Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 355575 times)

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Offline NumberOneBSUFan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #360 on: August 13, 2020, 02:58:09 PM »
Hey everyone! I've got a quick question regarding ground units, specifically being how HQs function.  I've created a couple of what I deem 'infantry battalions,' with 5 HQ units being assigned to them apiece.  This gives each ground unit a formation attribute of HQ 1000.  I want to create a parent headquarters force, with HQ units only, and then attach my battalions to said headquarters force to emulate a military command structure (battalion-brigade-division-corps-army-army corps).  But, no matter how many HQ units I assign to the parent headquarters force, it still retains the same formation attribute of HQ 1000.  Hence, does anyone know how to increase this value, so that I can create parent commands and then attach my ground units to said command?
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #361 on: August 13, 2020, 03:23:35 PM »
Only one HQ element in the formation counts; the others are for redundancy. To make HQ units with larger capacities, edit the capacity when you design the HQ element. Increasing the capacity increases the cost but not the size of the unit, so you could design a single element with a larger capacity and use it at multiple levels, as long as you don't go overboard.
 
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Offline Silverkeeper

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #362 on: August 15, 2020, 02:40:48 AM »
I`m designing an anti-missile escort, it has 15 size 1 launchers and my plan is to have 5 missiles for every incoming salvo. My question is do I need 3 fire controls or will 1 do?
 

Offline Elvin

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #363 on: August 15, 2020, 05:11:09 AM »
I`m designing an anti-missile escort, it has 15 size 1 launchers and my plan is to have 5 missiles for every incoming salvo. My question is do I need 3 fire controls or will 1 do?

You'll want three fire controls, as each FC can only engage a single incoming salvo per tick. Unless you think you've got enough range (and sensor capacity, and fire rate) to engage them from a really long way out. But then again, having redundant FCs isn't a bad thing, just in case some missiles get through...
 
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Offline Dutchling

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #364 on: August 15, 2020, 05:15:47 PM »
How do I change ship/fleet speed?
 
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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #365 on: August 15, 2020, 05:20:51 PM »
How do I change ship/fleet speed?

With a fleet selected, click the "Set Speed" button on the bottom left of the window.
Remember to also uncheck the "Use Maximum Speed" box (above the current orders list).
 

Offline Dutchling

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #366 on: August 15, 2020, 05:23:20 PM »
Thank you, but it doesn't work. And neither does checking the "Use Maximum Speed" box.

Is there something else that could be forcing my fleet to go at 2% speed? There's enough fuel and no damage.

edit: Save and restart fixed it. I guess it was a bug? Reported it.
« Last Edit: August 15, 2020, 05:37:27 PM by Dutchling »
 

Offline idefelipe

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #367 on: August 16, 2020, 03:04:14 AM »
Is there a way to copy the characters of your game and paste them in a document? (Excel, preferably).

I tried selecting them and ctrl+c but it does not work.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #368 on: August 16, 2020, 10:08:58 AM »
Is there a way to copy the characters of your game and paste them in a document? (Excel, preferably).

I tried selecting them and ctrl+c but it does not work.

Nothing is built in to the game for that, but you can query the database (if you have the SQL knowledge or the willingness to learn).
 
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Offline Aurex

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #369 on: August 16, 2020, 11:08:14 AM »
Hello there folks!
A couple of quick questions concerning STOs (actually, a couple of questions and an issue!)

What are the penalties imposed (if there's any) on ground units which are over their group's HQ points?
For example, I recently created a small garrison template with the usual 1000 HQ points but with a size of 2750.  Will this create any sort of issues if that garrison is ever forced to take part in an engagement?

Second question, do purely defensive (not expected to partake in ground combat) STO units (laser batteries in this case) need HQ points to function properly?

Also related to this.  I tried to design a 10000 HQ points unit to use as some kind of Sector-Wide ground forces command for one of my key systems.  The issue is: when I try to edit that green text on the right panel and substitute 1000 with 10000, while the preview on the lower right shows me the correct result (10000 HQ points) the researched (and built) unit actually provides only 1 HQ point.  Does this have to do with the decimal issue? Because I've already fixed it in the regional settings of Windows 10.  For now I'm sticking with the standard 1000 HQ points unit, but it's severely limiting the expansion of my ground forces.
 

