Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 357622 times)

0 Members and 3 Guests are viewing this topic.

Offline linkxsc

  • Commander
  • *********
  • Posts: 304
  • Thanked: 16 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #465 on: September 22, 2020, 11:20:44 PM »
Another one.

In the game I'm running I've surveyed/visited ~150 systems now. And I've not come across a single nebula or black hole. I'm running without real star systems checked (though my initial test run with real star systems on went about 75 systems in without either appearing as well). Are they unimplimented in the current version, or have I just been unlucky?

They are not implemented as far as I know


Alrighty, TY for the info.



Actually. Wait, Curveball. Never seen this before.

Can heavily damaged enemy ships surrender themselves to you?

After a fight, I've got an enemy ship that's history log lists it as "captured", despite me lacking boarding tech, or having any infantry along with the fleets that were involved in this fight.
« Last Edit: September 23, 2020, 01:49:26 AM by linkxsc »
 

Offline Elvin

  • Sub-Lieutenant
  • ******
  • E
  • Posts: 108
  • Thanked: 19 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #466 on: September 23, 2020, 02:19:39 AM »

Actually. Wait, Curveball. Never seen this before.

Can heavily damaged enemy ships surrender themselves to you?

After a fight, I've got an enemy ship that's history log lists it as "captured", despite me lacking boarding tech, or having any infantry along with the fleets that were involved in this fight.

Yes, they can indeed do that. I've had both civilian and military ships surrender to my forces.
 

Offline Migi

  • Captain
  • **********
  • Posts: 465
  • Thanked: 172 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #467 on: September 23, 2020, 04:23:07 PM »
I think I mis-understood the post about Ground Force Logistics but I want to check if this matches anyone else's experience.

I have a dedicated supply formation attached to my division HQ with 160 supply vehicles (LVH).
The division HQ also has 4 regiments attached with some in-built supply units. I hope this diagram is comprehendable.
The idea was that units would draw supply from the supply formation, then fall back on their internal supplies units, then their inherent supply.
If I want more supplies for the campaign I can just add more supply formations.
Code: [Select]
____ Division HQ __________
 |     |     |     |      |
Reg   Reg   Reg   Reg   Supply

As far as I can tell, the regiments are drawing supply from their in-built supply units before taking it from the supply formation, and when they run out of in-built supply they use their supply status rather than drawing from the supply formation.
Based on this I think I need to include the supply units directly into division HQ rather than having them as a separate formation which is a bit annoying because I'll need to re-jig everything to make it fit in the transport ships and I loose the modularity of having supply formations.

I'm not 100% sure that what is happening is correct because as far as I can tell I'm attacking without being shot back at (by Rakhas) which makes me worry something is borked in some way.
Does that match what everyone else has found?
 

Offline Elvin

  • Sub-Lieutenant
  • ******
  • E
  • Posts: 108
  • Thanked: 19 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #468 on: September 23, 2020, 04:36:03 PM »
That matches what I understand of the ground forces - the supply units have to be in a direct parent formation for them to be used.

You may be able to get away with minimal rejigging if you just add a new command layer between your Divsion HQ and regular units? It'll probably be less efficient than a full overhaul of the division HQ, but it's less work  :P
 
The following users thanked this post: Migi

Offline Froggiest1982

  • Vice Admiral
  • **********
  • F
  • Posts: 1332
  • Thanked: 591 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #469 on: September 23, 2020, 07:18:38 PM »
Wasn't there a bug which has been fixed for 1.12?

this

  • Fixed bug that prevented replenishment of inherent supply from parent formation.

and also this, which is not part of the conversation but was related to supply as well

  • Fixed bug that caused ground formation elements with only inherent supply to fire at 1/4 rate.

full changelog here: http://aurora2.pentarch.org/index.php?topic=11593.msg135695#msg135695

Offline Migi

  • Captain
  • **********
  • Posts: 465
  • Thanked: 172 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #470 on: September 23, 2020, 09:25:27 PM »
Wasn't there a bug which has been fixed for 1.12?

