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21
C# Bug Reports / Re: Typo Thread bugs
« Last post by paolot on April 21, 2024, 02:06:08 PM »
So the typo only happens when a standing order is applied to an unexplored JP?

It seems so.
I am seeing it only for unexplored JPs.


Just found a counterexample.
22
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 21, 2024, 01:59:07 PM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on April 21, 2024, 01:31:26 PM »
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

If I understand well what you are asking, imho it depends on the way one builds the ships.
In my current game, I am using one single colony ship, having 3,000 (three thousands) berths capacity, to start the colonies.
Civilian lines do the rest (infrastructures and people), with the only attention, from my side, to supply low gravity infrastructures where needed.
Even more, the controls for the colonists flow in the Civilian tab help a lot to avoid large and fast build up of population.
After 96 years, I have about 5.3 billion of people in 14 worlds in 9 systems. Not so fast, imho.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Warer on April 21, 2024, 12:19:17 PM »
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
To be fair it's more from a preference point of view than a mechanical one, from a mechanics point of view colonization/population transport mechanics in this game are perfectly fine. I personally just find how quickly you can shift hundreds of millions and then billions of people and think it would interesting if settling the stars was a long drown out process over the course of centuries instead of TN tech get's discovered tomorrow and before I even retire Earth is ghost town type timeline you see in the game.

Also how quickly you can match your homeworlds pop growth rate depends on how distant the colonies your trying to settle are, for example, if you wanted to settle Luna (since colonies get a boosted pop growth rate compared to the Homeworld 9% vs 2%) a single ~100,000ton 250,000-300,000 thousand colonist capacity colony ship can match or even overmatch the pop growth of a HW with 1 billion people.
25
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on April 21, 2024, 11:23:45 AM »
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
26
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on April 21, 2024, 11:15:30 AM »
Training a XENO unit does not initiate Dormant Construct survey on the same body.


My HW (non-Sol start) has an Ancient Construct, which was dormant at game start.
After some years, I finally constructed a XENO ground unit.
I left the unit on the HW and waited for it to survey the construct.

And I waited.
And waited.
And waited.

After 9+ years of no results, I loaded the unit on a transport, and immediately unloaded the unit back to the surface.
Five months later, the construct was reported as surveyed.

So, it seems like the code only starts calculating construct survey chances after a XENO unit is unloaded onto the body.
Training a unit locally does not seem to trigger it.
27
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Steve Walmsley on April 21, 2024, 10:03:28 AM »
It's interesting to see how the warship designs start off with a different sort of 'balance' from the conventional start, especially with limited scientist admin meaning you can't just rush MP drive tech in 10 years. Starting off with the 25cm railguns is certainly different!

I'm curious, Steve, if you've ever considered building your colony ships as hybrid colonist transport + cargo hold vessels that can transport their own infrastructure (200 or 250 per million, I would suppose). These would be pretty massive ships which feels very Warhammer to me.

Quote
Gothic class Cruiser

I admit, I'm a little offended that this isn't the Lunar class. Gothics are lance boats, dammit!  :P

That said, 60,000 tons... really liking the upscaled warship sizes in this one!

Will be interesting to see how the Jotun develop. You did start with 10 NPRs, but from the sound of it the Jotun are probably a minor race and so probably not much use as allies unless the trade income is worth it? So probably a better target for exterminatus. That said, between the Necron threat and yet-to-appear threats from the Dark Eldar, Tyranid, and Chaos factions, will the Imperium have the time and resources to carry out such a holy mission?

Yes, I got to 25cm railguns fairly quickly. The Imperium has 30cm railguns and 60,000 km range modifier, but waiting for Capacitor 6 before deploying them, as the 25cm seems better before that point.

These cruisers are much more lance heavy than any of my designs in previous AAR (and the Gothic II will have particle lances) and have no torpedoes, so I went Gothic instead of Lunar :)

I tend to have more cargo ships than colony ships and also terraform where I can, so I would carrying excess weight in a lot of cases.

I'm past 100 systems now (will be covered in next update), so every possible threat is on the table. I have a much smaller military than normal for a 40K game, so hoping I can fix that before anything too scary turns up. I am currently embarked on my first combat mission to clear a Necron system - its April 4026.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on April 21, 2024, 09:44:39 AM »
Reducing cryogenic transport would be really annoying. Instead you could just fit 1/10 the number of cryogenic modules and if you really want the bulk fit some custome components to fill your ship with useless space
29
Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by nuclearslurpee on April 21, 2024, 09:16:31 AM »
It's interesting to see how the warship designs start off with a different sort of 'balance' from the conventional start, especially with limited scientist admin meaning you can't just rush MP drive tech in 10 years. Starting off with the 25cm railguns is certainly different!

I'm curious, Steve, if you've ever considered building your colony ships as hybrid colonist transport + cargo hold vessels that can transport their own infrastructure (200 or 250 per million, I would suppose). These would be pretty massive ships which feels very Warhammer to me.

Quote
Gothic class Cruiser

I admit, I'm a little offended that this isn't the Lunar class. Gothics are lance boats, dammit!  :P

That said, 60,000 tons... really liking the upscaled warship sizes in this one!

Will be interesting to see how the Jotun develop. You did start with 10 NPRs, but from the sound of it the Jotun are probably a minor race and so probably not much use as allies unless the trade income is worth it? So probably a better target for exterminatus. That said, between the Necron threat and yet-to-appear threats from the Dark Eldar, Tyranid, and Chaos factions, will the Imperium have the time and resources to carry out such a holy mission?
30
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Warer on April 21, 2024, 06:46:46 AM »
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.
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