Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Kaiser on April 22, 2024, 05:27:49 AM »
I designed and researched an infantry unit, then obsoleded it because it wasn't what I wanted. It is now appearing under the power and propulsion research tab as researcheable race-designed engine  ???
22
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on April 21, 2024, 10:54:02 PM »
Back during the development of C# Aurora, Steve was going make wrecks towable. The idea was to use tugs to move wrecks to a safe location where a salvage station would dismantle them. However, that never happened. I would love to see this become possible - I'm imagining fast tugs rushing into a contested system to snatch up wrecks and your fleet having to guard them as they make their way home. It would also remove the unfortunate problem of running out of cargo holds and thus losing out possibly valuable components - maybe it's just me but I have really hard time calculating how much cargo space salvage ships should have with them. Having a salvage station orbiting a colony, where the components would be immediately stored for dismantling and/or usage, would be great. So if this is code wise feasible without too much a hassle, I'd love to have it as a feature!
23
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Andrew on April 21, 2024, 04:25:18 PM »
Fire Control Jammer 3 seems to have the wrong cost of 60 , the other level 3 jammers have a cost of 30 and all the level 12,4 jammer costs are identical, fire control jammer 4 costs 40
24
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on April 21, 2024, 03:24:26 PM »
Personally (and this is only my own experience/opinion), if I want to slow down colony growth I turn off the civilian shipping lines. This usually has a pretty powerful effect, especially since even if I have a large fleet of people-moving ships I may not have the fuel production to run them at 100% duty cycle.

That said, I like Andrew's suggestion which is better than what I was going to say about modding the conventional cryo units (as modding the normal ones interferes with the NPRs). This is exactly the kind of thing miscellaneous components are for, similar to how we have SM mode to expand beyond what the basic game rules allow in many cases.
25
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 21, 2024, 02:17:58 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?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero the total PPV of your fleets in the system.

The danger rating will decline gradually, so long as no further hostile activity occurs in that system.
26
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.
27
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?
28
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.
29
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.
30
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.
Pages: 1 2 [3] 4 5 ... 10
SMF spam blocked by CleanTalk