this

  • Fixed bug that prevented replenishment of inherent supply from parent formation.

and also this, which is not part of the conversation but was related to supply as well

  • Fixed bug that caused ground formation elements with only inherent supply to fire at 1/4 rate.

full changelog here: http://aurora2.pentarch.org/index.php?topic=11593.msg135695#msg135695
I admit I haven't kept up with the bugs thread or read the list of fixes in detail so that's good to know.
I didn't know about the 1/4 inherent supply issue at all so that's something to watch for.
I don't think it addresses the issue I have directly.

One other problem I have found is that because assigning support is a bit wonky I have my BBM in my division HQ rather than as a separate unit. Everything draws supply from the division HQ first, which drains the HQ of supply and also leaves the BBM without supplies.
The BBM then draws from inherent supply until it runs out.
 

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 641
  • Thanked: 200 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #471 on: September 23, 2020, 10:31:52 PM »
As far as I can tell, the regiments are drawing supply from their in-built supply units before taking it from the supply formation, and when they run out of in-built supply they use their supply status rather than drawing from the supply formation.
Based on this I think I need to include the supply units directly into division HQ rather than having them as a separate formation which is a bit annoying because I'll need to re-jig everything to make it fit in the transport ships and I loose the modularity of having supply formations.

That's correct. Elements that need supplies look upwards through the chain of parents until they find the highest level formation that has vehicle supply elements to draw from; they never descend through other branches of the hierarchy. This prevents your regiments from drawing supplies from each other, which you probably wouldn't want.

You can fix this easily by clicking the 'show formation elements' checkbox in the ground forces window, and then dragging the supply elements out of the Supply formation and into the Division HQ formation.

One other problem I have found is that because assigning support is a bit wonky I have my BBM in my division HQ rather than as a separate unit. Everything draws supply from the division HQ first, which drains the HQ of supply and also leaves the BBM without supplies.
The BBM then draws from inherent supply until it runs out.

You should include some infantry supply elements in the Division HQ formation; child formations can only draw from vehicle supply elements, leaving the infantry supply elements for the formation itself to use.
 
The following users thanked this post: Migi

Offline Theoatmeal2

  • Chief Petty Officer
  • ***
  • T
  • Posts: 49
  • Thanked: 5 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #472 on: September 24, 2020, 03:01:52 AM »
Hi :)

I´m trying to assign commanders but their rank is too low for my ships.
Where do I set the rank for a particular class?

Thanks.
 

Offline mtm84

  • Sub-Lieutenant
  • ******
  • m
  • Posts: 131
  • Thanked: 36 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #473 on: September 24, 2020, 03:23:59 AM »
Hi :)

I´m trying to assign commanders but their rank is too low for my ships.
Where do I set the rank for a particular class?

Thanks.

You can't really set the rank yourself, see this post http://aurora2.pentarch.org/index.php?topic=8495.msg113052#msg113052 for what a ships rank requirement will be.
 

Offline Kailanlynx

  • Leading Rate
  • *
  • K
  • Posts: 6
  • Thanked: 1 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #474 on: September 24, 2020, 06:32:34 AM »
 I've tried to find information on this but a lot of what I'm finding is VB6, and the newer C# information regarding civilians seems wholly focused on everything except fuel.   

 Civilian fuel harvesters, and in general, civilian shipping line fuel use.   

I believe I read somewhere that in C# Civilian shipping lines take fuel from your colonies if there is no fuel available for them at their own harvesters.    I also recall reading somewhere, at some point, that Civilian Harvesters when full actually dump their fuel on the nearest colony.    This is entirely counter to how it worked in VB6 and I can't seem to find the post again now that I'm actively looking for it, so that's why I'm here.    Clarification!

