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C# Mechanics / Re: New rules for spawning Civilian mining complex?
« Last post by nuclearslurpee on April 12, 2024, 09:23:38 AM »
Second, Steve clarified later that:

Quote
The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.

So, don't expect deterministic results.
In fact, there's a ~44% chance that the top two sites will be skipped over.
And a ~20% chance that the top four sites will be skipped over.

An angel from heaven comes bearing the word of God Steve! I have been wondering about this for so long...
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on April 12, 2024, 09:08:11 AM »
Summary: Dormant construct bonus apparently being applied to local research.


I did a non-Sol start by making a new system with the "Create Habitable" button, and making a race on the generated homeworld with the "Create Race" button.

The HW has a dormant construct. I have not yet developed the technology to investigate it.

However, the Research tab seems to be including a 40% bonus for Ground Combat research projects.


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C# Mechanics / Re: New rules for spawning Civilian mining complex?
« Last post by skoormit on April 12, 2024, 08:33:16 AM »
I am necro-ing this thread to post some additional clarifications that might save someone else (or future me) some head scratching.

First of all, I was mistaken above about the algorithm selecting a system first, then selecting a site in that system. That logic was in VB6, but not in C#.
In C#, all qualifying sites in all systems are ranked by their score (per above), and the selection is made from that list.

Second, Steve clarified later that:

Quote
The program orders the list of potential CMC sites by score and then goes through the list with a 1/3rd chance for each to be selected. Therefore the best option is not always selected and in a system with only a small number of possible sites, none of them may be selected. You are more likely to see CMC appear in a system with more potential options.

So, don't expect deterministic results.
In fact, there's a ~44% chance that the top two sites will be skipped over.
And a ~20% chance that the top four sites will be skipped over.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on April 12, 2024, 07:40:13 AM »
I'd love a "create path to system" command for stabilization ships that works the same way as autoroute by system - you pick a system from your full list of discovered systems, then your ship travels to it along a shortest-length path, stabilizing both sides of any JPs it comes across along the way.

(This came to mind when looking at my Survey Sites tab, noting that I couldn't reach some of the sites with my transports, then having to pull up the galactic map and figure out where the heck those systems were.)
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You magnificent creature, you.
26


Pulled from DB v2.5.1 and formatted, should be correct.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by AlStar on April 11, 2024, 04:19:14 PM »
Looks like you're correct - I went back to the system in question and the LP is now on the planet's track.

I'm not sure when, exactly, it updated - but I know that it wasn't instantly, because I saw my stabilization ship make its way to the LP after it created it.
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Spoilers / Re: Star Swarm
« Last post by GrandNord on April 11, 2024, 12:07:22 PM »
Star swarms don't just have FACs, you probably encountered their cruisers and escort destroyer equivalent. And yes, they are pretty terryfying to face head on.
This is normal, not all star swarm fleets will have hive ships and FACs, that makes full combined swarm fleets pretty tricky to deal with.
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Spoilers / Star Swarm
« Last post by Andrew on April 11, 2024, 09:56:06 AM »
I have run into some rather odd Star Swarm, so far 8 ships of 3 classes encountered with a minimum tonnage of about 9000 tons. Still very fast about 4 times faster than my fleet at 16,000kms and armed with some hideosly long range beam weapons at 560,000km (double my maximum range) they have a spinal weapon doing 14 and another weapon doing 4 . They managed to drop the hit probablity of my 25,000kms missiles down to 0 so I suspect very good ECM although those missiles had no ECCM.
What was odd was no fighter/FAC class vessels , had anyone else run into a swarm like that? I would have thought they were invaders except for the race picture and that the ship which somehow got into close beam range of me left no wreck , and they are eating wrecks.
The 9000 ton ship is clearly an escort with 10cm laser equivalants, the 20,000 ton ship a beam combatant with 11 heavy lasers(42 damage) and a 94 damage spinal laser. The other class encountered is a none combatant, reasonably certain I have not run into the Queen yet. I have run away to hide on the other side of a jump point
30
General Discussion / Re: Pure random targeting in ground combat?
« Last post by Jorgen_CAB on April 11, 2024, 09:29:44 AM »
While it is obvious that in reality you always try to match the weapon system at the proper target, such as firing an ATGM at a tank and not at a guy with a rifle. But in reality every type of equipment and unit type will have their advantages and disadvantages and uses in different environments. You can never win a war without infantry for example, no matter how much you try you will never win without having boots on the ground. Everything else just increase the likely hood that you can win in different ways.

The game does not model how different platforms function, the mechanics are just not tactical in nature at all so it has to be very simple. If you add the possibility to weight the targeting you will as explained get rather unwanted artefacts. The pure random is under the current model the simplest way with the least unwanted artefacts. Not to say that the system could somehow be improved in the future if Steve think it is worth the time.

The only really bad implementation currently in my opinion are air units, they are awkward and not very fun to work with and I basically ignore that part of the game.
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