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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Zeebie on Today at 07:08:19 AM »
Is there any way to produce lots of maintenance supplies quickly? Seems that in the current version they are only produced passively by maintenance facilities, and there's no way to build them directly?
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C# Suggestions / Re: C# Suggestions
« Last post by TMaekler on Today at 06:36:26 AM »
In that vein, it would be grand if all harvesters stopped working when their tanks are full.

That is already the case. Harvesters with full fuel tanks are ignored during the harvester mining phase.
Wouldn't it be best if a harvester is only ignored when all fuel tanks in the fleet are full?
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New Cold War / Re: Cold War Comments Thread
« Last post by Starslayer_D on Today at 05:33:31 AM »
Well, lessons learned from the fights in pauls and my campaign, for the bugs, was that if you have the tech advantage, push. The first battles vs Undines adn allies saw the bugs infilct attriciously onesided battles, even in warp point assaults, obliterating whole fleets. And they would have been able to push faster, except....
time and cost to replace 6ßß+ gunboats... the smaller, frontier shps yards didn#t have enough capacity to fill them back up quickly, and the home world ship yards didn't have enough money available to do so, and round trips.. so it was, destraoy a fleet, go back, repair and restock, come back to face a new fleet. So its the knife vs the grindstone...  instead of the sledgehammer vs the eggshell. And the allies by ow have caught up to TL 10 gearwise... but the bugs reached TL 11 and finished refitting. Future will be interersting again, especially attacking bug systeems will be a pita for anyone die to massive cloaked fleets.
How a TL10 Undine fleet fared vs a cloaked bug fleet.. 10 BCs anihilatda  complete undinefleet, as when the opened fire they were in almost sprint range with AAM Wa...  + launched gunboats, vs foes wich had to make readyness rolls.

There's still fight in the creeply-crawlies..
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Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)

CMCs have spawning requirements, given here by Steve - along with the undocumented addition that Gallicite is considered as well as duranium. If the body lacks sufficient quantities and/or accessibility of these two minerals no CMC will ever spawn there.

Ah, the duranium was 0.4 and the gallactie 0.1.  figures.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Xkill on Today at 01:55:10 AM »
1 - Is it better to place FFD units in the HQ formation or in the formations subordinate to the HQ?
I'm invading some certain primitive peoples that are being surprisingly tough. Put 12 FFD in a HQ formation with 4 subordinate HQs, each with 4 combat formations, thinking that whatever ships I select to support that supreme HQ will bomb anyone that is engaged by any of the subordinate formations. Problem is, the ships don't shoot anyone under this configuration. In a previous incarnation of my military, the FFD units were in the combat formations themselves. This made them extremely vulnerable to return fire and it was a bit tiresome to set up the support, but the ships would bomb, no problem. What gives?

2 - Is it necessary to specifically tell the HQ formation with artillery elements to support a specific subordinate formation, or will they shoot at anyone that the subordinates engage as long as the HQ is in support or rear echelon positions, with appropriate bombardment units?

3 - Changing a ground unit's template to another template seems to cause no further changes. How can I "refit" a ground unit? Feel like I'm missing a key piece here...
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by nuclearslurpee on Yesterday at 10:20:09 PM »
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.

Partially agree. For ECCM this makes perfect sense, ideally with a premium +HS to the fire control in question, however ECM as a module affects the entire ship, not its individual fire controls. ECM should remain a separate component, however I do think it would be nice to have it be designable in some manner like shields or cloaking modules, with an adjustable size corresponding in some way to efficiency. It should retain the current non-stacking effect (although stacking modules for redundancy is fine) so that it is not optimal to spam 0.1-HS ECM on your 69,420-ton battleships.
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Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)

CMCs have spawning requirements, given here by Steve - along with the undocumented addition that Gallicite is considered as well as duranium. If the body lacks sufficient quantities and/or accessibility of these two minerals no CMC will ever spawn there.
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by nakorkren on Yesterday at 09:50:33 PM »
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.
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Does turning off Civilian Shipping in options cause them to also stop making civilian mining colonies?  Or else, what is the most common reason for an empire with 200K wealth to stop seeing them get created?  (the planet in question has 7 to 8 figures of every mineral on it)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Jorgen_CAB on Yesterday at 01:34:57 PM »
Fighters need a total redesign how they work... it is simply not worth your time to use them because of all the micromanagement involved. That is my conclusion after actually trying to make them work.
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