1) If I have civilian harvesters disabled in the galaxy gen, where do civilian shipping lines get their fuel?
2) If I have civilian harvesters disabled at generation and then enable it later, will civilian harvesters spawn? I toggled it on for a while, but did not see any after a few in game years.    Saying that my civilian industry is thriving is an understatement, so I would have expected it within that time.   
3) If I have civilian harvesters enabled, and presuming they're working, do harvesters steal the fuel and sell it off to the nether while taxed as they did in VB6, or do they dump it on a colony as open resources that can be used?
4) If I have civilian harvesters enabled and working, do civilian shipping lines still get their fuel from the same place as Q1?

Thank you!
« Last Edit: September 24, 2020, 06:44:22 AM by Kailanlynx »
 

Offline Migi

  • Captain
  • **********
  • Posts: 465
  • Thanked: 172 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #475 on: September 24, 2020, 07:07:41 AM »
I've tried to find information on this but a lot of what I'm finding is VB6, and the newer C# information regarding civilians seems wholly focused on everything except fuel.   

 Civilian fuel harvesters, and in general, civilian shipping line fuel use.   

I believe I read somewhere that in C# Civilian shipping lines take fuel from your colonies if there is no fuel available for them at their own harvesters.    I also recall reading somewhere, at some point, that Civilian Harvesters when full actually dump their fuel on the nearest colony.    This is entirely counter to how it worked in VB6 and I can't seem to find the post again now that I'm actively looking for it, so that's why I'm here.    Clarification!

1) If I have civilian harvesters disabled in the galaxy gen, where do civilian shipping lines get their fuel?
2) If I have civilian harvesters disabled at generation and then enable it later, will civilian harvesters spawn? I toggled it on for a while, but did not see any after a few in game years.    Saying that my civilian industry is thriving is an understatement, so I would have expected it within that time.   
3) If I have civilian harvesters enabled, and presuming they're working, do harvesters steal the fuel and sell it off to the nether while taxed as they did in VB6, or do they dump it on a colony as open resources that can be used?
4) If I have civilian harvesters enabled and working, do civilian shipping lines still get their fuel from the same place as Q1?

Thank you!
I believe the answers are as follows:
1) civilian ships (in my game) all have 100% fuel all the time. For coding purposes it makes it a lot easier to code the civilian economy. If you need an in world explanation I will leave that for the philosophers.
2) they should have a change to spawn any time the option is turned on.
3) by default it gets sold and you get the taxes. If you set up a tanker on a looping order you can buy it all instead.
4) I highly doubt this changes depending on your game settings, it would not be consistent with how Steve works on things.

There is a thread listing all the C# changes, there is a convenient index here.
 
The following users thanked this post: Kailanlynx

Offline Theoatmeal2

  • Chief Petty Officer
  • ***
  • T
  • Posts: 49
  • Thanked: 5 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #476 on: September 24, 2020, 08:15:19 AM »
Encountered some aliens for the first time, translation worked and they are neutral however they suggested I leave an uninhabited system.
I did some exploration and found their homeworld, based on thermal signature their population is about 1. 4B (ours 880m) if it`s the same as for humans.

Their ships are faster and better armed, while we have a decent sized fleet armed only with lasers and I`m waiting for missile research to be finished which is a few years away.
Conquest is an attractive option but we need a few years to build up and I don`t have ground troops except for garrisons, problem is that they are just two jumps away and I`m afraid of antagonizing them.

Anyway my questions are these:
1.  How do diplomacy ships work? I sent one commercial with diplomatic module but instead of improving our relationship they demanded I leave urgently.
2.  How about ELINT ships, is there a way to remain undetected, for example can i reduce thermal signature by moving slower?
3.  How do I improve relationships?
4.  Can I picket a moving planet at a distance?
 

Offline Kailanlynx

  • Leading Rate
  • *
  • K
  • Posts: 6
  • Thanked: 1 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #477 on: September 24, 2020, 08:32:06 AM »
Quote from: Theoatmeal2 link=topic=11545.      msg141078#msg141078 date=1600953319
.      .      .      .     
Anyway my questions are these:
1.  How do diplomacy ships work? I sent one commercial with diplomatic module but instead of improving our relationship they demanded I leave urgently.       
2.  How about ELINT ships, is there a way to remain undetected, for example can i reduce thermal signature by moving slower?
3.  How do I improve relationships?
4.  Can I picket a moving planet at a distance?

