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C# Bug Reports / Re: v2.1.0 Bugs Thread
« Last post by Snoman314 on Today at 07:15:16 AM »
Quote from: mike2R link=topic=13050. msg161498#msg161498 date=1660815589
Quote from: kalodsun link=topic=13050. msg161497#msg161497 date=1660813167
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game. 

I checked the database and found that a race had been generated, but they had no ships or fleets.   So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world. 
Afterwards started a test game, did the SM generation and it worked as intended. 

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0. 
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

That's interesting, my experience would bear that out - I don't think I've encountered the spoiler at all in the C# version.   And I've played conventional starts with slow tech pretty much exclusively, and like to turtle for a considerable period before I start generating systems.

Same here: Conventional starts, 10% tech speed.  10+ years to leave Sol.  Only ever saw Swarm in a game where I wanted to try some stuff, and SM'd myself through what would normally for me be 20-30 years of development, and left Sol straight away.
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C# Bug Reports / Re: v2.1.0 Bugs Thread
« Last post by mike2R on Today at 04:39:49 AM »
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.

I checked the database and found that a race had been generated, but they had no ships or fleets.  So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.

That's interesting, my experience would bear that out - I don't think I've encountered the spoiler at all in the C# version.  And I've played conventional starts with slow tech pretty much exclusively, and like to turtle for a considerable period before I start generating systems.
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C# Bug Reports / Re: v2.1.0 Bugs Thread
« Last post by kalodsun on Today at 03:59:27 AM »
I think I've figured out the problem that I and some other people have been having with never encountering the Swarm, even in a long game.

I checked the database and found that a race had been generated, but they had no ships or fleets.  So I tried generating another one from the SM System View and the same happened - race, tech, ship designs are generated, but no actual units in the world.
Afterwards started a test game, did the SM generation and it worked as intended.

I guessed some kind of overflow occurs with taking into account how much game time has passed, that sets the Spoiler's start strength to something < 0.
To confirm I backed up my DB and edited GameTime, LastGrowthTime and LastGroundCombatTime from 2608194320 to 0 - and it worked! Now SM generation works and spawns ships and fleets.
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C# Suggestions / Re: 3 Research QoL Improvements
« Last post by StarshipCactus on Today at 03:32:33 AM »
I like these.
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C# Bug Reports / Re: v2.1.0 Bugs Thread
« Last post by woxbel on Today at 02:15:16 AM »
Quote from: Deoloth link=topic=13050. msg161493#msg161493 date=1660798624
Quote from: rainyday link=topic=13050.  msg161474#msg161474 date=1660765553
Quote from: Kiero link=topic=13050.  msg161464#msg161464 date=1660752806
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time. 

Do you have a system name theme selected? That's typically what happens when the theme runs out of names.   Some of them are relatively short, so if you've explored a lot, it's possible to use every name available. 

I have this bug as well.   It happened in a prior game after a while (8 explored systems, ancient Egypt theme), but when I started a new game today, none of the systems I've explored after having an alien start had a name.   I have tried switching to different system theme but they all come out as System ###.

Same Tolkien theme first 2 systems only numbers. 
6
Love this!
wondering if maybe you could have

1) A checkbox to use the custom icons used in the Solaris Theme?
2) Maybe have a few more presets and/or ability to save and reset to other presets? this is maybe complicated and not really needed but would be cool to have a light/dark version for example :P

thank you for your amazing work!
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C# Bug Reports / Re: v2.1.0 Bugs Thread
« Last post by Deoloth on Yesterday at 11:57:04 PM »
Quote from: rainyday link=topic=13050. msg161474#msg161474 date=1660765553
Quote from: Kiero link=topic=13050. msg161464#msg161464 date=1660752806
#1 Bug description:
Discovering a new system through a jump point produces a system called "System #XXX" where XXX are different numbers every time.

Do you have a system name theme selected? That's typically what happens when the theme runs out of names.  Some of them are relatively short, so if you've explored a lot, it's possible to use every name available.

I have this bug as well.  It happened in a prior game after a while (8 explored systems, ancient Egypt theme), but when I started a new game today, none of the systems I've explored after having an alien start had a name.  I have tried switching to different system theme but they all come out as System ###.
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C# Approved Mods / Re: A light-colored theme with a vanilla Windows look 'n feel
« Last post by Kyle on Yesterday at 11:33:42 PM »
The only problem I have with this is that the boxes under the windows are always light grey and makes impossible to use any text color beside black.

I released v1.2 to address this issue

- added: setting to disable the mod's default behavior of colorless buttons
- added: setting to configure button colors separately from the main UI color


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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by nuclearslurpee on Yesterday at 09:21:36 PM »
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)

I like the idea, but what would happen mechanically? The medals currently go to the officer's promotion score. Ships don't have that. What would you propose it do?

Collect dust in the Captain's quarters Tastefully adorn the prow of the ship for roleplay purposes.  :)
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by Destragon on Yesterday at 08:54:12 PM »
If there's a fuel hub stationed at a DSP, it would be nice if the "refuel from/transfer fuel to Hub" actions were listed at the DSP, so that you don't have to specifically target the fleet the hub is contained in.

What do you suggest happens if there are multiple hubs in different fleets at that location? One might be temporarily station or passing by, as rare a case that might be.
The ship would move to the DSP, then upon arrival look for a hub that is stationed there.
What happens when you tell a ship to refuel from a hub at a fleet that has multiple hubs in it and one of them gets tractored away by a tug? Probably the same kinda stuff.
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