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1
C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by RaidersOfTheVerge on Today at 02:53:43 PM »
Is there a reason that a shipyard with 6 slipways takes much longer to upgrade itself (using continual capacity) than one with a single slipway?
Sure you are adding more capacity, but you also are using more capacity.
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by RaidersOfTheVerge on Today at 02:50:49 PM »
Can the ground unit list in the Load Ground Unit list be sorted the same way they are in the Ground Forces screen?

I never want to load the 1st of everything, but often want to load several Geo/Xeno/Marine/PDC units on the same transport.
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by Ghrathryn on Yesterday at 12:24:26 PM »
One hopefully fairly minor addition that could be useful for people following along with forum let's plays or wanting to try duplicating a ground formation from the "C# Bureau of Design" subforum.

Please add a bit of code to the "Temp as Text" in the Ground Force Formation Templates screen to output the type, armour and components for units.

EG: At present I've got a Line Infantry Battalion formation set up and the Temp as Text gives me:

Code: [Select]
Infantry Battalion
Transport Size: 4,997 tons
Build Cost: 120.2 BP
4x Infantry - Supply Team
1x Infantry - Headquarters Squad
24x Infantry - Machine Gun Team
24x Infantry - Anti-Tank Team
24x Infantry - Bombard Team
16x Infantry - Anti-Air Team
2x Infantry - Forward Fire Director
24x Infantry - Sniper
420x Infantry - Rifleman
12x M12 Striker

While most of that particular unit is fairly easy to figure out give it's nearly purely 'Infantry' of different types and I've named them as such, other, vehicle heavy units, can be a bit more annoying to work out from that.  Maybe something like this would be useful:

Code: [Select]
Infantry Battalion
Transport Size: 4,997 tons
Build Cost: 120.2 BP
4x Infantry - Supply Team (INF, LIA, LOG)
1x Infantry - Headquarters Squad (INF, LIA, HQ - 5k)
24x Infantry - Machine Gun Team (INF, LIA, CAP)
24x Infantry - Anti-Tank Team (INF, LIA, LAV)
24x Infantry - Bombard Team (INF, LIA, LB)
16x Infantry - Anti-Air Team (INF, LIA, LAA)
2x Infantry - Forward Fire Director (INF, LIA, FFD)
24x Infantry - Sniper (INF, LIA, PWI)
420x Infantry - Rifleman (INF, LIA, PW)
12x M12 Striker (VEH, LVA, MAC/CAP)

This is probably more for people trying to decipher what a randomly named vehicle unit is actually running more than the general player, but it could be a useful bit of UI tweaking for them or those trying to get feedback on ground units when people otherwise can't actually tell what a full unit is without the person having to post each unit design in addition to the force design.
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C# Mechanics / Re: Potential Supernova Mechanics
« Last post by Destragon on Yesterday at 10:51:36 AM »
Sometimes he seems to be inspired by other channels, or maybe there is some third event that inspires many creators simultaneously. I noticed that when 3Blue1Brown recently came up with a great Fast Fourier Transform video, Vertasium had soon uploaded one too.(I still plan to watch that.)
He actualy talked about it in the comments of the Kurzgesagt video: "Great video on supernovae! Amazing that we were both working on the same topic at the same time. I hope everyone knows that these videos take months of lead time for both of us so there is no way one video was inspired by the other or vice versa."
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C# Mechanics / Re: Potential Supernova Mechanics
« Last post by Vandermeer on Yesterday at 10:24:11 AM »
Looks like coincidentally Veritasium has recently released a video about the same topic (although he seems to focus more on explaining how supernovae are caused):
Sometimes he seems to be inspired by other channels, or maybe there is some third event that inspires many creators simultaneously. I noticed that when 3Blue1Brown recently came up with a great Fast Fourier Transform video, Vertasium had soon uploaded one too.(I still plan to watch that.)

