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Topic Summary

Posted by: ChubbyPitbull
« on: Today at 09:24:58 AM »

EDIT: Solved, I have to overhaul at the fleet orbiting the DSP, not at the DSP itself.

Had a question about overhauls, caveat up-front that I've modified the database to add more space-efficient maintenance storages.

Can maintenance ships be used to overhaul ships? I'm spying on an NPR who is several jumps from my borders. I setup a Deep Space Population far out of the shipping lanes in a backwater system not too far from their capital and other populated systems, so my small Intelligence  Corvettes have a close safe-haven for maintenance and fuel, with a small stealthy defense force in case things get spicy.

At the DSP I have Maintenance Ships with ship-based maintenance facilities, and the DSP population correctly shows the maintenance capacity provided by the orbital ships (Maintenance Capacity is significantly higher than tonnage maintained). The maintenance vessels have a large reserve of maintenance supplies and are flagged as supply ships. I also have a recreation ship, a fuel tanker, and a commercial ammunition carrier there for shore leave and refueling/reloaded.

I have my first intelligence corvette due for service, but when I order it to the DSP, I don't get an option to being overhauls on the ship. Is it not possible to overhaul via orbital maintenance facilities, or is there something else I'm missing?

Thanks!

Designs below:

Code: [Select]
Gryphon class Maintenance Vessel      120,000 tons       1,155 Crew       5,006.2 BP       TCS 2,400    TH 10,000    EM 0
4166 km/s    JR 3-50(C)      Armour 2-216       Shields 0-0       HTK 162      Sensors 5/14/0/0      DCR 1-0      PPV 0
MSP 150,026    Max Repair 1,250 MSP
Baron    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Maintenance Modules: 14 module(s) capable of supporting ships of 28,000 tons

J12-C120K Commercial Jump Drive     Max Ship Size 120000 tons    Distance 50k km     Squadron Size 3

Commercial Inertial Fusion Drive  EP5000.00 (2)    Power 10000    Fuel Use 0.28%    Signature 5000    Explosion 5%
Fuel Capacity 615,000 Litres    Range 330 billion km (916 days at full power)

EM Sensor EM1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Maintenance Ship for auto-assignment purposes

Code: [Select]
Goblin class Intelligence Corvette      2,000 tons       48 Crew       557.7 BP       TCS 40    TH 250    EM 0
6251 km/s    JR 3-50      Armour 1-14       Shields 0-0       HTK 15      Sensors 5/14/0/0      DCR 1-5      PPV 0
Maint Life 17.04 Years     MSP 5,174    AFR 32%    IFR 0.4%    1YR 34    5YR 505    Max Repair 280 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

J12-2000(3-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 3

Inertial Fusion Drive  EP250.00 (1)    Power 250    Fuel Use 10.0%    Signature 250    Explosion 10%
Fuel Capacity 280,000 Litres    Range 252 billion km (466 days at full power)

Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Electronic Warfare Jammers:   Sensor 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
Posted by: nuclearslurpee
« on: Yesterday at 04:04:40 PM »

Do STOs offer PPV, or no?

No. As ground units they offer some (minimal) policing points instead.

Mechanically, this is because PPV is a system-wide quantity, so ships anywhere in a system contribute to PPV for all colonies in the system. Since STOs are limited to a single planet it would not make sense for them to contribute system-wide PPV - colonists on Titan get no protection from STOs on Earth or Mars, after all.
Posted by: Jovus
« on: Yesterday at 02:47:24 PM »

Do STOs offer PPV, or no?
Posted by: gpt3
« on: June 05, 2024, 08:13:51 PM »

I have a question regarding civilian shipping - say I want 50 (and only 50) automated mines total on a body that currently has zero.  So I demand 50 AM through the civilian shipping tab.  While this is happening, some military freighters are freed up, and I ask them to ship 20 automated mines to that same body.  Will those 20 shipped by the navy count towards the 50 AM total demanded? or would I end up with 70 AM at the end of the day?
You'll end up with 70 AM (assuming that your AM source has at least that many available). Civilian contracts ignore government shipping.
Posted by: samitch0754
« on: June 05, 2024, 07:21:50 PM »

I have a question regarding civilian shipping - say I want 50 (and only 50) automated mines total on a body that currently has zero.  So I demand 50 AM through the civilian shipping tab.  While this is happening, some military freighters are freed up, and I ask them to ship 20 automated mines to that same body.  Will those 20 shipped by the navy count towards the 50 AM total demanded? or would I end up with 70 AM at the end of the day?
Posted by: Steve Walmsley
« on: June 04, 2024, 02:45:42 PM »

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.

