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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ranger044 on Yesterday at 11:51:02 PM »
Ahhhhh. I feel really dumb now for overlooking that  :-\  ;D

Thanks! Time to re do the last few months of combat  ;D
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I'm not sure where to ask this so let me know if this is a bad place.

I'm currently trying to invade a precursor world, but my ground forces don't seem to want to attack anything. They out-tech me, so large losses are expected, but I'm not even targeting them. I have several formations set to Frontline attack, with supporting artillery attached and in support position, and around 400 fighters attached with room for hundreds more. The fighters all have autocannons and a fire control (not sure if that's necessary for auto cannons), in addition I have 200 more fighters set to search and destroy with bombardment pods and missile fire controls. After 5 combat phases, I literally targeted nothing and suffered a LOT of casualties.

Anyone have any ideas as to why this is happening?

Make sure the enemy race is set as Hostile (in the Intel window).

Make sure you have an active sensor contact with the enemy ground forces. I'm not sure this is necessary but it might be.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ranger044 on Yesterday at 10:54:26 PM »
I'm not sure where to ask this so let me know if this is a bad place.

I'm currently trying to invade a precursor world, but my ground forces don't seem to want to attack anything. They out-tech me, so large losses are expected, but I'm not even targeting them. I have several formations set to Frontline attack, with supporting artillery attached and in support position, and around 400 fighters attached with room for hundreds more. The fighters all have autocannons and a fire control (not sure if that's necessary for auto cannons), in addition I have 200 more fighters set to search and destroy with bombardment pods and missile fire controls. After 5 combat phases, I literally targeted nothing and suffered a LOT of casualties.

Anyone have any ideas as to why this is happening?
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by bdub1 on Yesterday at 06:47:09 PM »
Alright, if taken your suggestions into account (and i relised i did not have max tech shields)
So heres the adjusted design i guess, and uh, ig for once wat seemed logical actually world out in aurora
thanks
anyway, here goes
and perhaps i shhould make a longer ranged AMM, but for larger PD ships... hmm.... yeah i think i have a healthy excess in 100% th chance vs 270kkps missiles, os i probably could
As for limits, it is active sensors in this case i believe, as the AMSS is 500 tons already.
As for efficiency vs box launchers, he is right, as even with a reduction to 37.5 tons, they still maintain their 5 sec reload.

 
Code: [Select]
Nurnberg class Frigate      5,000 tons       154 Crew       7,830.7 BP       TCS 0    TH 3,300    EM 3,180
33002 km/s      Armour 15-26       Shields 106-212       HTK 45      Sensors 0/0/0/0      DCR 33      PPV 7.5
Maint Life 3.30 Years     MSP 2,941    AFR 67%    IFR 0.9%    1YR 410    5YR 6,143    Max Repair 1800 MSP
Magazine 198   
Fregattankapitan    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Clausen-Lussky Marine Photonic Drive  EP3300.00 (1)    Power 3300    Fuel Use 24.73%    Signature 3300    Explosion 16%
Fuel Capacity 350,000 Litres    Range 51 billion km (17 days at full power)
Friedl Defence Omega S53 / R212 Shields (2)     Recharge Time 212 seconds (0.5 per second)

Schaefer-Altdorf Armaments Size 1 Missile Launcher (75.00% Reduction) (10)     Missile Size: 1    Rate of Fire 5
Miller Sensor Systems Missile Fire Control FC185-R1 (5%) (2)     Range 185.4m km    Resolution 1
Stolz AMM (198)    Speed: 270,000 km/s    End: 0.6m     Range: 9.5m km    WH: 1    Size: 1    TH: 7380/4428/2214

Steig Electronics Industries Active Search Sensor AS207-R1 (1)     GPS 1800     Range 207.3m km    MCR 18.7m km    Resolution 1
Cloaking Device: Class cross-section reduced to 0.500% of normal

Compact ECCM-10 (2)         ECM 100
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Modding / Re: Mod to support overly thourogh use of geology teams.
« Last post by trabber Shir on Yesterday at 04:26:18 PM »
It is looking like the UI is going to be the hard part of the basic idea. Gettign the data for the lists is just passing the SQL I already have 75% figured out to fetch().

The stretch goals are looking to be split half way down the middle but luckily in a good way.

Navigating the pops to the economic window is just calling zoom_to_pop, but actually handling the abandoning of the colony seems to need a very risky and unsafe execute() call.

Navigating somewhere useful when clickign a body would be a lot of fidgiting with the nodes directly but a button to create the colony would just need to invoke add_colony, so zoom_to_body_on_map should be good enough for the navigate behavior.

Running code at the end of a turn and rate limiting it to 30 days for performance seems to be trivial with connect_increment_end() but I cannot find any support for generating a custom event and in a first pass would likely resort to either a log_auto_fleet with a dummy fleet ID or popup_alert. It may be that as I get deeper into the UI node manipulation it will become obvious how to do the alerts, but I doubt it since they can manifest in multiple places.

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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by TMaekler on Yesterday at 03:22:49 PM »
How sweet the idea of having a ship module: Mass Driver. We could station such a base close to a jump point, send all materials of a system to that base, collect it there via transport ship, jump to the next system, unload to another Mass Driver Space Station and send them from there to Earth (or whereever you want the minerals to go) ... .

Ah, dreaming...  ;)
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on Yesterday at 03:16:35 PM »
Bug squishing ;-). Be off for a week of vacation. Don't become to comfortable  ;)
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by nuclearslurpee on Yesterday at 01:51:35 PM »
If I was in your shoes, I would try to find out how much range I can achieve with my AMMs, while still having 100% kill rate against ASMs. This can be used to break box launcher spam, as for every 1.35M km of additional range, your ASM launchers will be able to launch 1 additional salvo. I do not know the limiting factor here though. Sensor range might be too limited and require a sensor picket between the two fleets.

The range actually works out just about perfectly, as he can fire off about 13 or 14 AMM salvos before any enemy missile can cross the sensor envelope, note the 18.7m km MCR on the active sensor which is the limiting factor in this case. This works out in favor of the non-box launchers, since box launchers for size-1 missiles are 7.5 tons each so ten of them will take 75 tons, while a full-size AMM launcher and half a magazine also come out to 75 tons and ten missiles, beyond this point rapid-fire launchers + magazines are more efficient than box launchers as long as you have the sensor range to fire those missiles, which this ship does with a comfortable buffer of 304 extra salvos. More time can be gained by retreating as well, maybe 1-2 more salvos depending on the break points.

The missile range incidentally is also well-optimized as it is just over half the MCR, perfect to intercept with the first salvo at just about half the MCR envelope. This is why I said earlier that the design is excellent as it is very precisely tuned to accomplish the mission (aside from unnecessary officer modules).
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Culise on Yesterday at 01:28:39 PM »
Basically, anything to allow removal of water vapor and hydrosphere without the start-stop and notification spam would be much appreciated by many.  :)

Yes, I can understand that frustration. I haven't had to remove water in any of my games or that would have been sorted by now :)

For v2.0, if you are removing water vapour, the process will no longer terminated due to a lack of water vapour in the atmosphere, unless the hydro extent is zero.
I hate to be a bother by asking on top of this, but is it possible to add other breakpoints at carrying capacity change boundaries?  Specifically, if/when I end up with a water world, it would still be convenient to be warned once I reduce the hydrosphere to 75% to maximize the population cap. 
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by kilo on Yesterday at 01:25:24 PM »
If I was in your shoes, I would try to find out how much range I can achieve with my AMMs, while still having 100% kill rate against ASMs. This can be used to break box launcher spam, as for every 1.35M km of additional range, your ASM launchers will be able to launch 1 additional salvo. I do not know the limiting factor here though. Sensor range might be too limited and require a sensor picket between the two fleets.
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