Recent Posts

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New Cold War / Re: Cold War Comments Thread
« Last post by Gyrfalcon on Today at 06:47:13 AM »
Nice to find out the Mintek are controlled by a Precursor AI. While there is a grim humor in the Mintek struggling with a technological assimilation hostile, I think the AI will win and they’ll become an even bigger threat by showing up, offering performance implants that directly brainwashes new civilizations.
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C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by Destragon on Today at 06:40:14 AM »
There's something weird about fleet training. I and someone else on the Discord noticed that ships that are kept in a training naval admin end up with massively negative training values as soon as their deployment time is exceeded and their morale is dropping. It happened to me with ships that have a 6 month deployment time.
Is this a bug or are you not supposed to have fleets exceed deployment time while training?
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Spoilers / Re: 2.0 is this a raider I see before me?
« Last post by boolybooly on Today at 04:23:30 AM »
Cue Benny Hill music...

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Is there any way to load/use alien ordnance? I SM'd in an advanced warship using a different race and transferred it to my player race for RP, but it cannot load any more of its alien ordnance after I transferred it to a colony. The missiles don't appear in the ordnance tab, so I can't assign it any more missiles (it appears as if it doesn't have any missiles assigned at all).
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C# Suggestions / Re: Missile Based STO
« Last post by Sebmono on Today at 03:48:20 AM »
Can't we already do this today with an engineless fighter chassis carrying a single box launcher+MFC+missile?

I would like missile STOs so that the conventional empires can finally start with ICBMs again.
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Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?

You sure can, under the game settings window you can freely tick and untick the spoilers. IIRC this will only apply to new systems though, so I'm not sure if it will stop raider spawning in an ongoing game since they have their special "invisible" system.

Edit: I believe it works like the civilian spawning. Turning it off won't delete current shipping lines but it will stop more being built and essentially "pause" them, although the existing ships will continue to function
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C# Installation / Re: Difficulty launching 2.0
« Last post by Veneke on Today at 01:34:07 AM »
I was indeed missing the first step. Thanks!
 
And yes, replacing my antivirus fixed the problem of the exe being deleted.
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C# Suggestions / Re: Missile Based STO
« Last post by Vandermeer on Today at 01:15:45 AM »
I also miss the ability for ground missile bases. I still remember how often NPR planets had peppered my approaching forces with (supposed) AMM spam and sunk my huge frigates or cruisers.
Many RP fantasies also relied on having a planetary launch facility to find a good representative of the sci-fi franchise lore that I usually try to implement.

Generally I think the whole STO setup needs to be looked at again as a whole however, because also the way you control them is currently quite manic. The targeting priorities don't really let you discern between civil and military targets for example (very relevant for multi-faction start), and all your STO formations are on the same screen, which makes it troublesome to find the relevant batteries in an expansive empire. You can also only change targeting behavior one at a time.
I am sure Steve will come around to that however, since I would say the current system seems like a construction site interim solution. When he does, I reckon there is a chance he might also find a way to introduce ground missile launch in some way. Perhaps he might even pop another questionnaire regarding the topic like he did in the past.(eg the officer assignment system)


Regarding the missile base range debuff, I don't think that would be a good idea. Range for munitions is not based on the launcher but the missile itself, so it would be rather challenging and a code exception to make them run shorter just for ground bases. (and Steve stated the base philosophy for C# being 'least exceptions')
'Air drag' in an age where the lore has you dipping into a fluid extra-dimension to fly, is also rather dubious as an explanation for this. Though to be fair, there used to be protoplanetary-nebulas (also dearly missed), so there is some precedent for real matter presence limiting the scope of movement, yet those would also only slow you down while in them, not actually reduce the range. Translated to comparably thin atmospheres, this effect would also be negligible.
The whole tech-lore also functions under pretty much anti-gravity/ignore-gravity assumption, so this can't be it either.
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Keep encountering Raiders in the Sol System before I have even left the system and laying waste to everything despite having the known system count set to 10 systems - I see that it is a known issue and will be addressed for 2.1.  Question in the meantime because I've actually never done this before, can you have the option for a particular spoiler unchecked and then later when you're ready activate it and encounter it normally?
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C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by Lornalt on Today at 12:03:25 AM »
Unable to Award Medals to Admin Commander via Fleet Organization Window

Selected Admin Command -> Award Medal -> Select Awardees (Admin Commander and so on) -> Confirm award -> Everyone selected except Admin Commander gets award.

I'm I doing things wrong or is this a bug?

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