Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 355645 times)

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Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #270 on: July 27, 2020, 02:59:11 PM »
Forgot the fuel transfer module, thanks for the heads up.  Do colonies need spaceports or fuel transfer systems if the tanker has cargo shuttles?

Yes you need spaceport of refuelling station on colony. Tankers have no use for cargo shuttles they will not help with fuel transfer.
 

Offline Dawa1147

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #271 on: July 27, 2020, 05:39:54 PM »
Yes, check "assign all" in the top right.
That just assigns all Missiles to one MFC when I drag and drop them. It helps for the last 30 Missiles from the last MFC, but thats kinda it

Unless those are AMMs you'll have to designate the target for each fire control by hand as well I think. And unless you want to fire on 200 different targets there isn't really a point to giving each launcher a fire control. You can save a lot of space ... for more launchers!
The one I mentioned is a 120kt capital ship, but the same problem applies in a broader sense.
I have 7 ASM MFC so I can engage multiple targets at once (and have redundancy), with 30 ASMs each. When I hit auto-assign FC, it will sort all of them onto one Launcher.
Something similar on my Beam Cruisers: my spinal lasers have a dedicated BFC (with ECCM), and the other beam weapons are divided among a few other BFCs (so I dont fire 30 Lasers @94 dmg each on a single FAC/small ship)(also redundancy).
 

Offline Barkhorn

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #272 on: July 27, 2020, 11:25:25 PM »
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors?  This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.
 

Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #273 on: July 28, 2020, 01:04:08 AM »
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors?  This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.

Can you dig the Precursor robots in C# Aurora? I play with high amount of ruins and it never happened to me.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #274 on: July 28, 2020, 08:02:12 AM »
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors?  This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.

Can you dig the Precursor robots in C# Aurora? I play with high amount of ruins and it never happened to me.

Not at the moment. I might add that back at some point though.
 
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Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #275 on: July 28, 2020, 04:48:13 PM »
If a xenoarchaeology unit uncovers precursors, who is on offense, the archaeologists or the precursors?  This is important because I don't know whether I should include static units in my xenoarchaelogy battalions.

Can you dig the Precursor robots in C# Aurora? I play with high amount of ruins and it never happened to me.

Not at the moment. I might add that back at some point though.

Just don't tell us though...I love surprises  ;)

Offline Migi

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #276 on: July 28, 2020, 05:09:48 PM »
I seem to recall that commercial hangers can reload ordnance for box launchers, but can they transfer missiles between magazines?
Or does the station need an ordnance transfer system/hub?
 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #277 on: July 28, 2020, 06:27:14 PM »
I seem to recall that commercial hangers can reload ordnance for box launchers

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Offline Dreadder

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #278 on: July 30, 2020, 08:03:58 AM »
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?

I've read the changes thread and understood it as them being the latter but I just wanted to make sure.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #279 on: July 30, 2020, 11:25:57 AM »
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?

I've read the changes thread and understood it as them being the latter but I just wanted to make sure.

ELINT Modules stack.
 
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Offline Landris

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #280 on: July 30, 2020, 12:59:57 PM »
Quote from: Steve Walmsley link=topic=11545. msg139403#msg139403 date=1596126357
Quote from: Dreadder link=topic=11545. msg139398#msg139398 date=1596114238
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?

I've read the changes thread and understood it as them being the latter but I just wanted to make sure.

ELINT Modules stack.

In your description of them, they stack for range, but once an intel target is in range, the speed of gathering is independent of the number of modules.  Is that correct?
 

Offline Dreadder

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #281 on: July 30, 2020, 01:38:09 PM »
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?

I've read the changes thread and understood it as them being the latter but I just wanted to make sure.

ELINT Modules stack.
Thank you, that's good to know. I guess I can tell the crews of my intelligence ships they'll probably make it home by Christmas afterall. :D
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #282 on: July 31, 2020, 07:52:44 AM »
Question about intelligence gathering - does having multiple ELINT modules on a ship actually increase the speed of intel gathering or were they meant as only-one-per-ship module?

I've read the changes thread and understood it as them being the latter but I just wanted to make sure.

ELINT Modules stack.

In my current game, they aren't stacking, either for range or for intel gathering.

I have an intel ship with a single ELINT module in orbit of an alien population.
I ran time forward 16 days, and gained 12 intel points on that population.

I then reverted back to the same point in time, and swapped out that intel ship with a copy that has 10 ELINT modules.
The scanner ranges displayed on the tactical map for that fleet did not change.
I ran time forward the same 16 days, and gained the same 12 intel points on that population.
 

Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #283 on: July 31, 2020, 10:43:23 AM »
If they stack, a law of diminishing return should apply I believe. Like x0.9 on each one after the first.
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #284 on: July 31, 2020, 01:01:19 PM »
I don't think there should be diminishing returns. You've already paid for the ELINT, paid for the mass, and paid for the engines to move it. You should see a return on that investment.