Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 361618 times)

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Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3435 on: November 22, 2023, 10:53:02 PM »
That's pretty clever!  :D
 

Offline Mint Keyphase

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3436 on: November 25, 2023, 08:29:35 PM »
How fast and how big different classes of ships should generally be?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3437 on: November 25, 2023, 09:15:02 PM »
How fast and how big different classes of ships should generally be?

The "correct" answer, which I am sure that many people are furiously typing right now to be the first to tell you, is "whatever you want", which is true but not very helpful for newer players trying to situate themselves in the game.

As such, I offer the following general guidelines:
  • Escort classes: 5,000-10,000 tons: these could be point defense escorts or smaller ships for patrol and security roles.
  • Midsize classes: 12,000-18,000 tons: these could be larger PD escorts or midsize, workhorse combat ships like cruisers.
  • Large classes: 20,000-30,000 tons: these could be capital ships or large cruisers at the core of a large battle fleet.
  • Typical large battle fleets should probably be in the range of 150,000 to 300,000 tons. Smaller fleets for, e.g., patrol or colony defense can be anywhere from 1-2 small ships to perhaps 30,000 to 60,000 tons.
These values will put you roughly in the ballpark of the NPRs you will typically face. Note that you are by no means required to have ships of every size class, for example an early-game fleet may not have large capital ships yet and this is fine.

For reasonable fleet speeds, a good rule of thumb is 30-40% of total ship mass with a base engine power modifier (1.0x), which again will keep you competitive with most NPRs. Once you are comfortable with the game you can deviate from this rule in all sorts of ways, although I don't recommend playing around with the EP modifiers too much until you are comfortable as this is a good way to drain your fuel very quickly if you're not careful.

Additionally, I recommend that ground formations be in the range of 15,000 to 20,000 tons each, in general. This is a good rule of thumb to make sure you are getting the most out of your ground force commanders while building up the multiple millions of tons you will need to assault an alien home world.
« Last Edit: November 25, 2023, 09:16:43 PM by nuclearslurpee »
 
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Offline Mint Keyphase

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3438 on: November 25, 2023, 09:37:49 PM »
How much firepower and defense do I need at a minimum to not go too far on slab of metal or glass cannon so the ship can still be viable?
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3439 on: November 25, 2023, 09:57:54 PM »
Your best bet is to go browse the Ship Bureau designs and see what other players have done to get ideas. You can also read the feedback they have gotten.

 

Offline Mint Keyphase

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3440 on: November 25, 2023, 10:37:58 PM »
What's the ark module good for? It doesn't seem to offer much advantages over cryo berths?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3441 on: November 25, 2023, 11:50:41 PM »
What's the ark module good for? It doesn't seem to offer much advantages over cryo berths?

The Ark Module has several uses:
  • It is more cost-effective than infrastructure for worlds with a colony cost of approximately 5.0 or greater. I say "approximately" because there's a lot of nuances involved mechanically.
  • Since it does not require agricultural population, it can be used to get more population efficiency or to colonize high-cost worlds which otherwise could not support an industrial workforce - Venus is the classic example here.
  • Can be used to exceed population caps, e.g., on asteroids or small moons.
  • It can be used to colonize worlds usually not open to colonization (e.g., very high-gravity).
  • Ark Modules are cheaper per-colonist than cryogenic modules, which means if you have a big enough shipyard or a large tug in service, they can be an alternative to traditional colony ships in some cases (although, since you need a lot of engines to move them very fast, they may not be quite so cheap in practice - it is case-by-case).
It is mainly intended to be used for supporting populations at worlds which are hostile to traditional means of colonization in some fashion or to augment an existing population. I don't think people use it as a means of colonist transport in practice. See Steve dev post here.
 
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Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3442 on: November 26, 2023, 05:12:09 AM »
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.

 
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Online Tavik Toth

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3443 on: November 26, 2023, 11:49:05 AM »
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3444 on: November 26, 2023, 11:53:12 AM »
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?

Yes. Don't use the 'avoid combat' setting for any unit directly participating in combat. It is intended for HQs, Logistics, Geosurvey, etc..
 
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Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3445 on: November 26, 2023, 12:08:00 PM »
I can't recall, does the avoid combat setting effect the hit rate for bombardment weapons?

Yes. Don't use the 'avoid combat' setting for any unit directly participating in combat. It is intended for HQs, Logistics, Geosurvey, etc..

Also - DO use 'Avoid Combat' for STOs, since they do not fire during the ground combat phase. Some people get confused by this.
 

Offline Hazard

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3446 on: November 26, 2023, 06:11:32 PM »
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.



... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3447 on: November 27, 2023, 04:39:23 AM »
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.



... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?

You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.
 

Offline Mint Keyphase

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3448 on: November 27, 2023, 04:53:01 AM »
An ideal example from my current game for when you need Ark modules  A 100% power/propulsion construct on a colony cost 20 world. I'm towing in some Ark Modules, but also shipping in engineers, materials and a spaceport and building them on-site.



... Toasty.

Is it even theoretically possible to get the temperature down somewhere reasonable for humans?

You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.

Which would end up with an atmospheric pressure that is much too high for humans?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3449 on: November 27, 2023, 05:52:44 AM »
You would need to remove the existing atmosphere, which will be greenhouse x 3, and probably get it down to around 520C, then add a little under 3 atm of anti-greenhouse to get it into the human range.

Which would end up with an atmospheric pressure that is much too high for humans?

Depends on your starting stats, but the default humans can handle up to 4 atm, so it would be fine.