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Topic Summary

Posted by: Steve Walmsley
« on: April 23, 2024, 05:45:30 PM »

Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

NPRs do terraform, but usually use ships rather than installations.
Posted by: pedter
« on: April 23, 2024, 05:38:46 PM »

An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).

Ah, I see now - production would be throughput while productivity would be efficiency. To rearrange the punchline above, the efficiency is fixed and is always 2kL per ton, while the throughput per module or installation improves with technology. Thankfully, once an appropriate sorium giant is found, the efficiency is largely irrelevant.
Posted by: pedter
« on: April 23, 2024, 05:33:37 PM »

Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

I haven't seen any terraforming installations with an NPR either. I have, however, seen an entire line of ships that carry two or three terraforming modules depending on design iteration. I can't confirm if they actually terraform however; they were on the move between jump points when I turned them into wrecks and I didn't checked around to see if any atmospheres had actually received work.
Posted by: vorpal+5
« on: April 23, 2024, 01:58:50 PM »

An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).
Posted by: skoormit
« on: April 23, 2024, 12:21:29 PM »

Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
Posted by: skoormit
« on: April 23, 2024, 08:45:09 AM »

An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
Posted by: skoormit
« on: April 23, 2024, 08:24:58 AM »

I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?

Correct.
In fact, the danger rating does not have to get to zero (as I misstated above); it just has to not be higher than the protection value.
The protection value of a ship is the PPV value you see in the Class Design window.
Posted by: Kaiser
« on: April 22, 2024, 08:08:21 AM »

I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
Posted by: vorpal+5
« on: April 22, 2024, 07:10:53 AM »

An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
Posted by: skoormit
« on: April 21, 2024, 02:17:58 PM »

I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero the total PPV of your fleets in the system.

The danger rating will decline gradually, so long as no further hostile activity occurs in that system.
Posted by: Kaiser
« on: April 21, 2024, 01:59:07 PM »

I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
Posted by: Andrew
« on: April 19, 2024, 03:05:27 AM »

The difference for a PD STO and a normal STO is the fire control speed for the mount, so a weapon in a PD mount will shoot down missiles better. But like on ships and 37.5 cm laser firing every 30 seconds is a poor PD weapon even if it has a PD Mount as the weapon has a low rate of fire and poor speed, however a Twin Gauss turret would have its mount speed negated without the PD STO setting and is a good antimissile weapon but a dreadful anti-ship weapon. 
So like on ships different weapons serve different roles
Posted by: vorpal+5
« on: April 19, 2024, 02:30:26 AM »

If I don't know my enemy profile, what do you guys advise about STOs? Half with PD, half without? It means doubling on research also, and given my research speed, it's not completely trivial.
Plus I'm a bit confused, it seems the non-PD variant can still engage missiles?
Posted by: xenoscepter
« on: April 18, 2024, 03:54:17 PM »

--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.

Huh?

4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew

--- There is 20 crew set aside for the parasites crew.

1 Hangar Deck = 32 Crew
4 Boat Bays = 80 Crew for the Parasites alone.


EDIT: Nevermind! Boat Bays used to be 20 crew per bay. Now they're 5!
Posted by: Kaiser
« on: April 18, 2024, 12:46:45 PM »

Is there a way to view all military ships only, such as an OOB for all my military ships?