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Topic Summary

Posted by: Jovus
« on: Yesterday at 08:57:34 PM »

The new Organizations tab on the Ground Forces screen is awesome. I love it to pieces. Thanks so much, Steve.

Can we get a new button on the OOB tab, called "Create Org" that, when you click on it with a formation selected in the OOB, queries for a name and then creates a new org (with appropriate sub-nodes) based on the selected formation?
Posted by: wedgebert
« on: Yesterday at 05:08:58 PM »

Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed.

Fair enough, I was mostly trying to point out that in a bomb-pumped laser, everything happens very fast and once and you're pretty much limited to x-rays as the lifespan of each rod isn't conducive to your standard amplification and controlled release that normal lasers use. The energy in a bomb-pumped laser only makes a single pass through the rod as its primarily x-rays which cannot be reflected.

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There are also reactor driven lasers

Yes, but a nuclear reactor is a lot bulkier than a bomb. Not only do you have to have the reactor and laser system, you also need coolant and radiators to keep your reactor from overheating en-route to the target. These kinds of laser would be better suited to being ship (or drone) based than on an expendable platform like a missile.

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...Casaba Howitzer

While cool, Casaba's are basically direct hit weapons. They rely on plasma and plasma likes to expand stupid fast and is easily deflected by magnetic fields. They're great for propulsion, but with a range in kilometers you can measure by counting on your fingers and toes, they're not every effective standoff weapons (although good for point defense)

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Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance

Higher wavelength photons do diverge less given the same starting diameter. But it's also harder to focus higher wavelength photons so it's easier to have better focusing tech for a weaker laser which could give it a higher range in spite of its higher divergence.
Posted by: Andrew
« on: Yesterday at 03:36:50 AM »

Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed. There are also reactor driven lasers where the lasing material is directly excited by the laser and so there the lasing rod is not seperate.
You can also produce 'shaped' or focused Nuclear initiations which for game purposes have a similar effect (Casaba Howitzer)

However the whole point of a bomb pumped laser is to get down to X-Ray or Near X-ray wavelengths as that has not been possible (last time I checked ) without wither reactor driven or Bomb pumped lasers.

Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance
Posted by: wedgebert
« on: June 07, 2024, 08:28:18 PM »

I'm not sure you can make non x-ray bomb pumped laser. From my understanding, the nuclear explosion is what makes the x-rays and there are focusing rods that do their best to focus those x-rays into coherent beams before dying themselves.

It's not like a normal laser with a lasing medium and all that stuff
Posted by: gpt3
« on: June 07, 2024, 10:40:33 AM »

Would it be possible to make the laser warhead focus techs have similar flavor text as their explosive warhead and beam-weapon equivalents? From an optics perspective, reducing wavelength should improve range for both reusable and bomb-pumped lasers, even if the two methods trigger lasing in completely different ways.

Current Warhead Tech NameCurrent Focus Tech NameSuggested Focus Tech Name
Gun-Type Fission Warhead: Strength: 2 x MSPLaser Warhead Focus - 10KInfrared Laser Warhead
Implosion Fission Warhead: Strength: 3 x MSPLaser Warhead Focus - 20KVisible Light Laser Warhead
Levitated-pit Implosion Warhead: Strength: 4 x MSPLaser Warhead Focus - 30KNear Ultraviolet Laser Warhead
Fusion-boosted Fission Warhead: Strength: 5 x MSPLaser Warhead Focus - 40KUltraviolet Laser Warhead
Two-stage Thermonuclear Warhead: Strength: 6 x MSPLaser Warhead Focus - 50KFar Ultraviolet Laser Warhead
Three-stage Thermonuclear Warhead: Strength: 8 x MSPLaser Warhead Focus - 60KSoft X-Ray Laser Warhead
Posted by: Jovus
« on: June 06, 2024, 08:13:14 PM »

Apologies if this has already been covered, but this thread is now 27 pages long, so while I didn't find my suggestions via a couple searches, they might be there already.

First, right now if you're checking a research project field (e.g. Defensive Systems) ongoing projects in that field are coloured blue for ease of reference. This is awesome. Can we get projects in queue also coloured the same blue in that instance?

Second, less important, but if we click on an ongoing project or something in queue, could we have a similar highlight (either the same colour, overriding the first case, or a different colour if preferred) calling out everything in the same queue, including the current project if that isn't what was clicked?

This would make parsing multiple research queues visually easier.
Posted by: samitch0754
« on: June 05, 2024, 07:34:41 PM »

It would be nice if when selecting "Refuel" from a colony or hub, there was an option to select the number of Liters desired, similar to how you can set a minimum distance when selecting "move to".  Often I run into fuel shortages and trying to ration the production between all ships is pain because as it stands, when told to refuel ships will take the colony reserve down to zero.  You can then unload the fuel back down to the ships minimum set in the class designer, but that gets annoying quickly. 
Posted by: Louella
« on: June 05, 2024, 01:01:47 PM »

If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.

I think the last time this came up, the issue raised was how to configure the civilian AI so that the freighters aren't constantly running off to random rocks to pick up 25 tons of vendarite when you'd prefer them to ship 12,000 tons of gallicite from some important colony instead. One suggestion I made at the time was to give civilians a dedicated class of mineral haulers which are just small shuttles (say 5,000 tons capacity) instead of big hulking freighters, however this conflicts with the general trend to use larger ship types to reduce pathfinding/detection slowdown.

With the new colonist transport code, maybe something similar could be added for mineral shipping to resolve this, e.g., the payout for a mineral shipment is scaled by the fraction of the ship's hold that is filled, so civilians will only prefer to pick up minerals if there's enough of them to make a real profit.

Maybe have something in the colony management screens, where you can set a colony to export or import minerals, and thresholds at which point shipping lines would pick up minerals ?

Small asteroid mines, you'd set them to "no import/export" and just mass-driver the minerals off the asteroid.

Larger colonies, you'd set "export minerals" and when there are enough minerals (above the threshold) to fill a cargohold, one civilian line will send a ship to pick up the minerals and transport them to the nearest colony set to "import minerals"

That way ships shouldn't be going to pick up random tiny amounts, and would instead only be travelling to colonies where there's enough minerals to fill the ship ?
Posted by: Kiero
« on: June 05, 2024, 08:37:18 AM »

In terms of a genetic modification:

- Species resistance to dangerous gases as a new field of study?
Posted by: Froggiest1982
« on: June 04, 2024, 07:12:30 PM »

I know this may have popped from time to time, and a recent conversation has sparked again some sort of possible QOL work under the commander screen.

Would it be possible to grey out the commanders that have an assignment so that you don't have to find out the exact name and then scroll through the whole list?

I think this was a feature in VB6 already.
Posted by: Steve Walmsley
« on: June 01, 2024, 02:24:20 PM »

Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?

That would require a separate event type for each race, which isn't how event types currently work.
Posted by: Garfunkel
« on: June 01, 2024, 12:47:11 PM »

Please make "Show Civilian Lines" tick box remember its setting in the Fleet Window. When playing a game without civilian shipping lines, I want that first, automatically generated shipping line, to always be invisible. But since I always close the fleet window before progressing time, I have to untick that box every time.
Posted by: nakorkren
« on: June 01, 2024, 12:16:05 PM »

Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?
Posted by: Steve Walmsley
« on: June 01, 2024, 04:21:05 AM »

Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.

Added for v2.6
Posted by: Kaiser
« on: May 31, 2024, 01:35:30 PM »

Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.