Diplomacy ships basically give a modifier to your chances based on the diplomacy rating of the commander stationed in the diplomacy module.  Any ship can get a minimal baseline amount of diplomacy if it has contact with a ship of the target faction AFAIK, and a diplomacy ship without a commander adds nothing to that over a ship without, but I believe a zero skill commander is still better than none.  They wont accept a vessel in their capitol system, regardless of diplomatic intent.   
Any ship, diplomatic or not, must have sensor contact with a colony or ship that they're attempting to communicate with.  The contact must be visible in the system with the diplomacy ship, though it does not need to be 'seen' by the diplomacy ship itself, it could be given by a different sensor on another ship.   

ELINT ships are the same as any other.  Set movespeed to zero so there's a low thermal, and have good cloaking tech.       

Improving relations, in terms of coding, is very exact, but in practice due to being unable to fill in the statistics for half of the equation (the targets Xenophobia, if they're in passive or active communication, or denying it entirely, their perceived 'owned' sytems, etc,) you're often left in the dark.  Also, your listed relationship with them does not reflect their opinion of you.  If it's neutral-low positive, they could have a low negative-neutral on you.   
You could be improving your perceived score toward them massively with diplomacy, but in fact tanking their relation to you by doing it in the wrong spot.   
If they suggest you leave- do so, and avoid the system immediately connected to that one with anything that is not a diplomacy ship.  This is because their perceived borders extend beyond where they immediately tell you to evacuate.  Even if you leave that system, don't escort your diplomat with a hundred warships on the jump point outside of it.     

Yes, this will leave you with only one system in that direction to work with, unfortunately.     

In general, the long story short is that if you aren't being warned to get out, and you aren't being attacked, you are slowly improving relations.  Unless you're just so close that you're inside their capitol sector, then it's up in the air. 

Can you picket planets? Yes.  Any follow or picket order onto a planet, and before you confirm the action, change the minimum distance in the bottom left of the orders screen.  I don't recall reading any changes to how that works in the C# change logs.       

You can also follow their ships with your diplomatic vessels, just don't follow them where they don't want you. 

Reminder, following a target means your ship is burning fuel, so you have a higher thermal and more likely to be found. 

Final note, small size passive sensors, and CIWS, are both civilian components and great for high speed diplo craft if you don't want to risk as much.  However, the trade off is that the size and weight, and higher needed engine power will make them either extremely slow or much more visible on thermal sensors.




 
« Last Edit: September 24, 2020, 08:55:07 AM by Kailanlynx »
 
The following users thanked this post: Theoatmeal2

Offline linkxsc

  • Commander
  • *********
  • Posts: 304
  • Thanked: 16 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #478 on: September 24, 2020, 08:48:04 PM »
Question.

Warship has a component that's repair cost exceeds the ship's maximum MSP storage. Ship is also in a fleet with a supply ship more than capable of supplying the MSP needed.

Assuming a component breaks, can the warship repair itself using both it's own store, and the larger store of the supply ship? Or will it automatically fail to because it can never hold enough supplies itself?
 

Offline Froggiest1982

  • Vice Admiral
  • **********
  • F
  • Posts: 1332
  • Thanked: 591 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #479 on: September 24, 2020, 10:43:23 PM »
Question.

Warship has a component that's repair cost exceeds the ship's maximum MSP storage. Ship is also in a fleet with a supply ship more than capable of supplying the MSP needed.

Assuming a component breaks, can the warship repair itself using both it's own store, and the larger store of the supply ship? Or will it automatically fail to because it can never hold enough supplies itself?

will fail because it can never hold enough supplies itself

http://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance
« Last Edit: September 24, 2020, 10:45:24 PM by froggiest1982 »