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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Today at 06:04:22 PM »
I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place

The other option is Ark modules.
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I have found a planet with over one hundred million minerals in at least 5 of the range - but gravity is too high to step on the planet

Is the best solution to just throw endless automines at the place
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Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.

Welchbloke
AFAIK, that is not possible in-game currently, because you obviously cannot delete the system. People use a special SM-race at game creation to do this sort of stuff, which means that only the SM-race knows all the systems, the other races only know their home system. But if you don't have a SM-race, then you're out of luck.

I have a few questions for you fine connoisseurs of the game!

I see it's not possible to make NPRs start as pre-TN. Too bad, and I guess it's because the additional code necessary for the transition would be too much work for the reward. In your mind (and I know I'm somehow comparing apples and oranges here), what would be the rough ratio of power (economic and research) between a non-TN and a TN so that the non-TN can catch up within 10 years with the TN. I would be the non-TN starting on Earth, with several other power blocks starting as TN on Earth too, so I prefer to err on the safe side and be too weak rather than too strong.
Let's say, if I start with 1600 CI and 16 RL, at 35% research speed, what should I give to the starting TN so they are not overpowering and I'm able to catch up with them within 10 years?

For the second question, in the same setting, if several races start in the same system and each has several bases in the same system, including on the same planet, what should I expect relations-wise when the truce period is over? A slow degradation of relationships? A fast one, immediate war? Everything is open, including staying friends?

Lastly, is it possible to make 2 NPRs like or dislike each other from the start, so that their relation evolves naturally either to alliance or war? That's to create some 'alignments' between different power blocks, and I would prefer not to see China befriend the USA against the EU, etc.
That last bit is easiest - you cannot use SM to edit NPRs so unfortunately setting relations like that is impossible. The most common thing that will happen after the truce is nuclear war in few months but some people have reported that they were able to maintain peace with some of the NPRs. So really, it's either world peace, world war or some combination of peace and war depending on the number of NPRs. Do remember that an NPR will not hesitate to nuke Earth during a war so the risk of early game ending for your campaign is high. As for the size and difficulty settings for your own race, the only things that matter are the difficulty percentage and your starting population as the NPR creation is scaled based on those two factors. But there is still enough of a random element that it is difficult to predict what will be created.

But dude, from your explanation, it seems that you are looking to make a pretty detailed campaign with diplomacy and other stuff that is almost impossible with NPRs. It is extremely unlikely that they will play in a manner that would fit your story. I'd recommend doing multiple player races instead of NPRs but of course, that means that you would have to play all of them yourself. Whichever way you end up going, please keep us updated!
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Might have to chalk that up to experience, or inexperience!!

Didn’t have cargo space - I SM’d some onto on of the salvagers and I still can’t get the salvage counter to go down - I’m guessing that might be a service record display and the actual cargo has gone into spaaaaaaaaace
Yes, the game does not stop you from 'wasting' salvage if you run out of cargo space or, like in your case, have none to begin with. So whatever you salvaged before is gone but at least now you know and knowing is half the battle.
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Garfunkel on Today at 04:25:02 PM »
Dude, 700 bn km distance is too much. Even if you create a super-long-distance surveyor, it will take ages for it to get there. Using SM is not cheating, per se, it is meant for helping storytelling and facilitating gameplay. As AlStar said, the best option is to create a gas giant to orbit the primary star so that you can then use a stabilization ship to create a LP that you can then use for intra-system jumps.
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C# Bureau of Design / Re: First forays into ship design in C#
« Last post by wildfire142 on Today at 02:46:17 PM »

This is a common misconception. The AFR will always increase with size , so the key metric is the Maint Life. A very large, very expensive ship will always have a high AFR.

A 10,000-ton ship with the same proportion of maintenance facilities as a 5000-ton ship (that is half the cost) will have double the AFR but the same maint life. A 20,000-ton ship will have 4x the AFR of the 5000-ton ship, but the same maint life, because it is effectively the same as the cumulative failure rate of four 5000-ton ships.

Thanks for this bit of info and I have switched to more engineering spaces and ensure the Maint Life is longer than the intended deployment times.
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C# Bureau of Design / Re: First forays into ship design in C#
« Last post by wildfire142 on Today at 02:44:01 PM »
I've only skimmed through the designs, but these two things really stuck out to me:

You're still going crazy with the passive sensors - you really only need a single EM / thermal sensor. If you're worried about detection, feel free to make it a big sensor.

Are redundant - you just need the 75 million km sensor.

Haven't taken you feedback into effect with these designs as they were already designed and in the process of being refitted when I read your post. I'm busy researching new sensors.

Your fuel tanks are also crazy huge. I mean, if you're regularly sending your Heavy Cruisers 436.6 billion km out, then go for it; but I highly suspect this is massive overkill. I'd also be worried that a fleet of these things would suck any refueling port dry.

I've cut the fuel tanks of the D series dsigns apart from the Survey Frigates to something more sensible. but I hae done lots of long patrols as I've been refueling all my ships in the sol system only so far busy geting the hang of the civilain shipping networks to move stuff out to new colonies and set up fleet bases.

I'll post up some of the D series tomorrow.
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C# Bureau of Design / Re: First forays into ship design in C#
« Last post by Steve Walmsley on Today at 12:03:49 PM »
Your Annual Failure Rate (AFR) is 1947% it means that this ship will brake 19,47 times a year. That is almost once per ~19 days.

Strategically it is a MPS sink!

Use some Engineering Spaces  ;)

This is a common misconception. The AFR will always increase with size , so the key metric is the Maint Life. A very large, very expensive ship will always have a high AFR.

A 10,000-ton ship with the same proportion of maintenance facilities as a 5000-ton ship (that is half the cost) will have double the AFR but the same maint life. A 20,000-ton ship will have 4x the AFR of the 5000-ton ship, but the same maint life, because it is effectively the same as the cumulative failure rate of four 5000-ton ships.
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I've decided to add a new player race to my game and build it up to the point where it is a genuine threat to my main empire. I will then let them meet and let them have a nice gentle war of species survival. I haven't added a race in a very long time and don't know where the functions are to add a new player race. Can anyone prvide a quick synopsis or point me at another thread that explains what to do. The one thing I remember from the last time was that my original race had knowledge of the new race's home system (because of the way I'd created the new race) and I couldn't find a way to make my original race 'forget' about the new system.

Following up on this, I've finally realised race creation is on the system generation and display page. What I can't work out is how make my original race not have knowledge of the existence of the new system I create to place my new race in.

Welchbloke
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The Academy / Re: Fleets at home and away
« Last post by Ulzgoroth on Today at 10:29:42 AM »
Note: ships 'at home' aren't actually not using MSP. They're using a steady stream of MSP from the planet through the maintenance bases there. That prevents running up their maintenance timers or suffering breakdowns, but it's distinctly not free.
Excellent thank you - what does a spaceport do?
Nothing except enable the transfer of fuel, goods, and missiles.
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