Posted by: hostergaard
« on: October 21, 2021, 12:14:18 PM »Ups, meant to post it in the suggestion threat, I guess I clicked the wrong threat and did not notice haha
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....
How do I get my game to speed back up?
EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...
EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...
EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?
Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?
50 Light years does not mean 50 jumps im pretty sure.
No, the advanced spoilers are disabled.
EDIT: Might it be because I checked the option to 'Generate New Races and NPRs" at the start of the game that a race generated despite putting the number of Non-Player races to 0?
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....
How do I get my game to speed back up?
EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...
EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...
EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?
Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?
50 Light years does not mean 50 jumps im pretty sure.
So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....
How do I get my game to speed back up?
EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...
EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...
EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks? Do the fighters have maintenance clocks rated less than 5 days? Do the fighters carry enough MSP to repair an engine failure?From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.
They what?!? Did you have automine demands there at one time? If you have a database showing that then you might want to post it in the bug thread.
After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.
I have not tried training on fighters. But I assume the same applies.Off-Topic: show
Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.
While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.
It really is as simple as that.
Ehhhh, that's kinda smeg. Unit in training should automatically take a break to refuel, resupply and have a shore-leave if they are above a planet that can support them. There is no reason the player should have to manually take them out of the training Admin whenever they complain about deployment times or maintenance equipment.
Honestly, there should also be a standing order for the ship telling it to take a shore leave until moral is restored when it exceeds deployment.
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks? Do the fighters have maintenance clocks rated less than 5 days? Do the fighters carry enough MSP to repair an engine failure?From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.
They what?!? Did you have automine demands there at one time? If you have a database showing that then you might want to post it in the bug thread.
After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.
I have not tried training on fighters. But I assume the same applies.Off-Topic: show
Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.
While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.
It really is as simple as that.
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks? Do the fighters have maintenance clocks rated less than 5 days? Do the fighters carry enough MSP to repair an engine failure?From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.
They what?!? Did you have automine demands there at one time? If you have a database showing that then you might want to post it in the bug thread.
After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.
I have not tried training on fighters. But I assume the same applies.Off-Topic: show
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks? Do the fighters have maintenance clocks rated less than 5 days? Do the fighters carry enough MSP to repair an engine failure?From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.
They what?!? Did you have automine demands there at one time? If you have a database showing that then you might want to post it in the bug thread.
I'll do that, thanks.I can confirm that the production bonus applies to construction vehicles working as industry. I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.
Does the production bonus for ground leaders apply to construction vehicals fortifying units?
And what advantage to bombardment fighter pods have over anti-air pods?
Bombardment pods are for attacking ground forces. Anti-air pods are for attacking other fighters.
I'll do that, thanks.I can confirm that the production bonus applies to construction vehicles working as industry. I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.
Does the production bonus for ground leaders apply to construction vehicals fortifying units?
And what advantage to bombardment fighter pods have over anti-air pods?
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks? Do the fighters have maintenance clocks rated less than 5 days? Do the fighters carry enough MSP to repair an engine failure?Is there a way to scrap and repair fighters and stations without using a shipyard?Presently shipyards are the only option.
You're not seriously intended to use yards made for capital ships to repair one lousy fighter when you have hundreds of fighter factories, do you?
Also, said fighters keep having maintenance problems despite being in a fleet orbiting a colony with sufficient facilities.
Have you run out of MSP to run the maintenance facilities?
No, it just during training some of the fighters randomly explode.
Why are civilians transporting my automines to a colony where I don't have any automine demands?