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Posted by: Froggiest1982
« on: Today at 08:18:02 PM »

In terms of mapping, unless you extremely unlucky, you can use the matryoshka approach.

Basically, long connections run around and inside you have the rest of the systems, if you use a squared map system.

If you use a spiral approach, you should then be able to keep the same approach by dragging the connections on the out arms and spiral inwards.

Skoormit, out of curiosity can you send your DB? I would like to have some fun with your map. I am asking because I never really encountered a really messy run in terms of inter system connections. I guess I have been lucky (or unlucky, depending on point of view) so far. It is true I only play with Real Stars map, and I noticed that this situations are most common in non Real System starts or if you mess around local systems connections.

Steve, in your case you only need to switch the position of Tannauser gate on North West side and move Kodiak up of Andromeda.
Once you done that, you should be able to quickly figure out the best position for Barbarossa and Dark Heaven to pass on the west side of Sol while keeping Paragon and Argonar in the right place, as they don't need to intersect. Proxima connection can be placed anywhere free and out of the way at this point.
I'll admit that Regulus will require some creativity. To be fair, create space for that part of the galaxy should be doable until a new connection turns the table. I think you'll have to skew the whole map to the south west side until you can squeeze the last intersection through Lethe, considering Alpha Centauri should be already in an ideal position due to the previous Barbarossa move.

If I may, this presents the perfect opportunity for me to brainstorm on a couple of ideas. If you ever played Avorion (please don't or Aurora will get put aside for too long :) ) I like the warp concept there, so basically the map does have these long warp points from one end to another of the galaxy. If we can have some means to "rearrange" selected branches to pass on top of systems circles or elements and not underneath, then this will already be a possibility (it will require for them to be of a darker/lighter colour though). I do know there is something going on there, because I noticed that intersection pass over other intersections with a discovery priority? Basically, they do not exist in the same layer. You can notice that when you build gates and the line becomes orange, and by using Skoormit map it becomes evident. Some goes on top some others below. Perhaps there may be space for layer optimization here as well, helping with performance opening large maps. Am I correct? If not scrap it.

Eventually, the branch could have a selection and a toggle called long connection, which will make that particular branch of a different colour if selected. I don't know, perhaps red and pink if gate connected.

While at it, and I know it is a pain, Zoom and grid size selection features back will be highly appreciated :)

There is always the good old don't touch it if not broken approach.
Posted by: skoormit
« on: Today at 11:44:50 AM »

I don't know if I could stand playing with the way you've got your map setup - too many long connections cutting across the entire map; like the Afbull connection to whatever system you've got just offscreen to the top left, or the Aha system connecting to AKA in the top left and way off down the bottom left. Unfortunately, there's just not much to be done with what we've got - I suspect we'd need an actual 3d grid to make sense of it all.

LOL.
Yes, the long connections are annoying, but there's literally no way to arrange that map without having any.
Try to shorten one, and another will appear.
Posted by: AlStar
« on: Today at 10:42:32 AM »


I always aim to minimize the number of intersecting JP paths, but there's only so much you can do.

See the attached for some suggestions. After you do those, you might notice some further easy adjustments.

Don't worry: the longer your game goes, the more fun it gets. See the other attached for an example.
Those suggestions look good - as you say, they should at least reduce the overlap.

I don't know if I could stand playing with the way you've got your map setup - too many long connections cutting across the entire map; like the Afbull connection to whatever system you've got just offscreen to the top left, or the Aha system connecting to AKA in the top left and way off down the bottom left. Unfortunately, there's just not much to be done with what we've got - I suspect we'd need an actual 3d grid to make sense of it all.

Maybe it's me, but I cannot find a way to promote the civilian administrators.
I need a planetary admin of level x, but the ones at level x-1 have better parameters and I don't find how to promote them.
As far as I know (and this could well be wrong), they'll naturally self-promote as long as there are free governorships of a higher level available; it just might take some time. I think there's a way to force-promote them if you turn on SM mode.
Posted by: paolot
« on: Today at 10:26:01 AM »

Maybe it's me, but I cannot find a way to promote the civilian administrators.
I need a planetary admin of level x, but the ones at level x-1 have better parameters and I don't find how to promote them.
Posted by: skoormit
« on: Today at 08:41:27 AM »

I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.

Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?

I always aim to minimize the number of intersecting JP paths, but there's only so much you can do.

See the attached for some suggestions. After you do those, you might notice some further easy adjustments.

Don't worry: the longer your game goes, the more fun it gets. See the other attached for an example.
Posted by: Steve Walmsley
« on: Today at 06:32:38 AM »

I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.

Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?

You just need to move them around a few at a time and try to figure it out. It's usually a fun problem to solve, trying to get the best layout. This is my current campaign, which has quite a few loops.

Posted by: kyonkundenwa
« on: Today at 12:40:40 AM »

Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?
Move the systems into an arrangement with the least number of offensive links. And then SM-delete those offending links.
Posted by: AlStar
« on: Yesterday at 06:50:35 PM »

I've been playing with my galaxy layout, since I just found a connection that joined the far western side of my map with the far eastern side.

Does anyone with a better sense for these things have any idea how to make this constellation of jumps not be a total rat's nest?
Posted by: Steve Walmsley
« on: Yesterday at 10:16:23 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.

Uh oh... there goes my mind again.

So fuel creation on a PLANET is modified by personnel production bonuses and NOT personnel mining bonuses, but fuel on a SHIP is modified by personnel mining bonuses, but not personnel production bonuses?

I've been sabotaging my own fuel for so many playthroughs... :(

Yes, on a planet, the refineries are producing fuel from already mined Sorium, so its a production bonus. Orbital harvesters are mining the Sorium to turn into fuel, so its mining bonuses (strictly speaking they are also refining it, but the mining is the primary task).
Posted by: themousemaster
« on: Yesterday at 07:56:45 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.

Uh oh... there goes my mind again.

So fuel creation on a PLANET is modified by personnel production bonuses and NOT personnel mining bonuses, but fuel on a SHIP is modified by personnel mining bonuses, but not personnel production bonuses?

...

I've been sabotaging my own fuel for so many playthroughs... :(
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).