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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by DNAturation on Today at 02:20:55 PM »
Good ol' kinetic artillery for ships. They launch an explosive payload with no/minimal guidance (Excalibur?) after firing to impact and detonate on a target. Can be turreted.

To differentiate from lasers, they can use ammo placed in a magazine like missiles. Can have bore size researches, barrel length researches (both could affect tonnage), and also reliant on missile warhead research for damage. They can also show up as interceptable like missiles do, but they move their full length for their first tick on spawn unlike missiles that spawn on top of your ships for the first tick.

They also don't use energy and are reliant on a reloading tech for fire rate.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on Today at 02:19:16 PM »
Can we have a very, very high level technology (let's say, 5 million RPs) that can turns one material into another?
E.g., 200 Duranium or Boronide into 1 Uridium or 2 Corundium or 1 Gallicite, etc...
It doesn't resolve the scarcity of rare materials, but can help to build some installation or finish some ordnance or ship.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on Today at 02:08:55 PM »
Please, can you share some examples of stations that you place at DSPs (far from planets)?
Do you prefer one large behemoth, filled with sensors, missiles, guns, refuelling capacity, MSP, hangar, etc.? or few smaller bases, each one specialised for one or two missions (that can be built in parallel, and each one easily moved by one tug)?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by lumporr on Today at 10:23:00 AM »
In combat fleets with many ships, not all of those with damaged engines are automatically detached. It can be tedious to then manually detach all the ships that are slowing the entire formation to a crawl, in a list of hundreds. Would it be possible to add a "Detach Damaged" button? Or is there some mechanic already implemented that I'm missing?
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Great analogy Zed 6.

That's what I'm aiming for  :)
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I found it different and interesting. Sort of like the news blurbs in the Starship Troopers movie.
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All constructive feedback is welcome ExecCrawfish.

Working with AI can be very exciting but it has is own challenges as well.
Its great to provide the author with some ideias based on the experiences of the game/scenario but if not revised enough it can get repetitive and predictable.

I'm working on finding a good balance beetween both to benefit the overal narrative.

By the way, most of the content is created by me from my game experience with a little florish by AI. Probably this is the part I need to better curate in future posts   ;)


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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Walter on Today at 07:58:56 AM »
Year 7 in the noob galaxy

Someone found out how to remove gas from an atmosphere. You just choose which one and make sure the "add gas"-box is not checked.
The guy was awarded a contract for a bunch of terraform stations which were hauled to Venus to stay there for a very long time. The last manometer reading was 92.894 atm and falling.

It also turns out to be a bad idea to upgrade your Academy to Level 60. After relocating two levels to Luna I finally understood why nobody wanted to take charge of the bureaucratic monster I had created.

Further misadventures are sure to follow. :)




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Announcements / Re: Hosting Donations
« Last post by velanos on Today at 06:17:04 AM »
Will donating help get the wiki back online? I need that reference to play. Willing to pay for that info.
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I have to be honest, I think the AI prose is unengaging and uninteresting.
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