I'm not sure if it will stop raider spawning in an ongoing game since they have their special "invisible" system.

Edit: I believe it works like the civilian spawning. Turning it off won't delete current shipping lines but it will stop more being built and essentially "pause" them, although the existing ships will continue to function
5
C# Installation / Re: Difficulty launching 2.0
« Last post by Veneke on Today at 01:34:07 AM »
I was indeed missing the first step. Thanks!
 
And yes, replacing my antivirus fixed the problem of the exe being deleted.
6
C# Suggestions / Re: Missile Based STO
« Last post by Vandermeer on Today at 01:15:45 AM »
I also miss the ability for ground missile bases. I still remember how often NPR planets had peppered my approaching forces with (supposed) AMM spam and sunk my huge frigates or cruisers.
Many RP fantasies also relied on having a planetary launch facility to find a good representative of the sci-fi franchise lore that I usually try to implement.

Generally I think the whole STO setup needs to be looked at again as a whole however, because also the way you control them is currently quite manic. The targeting priorities don't really let you discern between civil and military targets for example (very relevant for multi-faction start), and all your STO formations are on the same screen, which makes it troublesome to find the relevant batteries in an expansive empire. You can also only change targeting behavior one at a time.
I am sure Steve will come around to that however, since I would say the current system seems like a construction site interim solution. When he does, I reckon there is a chance he might also find a way to introduce ground missile launch in some way. Perhaps he might even pop another questionnaire regarding the topic like he did in the past.(eg the officer assignment system)


Regarding the missile base range debuff, I don't think that would be a good idea. Range for munitions is not based on the launcher but the missile itself, so it would be rather challenging and a code exception to make them run shorter just for ground bases. (and Steve stated the base philosophy for C# being 'least exceptions')
'Air drag' in an age where the lore has you dipping into a fluid extra-dimension to fly, is also rather dubious as an explanation for this. Though to be fair, there used to be protoplanetary-nebulas (also dearly missed), so there is some precedent for real matter presence limiting the scope of movement, yet those would also only slow you down while in them, not actually reduce the range. Translated to comparably thin atmospheres, this effect would also be negligible.
The whole tech-lore also functions under pretty much anti-gravity/ignore-gravity assumption, so this can't be it either.
7
Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?
8
C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by Lornalt on Today at 12:03:25 AM »
Unable to Award Medals to Admin Commander via Fleet Organization Window

Selected Admin Command -> Award Medal -> Select Awardees (Admin Commander and so on) -> Confirm award -> Everyone selected except Admin Commander gets award.

I'm I doing things wrong or is this a bug?

9
C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by nakorkren on Yesterday at 11:23:03 PM »
Can we get Commander Health notifications separated into two different notifications?

1) Medical problems
2) Deaths

Medical problems that don't inspire retirement or cause death are not as critical as ones that do. I need to know when my officers have left my service, not so much when they're feeling poorly.

This! Even better would be to make retirements separate between "Was filling a role and retired" vs "Was on the roster but not currently assigned", because as stated above I only really care if it left a role open.

On a related note, would it be possible to have a monthly and an annual summary of vacant positions? That way you could suppress the monthly if you don't care to review it that often. And you could safely suppress all of the medical and death messages, since you would find out fairly soon (within a month or a year) that the position was open, or sooner if they were actively researching something, since you'd get an Open Labs message.
10
C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by pwhk on Yesterday at 09:56:56 PM »
I got errors #1957, #1948, #1953, #460 on start, then #2147 every turn in this save.
In foreign relation window, "UK" does not show up in either "China" or "Japan" races.
I suspect it is because I named one of the factions as "UK" that is too short  :-\
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk