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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by AlStar on Yesterday at 06:50:35 PM »
I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.

Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by AlStar on Yesterday at 12:10:17 PM »
We just participated in the largest battle in our empire's history to date - roughly 300,000 tons of Precursor ships, plus STOs on the planet below against a roughly equal tonnage of my own ships.

Something I don't think I ever appreciated before was just how devastatingly quick beam combats can be. The design philosophy I've been following in this game is massed laser weapons - 10cm turrets for primarily anti-missile operations, then 12cm or 15cm for higher damage and more range. Everything with the capacitor technology needed to fire every 5 seconds.

Once our fleet got within beam range of the planet - close enough that everything I had could fire, but far enough away that the (50!) STOs were only hitting for 1 point of damage; missing often - the entire combat took less than three minutes. I know this, because about halfway through the fight, some of the damaged Precursors came after us - either because they had run out of missiles and were going to ram, or because they wanted to get within range of their mass drivers; I'm not sure. In any case, I knocked the engines out on one of them, and deployed assault troops mid-fight. That combat - which ticks every minute - only got a single round off before the shooting stopped.

Roughly 400,000 tons of combat ships (100% of their force, ~30% of mine) vaporized in minutes.
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An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Uh oh... there goes my mind again.

So fuel creation on a PLANET is modified by personnel production bonuses and NOT personnel mining bonuses, but fuel on a SHIP is modified by personnel mining bonuses, but not personnel production bonuses?

I've been sabotaging my own fuel for so many playthroughs... :(

Yes, on a planet, the refineries are producing fuel from already mined Sorium, so its a production bonus. Orbital harvesters are mining the Sorium to turn into fuel, so its mining bonuses (strictly speaking they are also refining it, but the mining is the primary task).
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An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Uh oh... there goes my mind again.

So fuel creation on a PLANET is modified by personnel production bonuses and NOT personnel mining bonuses, but fuel on a SHIP is modified by personnel mining bonuses, but not personnel production bonuses?

...

I've been sabotaging my own fuel for so many playthroughs... :(
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by vorpal+5 on Yesterday at 12:19:06 AM »
Add a "Total Fleet Range" feature to display the combined potential travel distance based on the fleet's fuel reserves and individual ship ranges (using as a base the ship with min range), simplifying logistics by eliminating the need to check each ship separately.

This could mirror the current speed display, incorporating the smallest ship's range.
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It's "Fleet Range." At the top level, you see the total fuel in your fleet and the distance of all move orders. However, the information that's missing is the overall range the fleet could travel. To find this out, you currently have to expand the ship tree and check the range of each individual ship.

Admittedly, one reason for this might be the ability to transfer fuel within the fleet. But without considering fuel transfer, the current interface requires constant checking of individual ships to get an idea of the fleet's range.

That line is solely for the fuel, therefore limited to the amount of fuel in the fleet. The way I understand it, the tab is for maintenance and logistical purposes, so at a glance, you are able to understand costs for MSP, fuel for the fleet to be operational, and other important information such as location and/or orders.

Having said that, perhaps the range could be implemented in the same way that speed works, including the smallest ship's range in the fleet itself, which I assume currently triggers the 50% (or any other) conditional order?

Perhaps, you can add this as suggestion on the https://aurora2.pentarch.org/index.php?topic=13404.msg169562#new thread as I think we could benefit from something like that.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by ISN on April 28, 2024, 06:20:56 PM »
Tractored ships with engines will use fuel as if they were moving under their own power under certain conditions. I believe the bug shows up if the tractored ship has moved on its own without being tractored since the last time the game was opened. I was able to reproduce the issue in a fresh game using the following steps:
  • Make two tugs and two other ships with engines, e.g. fuel harvesters
  • Order Harvester 1 to move to Luna, leave the other one at Earth
  • Order Tug 1 to tractor Harvester 1 and Tug 2 to tractor Harvester 2
  • Order both tugs to move to Neptune. Harvester 1 will use fuel while being tugged; Harvester 2 will not.
  • Save, close, and reopen the game, and neither one will use fuel
I confirmed I'm using version 2.5.1.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on April 28, 2024, 06:47:59 AM »
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.

This is a great point.
Though perhaps the behavior should remain as it is now (loading colonists immediately, rather than waiting for a destination) if an empire only has one race.
As soon as an empire is home to two different races, the colony ships should wait to load until they know which race they will need to deliver.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on April 28, 2024, 06:43:44 AM »
"Show Next Tech" checkbox does not affect the Engine Power dropdown.

On the Create Research Project window, with Engines selected as the type, there are five further dropdowns:

Engine Tech
Engine Power
Fuel Consumption
Thermal Reduction
Engine Size

My current tech is:
Nuclear Pulse
40%-200%
0.8LEPH
50% Thermal
60HS max

When I tick the Show Next Tech checkbox, the dropdown lists repopulate with the options that will become available when I complete the next associated tech.
Except for Engine Power, which still only has the options from 40% to 200%.

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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by ISN on April 27, 2024, 06:46:02 PM »
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.
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