Once again we see the potentially fatal consequences when the physicists forget that radiation interaction with matter leads to a non-equilibrium system.   :P
Touché. Well, and that is why there is review, checks, and gradual development of ideas through quotation chains throughout many publications. As long as arguments happen, and no side or authority insists on being right, oversights will eventually be smoothed out.
Though in this case, that already happened long ago.
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C# Mechanics / Re: Potential Supernova Mechanics
« Last post by nuclearslurpee on November 24, 2022, 09:40:38 PM »
Who is wrong?
Apparently nobody directly, because as it turns out the article only addressed the atmospheric shielding efficiency as related to the initial explosion and gamma blast (so about a month). It was not accounting however for:
- That the capacity of the atmosphere to absorb radiation wasn't infinite and could get exhausted.

Once again we see the potentially fatal consequences when the physicists forget that radiation interaction with matter leads to a non-equilibrium system.   :P
7
General C# Fiction / Re: Manticore Defiant: A Star Kingdom AAR
« Last post by Pedroig on November 24, 2022, 06:20:14 PM »
The 24th checks in...  ;)
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C# Mechanics / Re: Potential Supernova Mechanics
« Last post by Destragon on November 24, 2022, 03:07:26 PM »
After a long time some relevant updates to this. The Kurzgesagt Youtube popular science channel just had a video on the deadliness of close Supernovae, and posed them as way more threatening as the previous article that Steve quoted would let you conclude.
Video here:
Looks like coincidentally Veritasium has recently released a video about the same topic (although he seems to focus more on explaining how supernovae are caused):
9
New Cold War / Re: Cold War Comments Thread
« Last post by Kurt on November 24, 2022, 02:02:23 PM »
I haven't done an update in a while, so I probably haven't made this clear.  The Torqual, Doraz, and Zir are all HT-8 right now, and all three recently achieved that tech level.  The Alliance recently reached HT-10.  To be amalgamated into the Alliance, the associates have to be at an equivalent tech level, so it will be some time before they can be integrated.  The Alliance is helping all three with their research efforts, but even so it will take time.

I always used the house rule that was suggested somewhere of when you uplift a low tech race (pre-ind, ind1 or ind2) you bring them to your tech level otherwise they were pointless fluff, and GFFP kicks in (for the uninitiated that's Genocide For Fun and Profit - basically wipe hem out and steal their stuff and planet).  The rational being why teach them transistors when you can teach molycircs.

Can't remember the official rules for a helping a HT race, but I'd probably do something similar, either a direct bump up or otherwise massively accelerated R&D, otherwise the time it takes can be longer than a normal game.

The current rules allow a higher tech race with a trade or better relationship to assist the tech research of the lower tech race, giving them a 150% research rate.  They still have to research items at each tech level, though.  The Alliance will likely be able to amalgamate the Torqual and the Doraz in a reasonable amount of time at this point, but their other associates are so low tech that I don't think it can be done in a reasonable number of turns. 

I understand your points, but for a solo campaign being heavily role-played, like the Cold War campaign, I can find all sorts of reasons to avoid GFFP for most of my races. 

Kurt
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New Cold War / Re: Cold War Comments Thread
« Last post by Shinanygnz on November 24, 2022, 10:51:07 AM »
I haven't done an update in a while, so I probably haven't made this clear.  The Torqual, Doraz, and Zir are all HT-8 right now, and all three recently achieved that tech level.  The Alliance recently reached HT-10.  To be amalgamated into the Alliance, the associates have to be at an equivalent tech level, so it will be some time before they can be integrated.  The Alliance is helping all three with their research efforts, but even so it will take time.

I always used the house rule that was suggested somewhere of when you uplift a low tech race (pre-ind, ind1 or ind2) you bring them to your tech level otherwise they were pointless fluff, and GFFP kicks in (for the uninitiated that's Genocide For Fun and Profit - basically wipe hem out and steal their stuff and planet).  The rational being why teach them transistors when you can teach molycircs.

Can't remember the official rules for a helping a HT race, but I'd probably do something similar, either a direct bump up or otherwise massively accelerated R&D, otherwise the time it takes can be longer than a normal game.
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