Offline Migi

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #370 on: August 16, 2020, 11:25:47 AM »
What are the penalties imposed (if there's any) on ground units which are over their group's HQ points?
For example, I recently created a small garrison template with the usual 1000 HQ points but with a size of 2750.  Will this create any sort of issues if that garrison is ever forced to take part in an engagement?
The ground unit will not benefit fully from the commander's stats.
IIRC the stats are reduced using the ratio HQ capacity / Unit Size

Quote
Second question, do purely defensive (not expected to partake in ground combat) STO units (laser batteries in this case) need HQ points to function properly?
A unit without an HQ can't benefit from any commander bonuses (but can be assigned a commander).

Quote
Also related to this.  I tried to design a 10000 HQ points unit to use as some kind of Sector-Wide ground forces command for one of my key systems.  The issue is: when I try to edit that green text on the right panel and substitute 1000 with 10000, while the preview on the lower right shows me the correct result (10000 HQ points) the researched (and built) unit actually provides only 1 HQ point.  Does this have to do with the decimal issue? Because I've already fixed it in the regional settings of Windows 10.  For now I'm sticking with the standard 1000 HQ points unit, but it's severely limiting the expansion of my ground forces.
HQs with capacity above 1000T show their capacity in units of 1000T (which is pretty confusing if you don't know about it). I think that also applied to supplies.
Note that an HQ can't provide bonuses to units on other bodies.
 
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Offline Aurex

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #371 on: August 16, 2020, 11:35:52 AM »
Oh, now that explains it.  That tonnage issue was really bothering me a lot, seems like I can get back to assembling my (urgently needed, for I've got a lot of hostile traffic) STO units right away.  Thanks a lot for answering that one, you have contributed greatly to saving the Terran Confederation.  (Well, until next patch's heat death of the universe. )

As for the commander stats, I'm now trying to figure out if adding HQs on STOs is worth the marginal size increase.  Some commanders do have rather hefty bonuses, so I think I'll end up assigning enough HQ units to take care of that :)

 
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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #372 on: August 16, 2020, 11:43:25 AM »
As for the commander stats, I'm now trying to figure out if adding HQs on STOs is worth the marginal size increase.  Some commanders do have rather hefty bonuses, so I think I'll end up assigning enough HQ units to take care of that :)

I might be doing it wrong, but I've found that my STO units are large enough that the HQ units fit into the leftover space in the formation:

Code: [Select]
30cm Ultraviolet Laser STO (2205)
Transport Size (tons) 592     Cost 210.42     Armour 36     Hit Points 36
Annual Maintenance Cost 26     Resupply Cost 0

Dutka Precision Arms 30cm Adv Spinal C2 Near Ultraviolet Laser
Range 320,000 km      Tracking 5,000 km/s      Damage 24 / 2     Shots 1     Rate of Fire 60
Maximum Fire Control Range 320,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 2,018,503km      Max Range vs Missile 181,665 km
Non-Combat Class

Code: [Select]
Quad R20-100 Gauss Turret STO (2205)
Transport Size (tons) 1,651     Cost 504.72     Armour 36     Hit Points 36
Annual Maintenance Cost 63     Resupply Cost 0

Quad TS20k Tyler & Mcclure Kinetics R20-100 Gauss Cannon Turret
Range 20,000 km      Tracking 20,000 km/s      Damage 1 / 1     Shots 8     Rate of Fire 5
Maximum Fire Control Range 80,000km      Chance to Hit at Max Range 75%
Maximum Sensor Range 2,018,503km      Max Range vs Missile 181,665 km
Non-Combat Class

Edit: In fact I've just noticed that I put Light Vehicle HQ units on this formation, and now I wonder if I was supposed to use Static HQ units. Oh well, I guess I'll find out eventually!
« Last Edit: August 16, 2020, 11:52:14 AM by db48x »
 
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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #373 on: August 16, 2020, 11:53:38 AM »
...you have contributed greatly to saving the Terran Confederation.  (Well, until next patch's heat death of the universe. )


This gives my empire a new slogan:

"The next patch is coming."
 

Offline Aurex

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #374 on: August 16, 2020, 11:56:06 AM »
As far as I know Static units are larger and usually much more costly but also have better damage/penetration.   I usually use Medium Vehicle HQ units with improved armor for better survival chances. . .  but I'll be honest and say it's mostly for RP reasons.  Also, I always try to make formations of a very, very specific size, so I keep everything tidy and mostly easy to track/transport.