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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 23, 2024, 12:21:29 PM »
Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 23, 2024, 08:45:09 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 23, 2024, 08:24:58 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?

Correct.
In fact, the danger rating does not have to get to zero (as I misstated above); it just has to not be higher than the protection value.
The protection value of a ship is the PPV value you see in the Class Design window.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on April 22, 2024, 01:00:32 PM »
In the Medal Management window, the Medal Conditions tab does not correctly reflect the medals of the current race in cases of multiple player races. In other words, in a game with multiple player races, if I set medal conditions for Player Race 1, then switch to Player Race 2, the medals shown in the Medal Conditions tab will show medals from Player Race 1 (regardless of whether Player Race 2 has set a medal for that condition).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 22, 2024, 08:08:21 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on April 22, 2024, 07:10:53 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on April 22, 2024, 06:22:13 AM »
I designed and researched an infantry unit, then obsoleded it because it wasn't what I wanted. It is now appearing under the power and propulsion research tab as researcheable race-designed engine  ???

There used to be a similar bug that could happen if you had two Create Research Project windows at the same time when you designed a component to research.

Regardless, you should be able to just delete the tech from the Research screen.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Kaiser on April 22, 2024, 05:27:49 AM »
I designed and researched an infantry unit, then obsoleded it because it wasn't what I wanted. It is now appearing under the power and propulsion research tab as researcheable race-designed engine  ???
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on April 21, 2024, 10:54:02 PM »
Back during the development of C# Aurora, Steve was going make wrecks towable. The idea was to use tugs to move wrecks to a safe location where a salvage station would dismantle them. However, that never happened. I would love to see this become possible - I'm imagining fast tugs rushing into a contested system to snatch up wrecks and your fleet having to guard them as they make their way home. It would also remove the unfortunate problem of running out of cargo holds and thus losing out possibly valuable components - maybe it's just me but I have really hard time calculating how much cargo space salvage ships should have with them. Having a salvage station orbiting a colony, where the components would be immediately stored for dismantling and/or usage, would be great. So if this is code wise feasible without too much a hassle, I'd love to have it as a feature!
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Andrew on April 21, 2024, 04:25:18 PM »
Fire Control Jammer 3 seems to have the wrong cost of 60 , the other level 3 jammers have a cost of 30 and all the level 12,4 jammer costs are identical, fire control jammer 4 costs 40
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