Recent Posts

Pages: [1] 2 3 ... 10
1
I've made a ship with an Elint module, and it's watching an alien population.
It collects racial points up to 100, and then goes back to zero. Every time it does, it gives me a successful espionage event, which shows me the same sensor, known to me as the AS #2. It keeps collecting the same intel on that one sensor. Is this a bug or am I doing something wrong?
You're doing it right. The NPR might just be redoing its sensors but yeah, you really should be getting a lot more events and a wide more variety of them.
2
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 01:47:45 PM »
Exactly how unlucky have I been??

I'd say around -7 ALUs (Arbitrary Luck Units).
3
Hi everyone! Quick question; is there a way to adjust which events pause the ticks of time? I think hiding them does, but sometimes I don't want to hide them.

There is an old mod that *might* still work on the current version.
4
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by lumporr on Today at 12:29:38 PM »
What is Function #2424? It occurs when attempting to SM add new commanders (or when using the SM replace all function), but only to certain player races.

Function #2424 is CreateNewCommander. What is the error text?

The error text is "Object reference not set to an instance of an object."

Ah, an update: this was one of those bugs that can be fixed by simply allowing a single construction increment to pass. I guess that teaches me to try and do all of the scenario prep before the first increment.
5
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Steve Walmsley on Today at 12:16:38 PM »
What is Function #2424? It occurs when attempting to SM add new commanders (or when using the SM replace all function), but only to certain player races.

Function #2424 is CreateNewCommander. What is the error text?
6
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by lumporr on Today at 11:51:54 AM »
What is Function #2424? It occurs when attempting to SM add new commanders (or when using the SM replace all function), but only to certain player races.
7
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Today at 09:47:30 AM »
I've made a ship with an Elint module, and it's watching an alien population.
It collects racial points up to 100, and then goes back to zero. Every time it does, it gives me a successful espionage event, which shows me the same sensor, known to me as the AS #2. It keeps collecting the same intel on that one sensor. Is this a bug or am I doing something wrong?
8
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on Today at 03:42:27 AM »
Instead of a mass drive, I simply use a fleet of fast and small cargo associated to a conditional order.
Time to time I simply use the order and the cargo makes a trip to all the asteroids/moon that host an orbital miner to collect the minerals stored.

With max two clicks I have all the minerals unloaded where I want.
9
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by gpt3 on Today at 12:17:23 AM »
New Colonists
Each construction phase, more colonists will become available at the rate of:
(Length of Construction Phase / Year) * Population * Colonization Pressure

For example, if colonization pressure was 5% and the population was 100m, then a 5-day construction phase would generate (5 / 365) * 100m * 5% = 68,493 colonists. A population of 1 billion with 2% pressure would generate 274,000 colonists every construction phase.

The max number of available colonists at any time will be equal to the annual amount generated. This 'production' of colonists has a side effect of breaking up the shipping line colony ships so they all don't move everywhere together. As shipping line colony ships load colonists they will be deducted from the available colonists total.

Should new colonist production be scaled by the species and/or governor population growth modifier? Given sufficient civilian transport capacity, every core world will eventually drift towards an equilibrium point where emigration is balanced by reproduction. In principle this is fine, but in practice the actual equilibria can vary surprisingly wildly based on local growth rates.

For example, let's consider Earth: homeworld, 12b capacity, colonization pressure 2%. In order to be at its equilibrium point, Earth will need a population with a 2% growth rate. I tried manually playing around with Earth's population in Spacemaster and got the below results:

Species Growth ModifierEquilibrium (millions)
2.05100
1.53400
1.251950
1.01000
0.8510
0.667300
0.5125
10
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 07:50:35 PM »
Yes, you need a colony and the minerals are stored on the colony. Which is way the classic strategy is to build huge mining ships/stations that carry a mass driver with them that they can unload at the colony for the duration of the strip mining.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk