Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 358180 times)

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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #375 on: August 16, 2020, 12:19:04 PM »
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.

Yea, that might have been why I went with light vehicles. Not sure it really makes a difference in this case.
 

Offline Outrojection

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #376 on: August 16, 2020, 10:29:43 PM »
How do I delete a buoy?
I launched a 2 stage missile that deployed an active sensor buoy.  That buoy is no longer necessary and I want to remove it from the game.
 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #377 on: August 17, 2020, 01:58:16 AM »
How do I delete a buoy?
I launched a 2 stage missile that deployed an active sensor buoy.  That buoy is no longer necessary and I want to remove it from the game.

Not implemented yet

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #378 on: August 18, 2020, 02:59:14 PM »
I feel like this is probably a dumb question with a very obvious answer, but how do I take a formation out of its parent formation? For example, if the 42nd Battalion is parented to the 24th Brigade, what do I do if I want it to not have a parent any more? I tried dragging it to the planet, which almost works: the 42nd Battalion is moved to be under the planet rather than the Brigade, but it has no permanent effect. An order to load the Brigade onto a transport still shows the Battalion as a dependent formation, and refreshing the ground units window puts it back where it was.

In principle I could move the Battalion to a different Brigade, but I don't actually have another formation to move it under in this case.
 

Offline Migi

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #379 on: August 18, 2020, 03:16:06 PM »
I feel like this is probably a dumb question with a very obvious answer, but how do I take a formation out of its parent formation? For example, if the 42nd Battalion is parented to the 24th Brigade, what do I do if I want it to not have a parent any more? I tried dragging it to the planet, which almost works: the 42nd Battalion is moved to be under the planet rather than the Brigade, but it has no permanent effect. An order to load the Brigade onto a transport still shows the Battalion as a dependent formation, and refreshing the ground units window puts it back where it was.

In principle I could move the Battalion to a different Brigade, but I don't actually have another formation to move it under in this case.
Use the button Clear Hierarchy (you may need to select a unit for it to appear).
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #380 on: August 18, 2020, 03:23:59 PM »
Thank you! That is a pretty obvious answer, now that I've seen the button.
 

Offline Shawnc44

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #381 on: August 18, 2020, 06:21:56 PM »
Question on terraforming.   I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.   There are no notices and Earth and Mars are stable.  It's starting to happen in my out lying systems now as well.
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #382 on: August 18, 2020, 06:29:24 PM »
Question on terraforming.   I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.   There are no notices and Earth and Mars are stable.  It's starting to happen in my out lying systems now as well.

It's the colony cost that matters. Show us the environment tab for one of them, the answer is likely there.
 

Offline Shawnc44

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #383 on: August 18, 2020, 06:56:34 PM »
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
Question on terraforming.    I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.    There are no notices and Earth and Mars are stable.   It's starting to happen in my out lying systems now as well.

It's the colony cost that matters.  Show us the environment tab for one of them, the answer is likely there.


 Colony cost is 0.   But temp goes down each month


 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #384 on: August 18, 2020, 07:08:31 PM »
Dust perhaps?

Edit: or perhaps you turned on the disaster where the sun cools by a percentage every year; check in the game settings. I've never actually tried it myself, but I hear it's pretty hard.
« Last Edit: August 18, 2020, 08:59:07 PM by db48x »
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #385 on: August 18, 2020, 09:10:01 PM »
I fear this one might have an obvious answer as well, but does anyone know how to use captured alien missiles in your ship designs? They don't show up on the Ordinance tab of the Class Design window, nor do they show up in the Ordnance (sic) Template tab of the Naval Organization window with the ship selected. I have a collier with lots of empty commercial magazines, but with nothing selected in its ordinance template it won't actually load any missiles at all.
 

Offline Elvin

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #386 on: August 19, 2020, 01:47:12 AM »
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
Question on terraforming.    I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.    There are no notices and Earth and Mars are stable.   It's starting to happen in my out lying systems now as well.

It's the colony cost that matters.  Show us the environment tab for one of them, the answer is likely there.