Yes, the NPRs already do this :)

I'll add an option to the game window to allow themes for player races.

Thanks Steve! Will this allow a mix, e.g., humans from Earth use the real star names but Reticulans from Zeta Reticuli use a custom name theme, or will it be all-or-nothing?

As currently coded, its all or nothing. It was an easy change. I probably should change to be race-specific.
Posted by: nuclearslurpee
« on: June 04, 2024, 08:43:13 AM »

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.

Yes, the NPRs already do this :)

I'll add an option to the game window to allow themes for player races.

Thanks Steve! Will this allow a mix, e.g., humans from Earth use the real star names but Reticulans from Zeta Reticuli use a custom name theme, or will it be all-or-nothing?
Posted by: Kaiser
« on: June 04, 2024, 08:02:26 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.

Ah ok, the race Intel Points in the Intelligence Window.
Posted by: Droll
« on: June 04, 2024, 07:32:36 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.

Do intelligence points gained get modified by the communication status with the race of the capture/rescue?
Posted by: Steve Walmsley
« on: June 04, 2024, 04:26:24 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.

Interrogation happens at the moment you rescue them. That interrogation yields intelligence points, which are added to any you gain from ELINT. You gain more points for rescuing officers, depending on rank. When you reach 100 points, you get an intelligence result and the counter resets.

http://aurora2.pentarch.org/index.php?topic=8495.msg109681#msg109681

Autopsy provides you with their species tolerances.
Posted by: Kaiser
« on: June 04, 2024, 04:21:45 AM »

I finally captured some POW from an NPR, first time probably in Aurora, I am super excited of the interrogation outcome, but it is unclear how it works.

Question 1: does the interrogation happen via ad hoc research in biology/genetics? I unloaded the POWs on Earth but then they seem disappeared and I have the specific research project for their autopsy.

Question 2: What info will I gain from the alien autopsy? The research says "environmental tolerance" which makes sense of course, but I was hoping to gain info on where they are, outposts, planets they occupy etc.
Posted by: Steve Walmsley
« on: June 04, 2024, 04:14:21 AM »

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.

Yes, the NPRs already do this :)

I'll add an option to the game window to allow themes for player races.
Posted by: welchbloke
« on: June 03, 2024, 04:29:55 PM »

I have a number of planets/moons that were previously occupied by spolier races but have been 'liberated' by the gloriouis forces of the empire. I had to duke it out from orbit with some pretty significant STO forces before invading. This has obviously left some dust and radiation in the atmosphere. Consequently, I'm now getting 'Unrest increasing' messages for those worlds. The thing is there is literally nothing on those planets at the moment, just an empty colony to allow me to send xenoarcheology and construction forces to exploit. It doesn't really make sense to me that there is any unrest to increase on these empty colonies. What happens when the political stability drops low enough? Am I going to get an insurrection appear on an empty colony?

Welchbloke
Posted by: db48x
« on: June 03, 2024, 03:26:30 AM »

If you check the help text that appears when you mouse over the number of systems, it states that doesn't apply to Known Stars games.

I think I’ve requested this before, but would it be worth thinking about the design of the New Game screen some? It could use a few improvements.

For example, the Known Stars option is a big choice that really defines how the rest of the game feels. When enabled, it causes several other options to be ignored. Perhaps this should be a big hint that should inform the design of the screen. Imagine having radio buttons to select between Random Stars and Known Stars. When Random Stars is selected, the options that only apply to Random Stars game are enabled and those for Known Stars are disabled, and visa versa. For easier comprehension, these options should be visually arranged so that the association is obvious at a glance. Or see the attached picture. Of course it is a GTK Assistant window rather than a Windows Wizard window, so it looks different.
Posted by: nakorkren
« on: June 02, 2024, 08:38:10 PM »

Is there a way to make the system names pull from the System theme in random order, instead of alphabetical order? I'd swear there was supposed to be a check box for randomizing it, but for me it always run alphabetically which is kind of boring, and as a result I manually rename every system.