Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 361669 times)

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Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #615 on: November 10, 2020, 07:26:10 AM »
I almost had a heart attack, but no they have a fuel tank. It is listed as being 100% full what's more.

« Last Edit: November 10, 2020, 07:27:51 AM by vorpal+5 »
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #616 on: November 10, 2020, 07:31:10 AM »
Do you have fuel to put in them?
 

Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #617 on: November 10, 2020, 07:37:04 AM »
I think I remember something similar with my survey ship in earlier versions. Try longer increments.
 
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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #618 on: November 10, 2020, 09:25:39 AM »
I think I remember something similar with my survey ship in earlier versions. Try longer increments.

Yes, standing orders are only evaluated if the order list is empty during a construction cycle. This has been brought up a number of times, even reported as a bug. For the moment it's just working as designed.
 
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Offline Ostar

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #619 on: November 10, 2020, 12:01:39 PM »
Is the Genome Sequence Research Tech Tree fully active/partially active/inactive in C#?
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #620 on: November 10, 2020, 12:32:34 PM »
Aside from ground combat effects from super-soldiers, it is inactive at the moment.
 

Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #621 on: November 11, 2020, 04:03:43 AM »
Redundancy

On your initial HW, you have a spaceport, but also a cargo shuttle station, an ordnance transfer station, a refueling station. Am I right that the OTS and the RS are redundant with the spaceport? As for the CSS, it doubles the load/unload speed, right?

Other questions

Is an ordnance transfer system mandatory to transfer MSP and/or missiles to a ship?
Same question to a colony without any facility?

Is a cargo shuttle bay mandatory or does it just speed up transfer?

What about a fighter can it transfer fuel without any extra device?
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #622 on: November 11, 2020, 04:32:33 AM »
Redundancy

On your initial HW, you have a spaceport, but also a cargo shuttle station, an ordnance transfer station, a refueling station. Am I right that the OTS and the RS are redundant with the spaceport? As for the CSS, it doubles the load/unload speed, right?

Other questions

Is an ordnance transfer system mandatory to transfer MSP and/or missiles to a ship?
Same question to a colony without any facility?

Is a cargo shuttle bay mandatory or does it just speed up transfer?

What about a fighter can it transfer fuel without any extra device?

Yes spaceport makes the cargo, ordnance and fuel station all redundant

Yes, the ordnance transfer system is mandatory for a ship to act as a collier for the fleet. The ships receiving the ammo need not have one - only the supplier needs it
The ordnance transfer station mandatory in order for a colony to act as a rearmament point

The cargo shuttle bay speeds up transfer for freighters with cargo space. This module also allows a freighter to trade with colonies that do not have a shuttle facility of their own.
At least one shuttle bay is mandatory on ships meant to carry and transfer maintenance supplies to other ships.

A fighter still needs a refueling system in order to transfer fuel to other ships. However, unlike other ships a fighter does not need for a colony to have a cargo transfer system in order to take or give cargo to the colony as it is assumed to be capable of landing on the surface itself.
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #623 on: November 11, 2020, 08:55:18 AM »
As for the CSS, it doubles the load/unload speed, right?

Not quite. Both the Spaceport and the Cargo Shuttle Station count as one extra cargo shuttle for the purposes of determining the cargo load/unload times. A cargo ship with three cargo shuttle bays loading cargo at a planet with either facility (or both, since they don't stack) loads as if it had four shuttles, which is a 25% speedup.
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #624 on: November 11, 2020, 09:22:25 AM »
Cargo Shuttle Stations still contribute even if you have Spaceport as they speed up loading/unloading times; however, the Refuelling and Ordinance ones become redundant, yes.
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #625 on: November 11, 2020, 02:33:26 PM »
Is there a button or checkbox somewhere I'm missing to prevent the game from removing an officer from their command when they get promoted? It's not exactly game-breaking since you can just instantly re-assign them, but it's certainly annoying even with the lower initial number of commanders.

I've turned off auto-assignments as I'm not happy with how the game handles the officers, but have auto-promotions on if this matters.
 

Offline Barkhorn

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #626 on: November 11, 2020, 03:24:54 PM »
Will the AI remember they saw my ships if they lose contact?  Like lets say I see a big fleet headed towards me.  I turn off my active sensors to slip off their EM sensors, and try to get away.  Will they go to my last known position?  Will they try to predict where I'm going and head me off?
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #627 on: November 11, 2020, 03:47:09 PM »
Is there a button or checkbox somewhere I'm missing to prevent the game from removing an officer from their command when they get promoted? It's not exactly game-breaking since you can just instantly re-assign them, but it's certainly annoying even with the lower initial number of commanders.

I've turned off auto-assignments as I'm not happy with how the game handles the officers, but have auto-promotions on if this matters.

No, you haven't missed anything.

You are expected to have larger or more important ships for them to move to, or if they are ranked highly enough then into an admin command. Of course, in the early game you're less likely to have anywhere for them to go. Also, don't forget to research the new Command and Control ship modules. Auxillary Command, CIC, Science Whatsit, etc; they all add additional officers to your ships. Eventually your officers should start their careers as a junior officers, move up the ranks to XO, then to Captain, then become an admiral in some far branch of the military bureaucracy, and so on up the ladder.
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #628 on: November 11, 2020, 03:49:38 PM »
Will the AI remember they saw my ships if they lose contact?  Like lets say I see a big fleet headed towards me.  I turn off my active sensors to slip off their EM sensors, and try to get away.  Will they go to my last known position?  Will they try to predict where I'm going and head me off?

I don't think Steve has promised any particular level of intelligence from the AI. However, the stories he's told about it (and the stories others have told) have all been pretty interesting. It seems that the AI is capable of making pretty decent tactical decisions in many circumstances, while also still being able to surprise people.
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #629 on: November 11, 2020, 05:18:36 PM »
No, you haven't missed anything.

You are expected to have larger or more important ships for them to move to, or if they are ranked highly enough then into an admin command. Of course, in the early game you're less likely to have anywhere for them to go. Also, don't forget to research the new Command and Control ship modules. Auxillary Command, CIC, Science Whatsit, etc; they all add additional officers to your ships. Eventually your officers should start their careers as a junior officers, move up the ranks to XO, then to Captain, then become an admiral in some far branch of the military bureaucracy, and so on up the ladder.

Makes sense, but this is rather annoying not only as you say in the early game, but also for specialized ships like survey ships. Not to mention that even post-early game, there's plenty of cases when immediate officer upwards mobility is not so immediate. Say the game promotes a Commander and then a Captain, expecting the Commander to take over the Captain's posting, but the Captain is a combat commander with high tactical ratings and the new Commander is a terraforming specialist.

Seems that if I've turned off auto-assign, auto-unassign ought to be a package deal. But now I'm just ranting, so off to the suggestions thread I go...