 Colony cost is 0.   But temp goes down each month


A few possibilities, depending on what exactly you terraformed:
  • If you terraformed a small body, there's a chance it doesn't have the gravity to maintain an atmosphere, and so the atmosphere is leaking into space. There's nothing you can do about this, unfortunately.
  • Are the colonies themselves able to have that much max population? Each body has a maximum number of people it can support - if you go over this you'll see massive population decreases until the numbers line up. It doesn't explain the temperature drop though...
 

Offline Shawnc44

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #387 on: August 19, 2020, 06:19:35 AM »
Quote from: Elvin link=topic=11545. msg140177#msg140177 date=1597819632
Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994
Quote from: db48x link=topic=11545.  msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545.  msg140159#msg140159 date=1597792916
Question on terraforming.     I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.     There are no notices and Earth and Mars are stable.    It's starting to happen in my out lying systems now as well. 

It's the colony cost that matters.   Show us the environment tab for one of them, the answer is likely there. 


 Colony cost is 0.    But temp goes down each month


A few possibilities, depending on what exactly you terraformed:
  • If you terraformed a small body, there's a chance it doesn't have the gravity to maintain an atmosphere, and so the atmosphere is leaking into space.  There's nothing you can do about this, unfortunately.
  • Are the colonies themselves able to have that much max population? Each body has a maximum number of people it can support - if you go over this you'll see massive population decreases until the numbers line up.  It doesn't explain the temperature drop though. . .

These are planets and moons.   Example Io in Sol started with a pop max of 1784 fully terraformed to 0 cost added colonists to roughly 200 million and then it started changing.   Now it's population max is 27 and continues to lose temperature at about 1 degree per month of game time.   The planet says atmosphere retention and I have disasters turned off.   Haven't had this problem prior to this.   It's happening to 5/6 planets across 3 different systems. 
 

Offline Elvin

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #388 on: August 19, 2020, 06:54:01 AM »
Quote from: Elvin link=topic=11545. msg140177#msg140177 date=1597819632
Quote from: Shawnc44 link=topic=11545. msg140161#msg140161 date=1597794994
Quote from: db48x link=topic=11545.  msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545.  msg140159#msg140159 date=1597792916
Question on terraforming.     I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.     There are no notices and Earth and Mars are stable.    It's starting to happen in my out lying systems now as well. 

It's the colony cost that matters.   Show us the environment tab for one of them, the answer is likely there. 


 Colony cost is 0.    But temp goes down each month


A few possibilities, depending on what exactly you terraformed:
  • If you terraformed a small body, there's a chance it doesn't have the gravity to maintain an atmosphere, and so the atmosphere is leaking into space.  There's nothing you can do about this, unfortunately.
  • Are the colonies themselves able to have that much max population? Each body has a maximum number of people it can support - if you go over this you'll see massive population decreases until the numbers line up.  It doesn't explain the temperature drop though. . .

These are planets and moons.   Example Io in Sol started with a pop max of 1784 fully terraformed to 0 cost added colonists to roughly 200 million and then it started changing.   Now it's population max is 27 and continues to lose temperature at about 1 degree per month of game time.   The planet says atmosphere retention and I have disasters turned off.   Haven't had this problem prior to this.   It's happening to 5/6 planets across 3 different systems.

Sorry, I don't know what this might be. Could you attach your Aurora DB file? Just zip it up and attach it to a post.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #389 on: August 19, 2020, 07:54:59 AM »
Quote from: db48x link=topic=11545. msg140160#msg140160 date=1597793364
Quote from: Shawnc44 link=topic=11545. msg140159#msg140159 date=1597792916
Question on terraforming.    I recently had 3 different planets in my Sol system all terraformed to 1000 or higher population levels start losing temperature and population levels to 8m.    There are no notices and Earth and Mars are stable.   It's starting to happen in my out lying systems now as well.

It's the colony cost that matters.  Show us the environment tab for one of them, the answer is likely there.


 Colony cost is 0.   But temp goes down each month


Hypothesis:
When you finished adding Aestusium, you went to the Environment tab and unchecked the "Add Gas to Atmopshere" box, but left Aestusium selected.
This would mean that your terraformers are now removing Aestusium from the atmosphere.
Instead, you need to select the None item from the dropdown.