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Topic Summary

Posted by: ChubbyPitbull
« on: Today at 09:17:16 AM »

Does the auto-interrupt logic allow for fast-moving small ships to complete movement before the auto-interrupt occurs due to a new sensor contact? I've had some spoiler races going after one of my small colonies from time to time, so I have a small FAC fleet posted there to drive them off. My sensor FAC has an R200 sensor that detects out to 230m km, and an R1 sensor that detects out to 11m km. I've had twice now where I'm doing my normal 5-day time increments because of no contacts, to finish one 5-day where all of a sudden a spoiler race is on top of my colony, has destroyed my sensor FAC, and then the spoiler ship itself is destroyed by automatic STO fire. The spoiler race ship is small so the shorter-range R1 sensor would be required to detect it, but in other similar situations of the game, in most other cases the time increment stops advancing when the R1 sensor detects the approaching spoiler race ship, allowing my FACs to engage it off-colony.

After the first time this happened I clicked "Select Sub-Pulse Length (Auto)," although normally I don't change this setting. After a few other spoiler race fights I had the above situation issue happen a second time, where even though the R1 sensor was active the spoiler race was allowed to make it all the way to the colony before the time increment ended and destroyed another sensor FAC.

Is this normal behavior for large time increment advancements? My assumption was the game would automatically stop advancing point if it calculates a Hostile contact would be detected prior to the time increment completing. For now, I'm working around it by putting a lot of DSTs on colonies without better low-res active sensors available.
Posted by: Garfunkel
« on: Today at 12:06:50 AM »

Yeah old 'training command' was a commercial space station in Earth orbit and you would have your new ships join it's TG until their Fleet Training hit 100%, for free.
Posted by: nuclearslurpee
« on: Yesterday at 11:22:34 PM »

Sounds like a huge indirect malus for FACs and the like.

It used to work the opposite way - fleets in training would fly around at random using the speed of the slowest ship in the fleet. This had easy exploits where you could put a very slow ship (or possibly one with no engines, I don't remember if this worked) into a training fleet and have very little fuel consumption, bypassing the usually high fuel consumption of fighters and FACs. The old way was exploitable, the new way is not really exploitable but as a trade-off is rather inflexible, costly, and annoying to micromanage.

So far it seems that Steve has not found a good solution, and the training admin command is so awkward as it is that many players just avoid it. Personally, I dislike using fleet training since it defies verisimilitude in many ways, and because a fleet with 100% fleet training has no fire delays, making the commander's Reaction bonus (and particularly the Flag Bridge component) pointless.
Posted by: Jovus
« on: Yesterday at 08:16:43 PM »

Sounds like a huge indirect malus for FACs and the like.
Posted by: nuclearslurpee
« on: Yesterday at 04:07:49 PM »

How can I train fighters or other parasites? I've moved a carrier full of parasites into a training command, and what I've accomplished is to go through half a million litres of fuel every day, because apparently despite being docked in the carrier the fighters want to burn their engines constantly during training.

Ships under a training command use fuel as if they were moving at 10% full burn. This has to include fighters, otherwise they would not be doing any training so how would they get a benefit?

If you really want to train fighter crews, you might have some luck doing it by building "dummy" fighters that replace their fuel tanks with MSP bays, training them up to 100%, and then refitting them (at a shipyard) with fuel tanks. This seems time-consuming, annoying, and a bit wasteful to me, but it should work in principle. Note that MSP is not consumed by fighters in a hangar even though fuel is consumed (weird, but okay...).
Posted by: Jovus
« on: Yesterday at 01:06:14 PM »

How can I train fighters or other parasites? I've moved a carrier full of parasites into a training command, and what I've accomplished is to go through half a million litres of fuel every day, because apparently despite being docked in the carrier the fighters want to burn their engines constantly during training.
Posted by: Garfunkel
« on: Yesterday at 07:15:39 AM »

You can't delete spoilers. Use SM mode to design and spawn some warships of your own.
Posted by: Caesar
« on: Yesterday at 01:15:48 AM »

Hiya; I think I have detected raiders in Sol. Weirdly enough, however, it shows the raiders on top of Earth, with a long line leading closer to Mercury. Inspecting the contacts, that seems to be the actual location of the ship. Why is it showing up this way, instead of with its real location?

And besides that; how could I go about deleting this vessel? I hadn't built any military ships yet. I hoped for some cool aggressive first contact to trigger militarization. But this one, right in Sol, will straight up destroy me before I could do anything about it.
Posted by: Steve Zax
« on: June 17, 2024, 12:15:38 PM »

Does anyone know if you get any "credit" diplomatically for being seen attacking an NPC's enemies by that NPC? I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and you attack Bob's ships, will the USA like you any better?

I suppose it depends...
Are you the Interstellar Republic of Carol? Or the Galactic Empire of Ted?
Posted by: Caesar
« on: June 16, 2024, 01:03:54 AM »

But doesn't gathering racial intel on (two) populations also give research and class design intel?
I think these things are relatively rare compared to the active sensor intel, so probably what happens is that the game rolls an active sensor reveal several times in a row (not improbably so), then picks a sensor but there is only one to select.

Honestly I think ELINT needs a bit of a rework, sensor intelligence is pretty useless since you can get an accurate estimate of sensor resolution and range just from seeing the signature + doing five seconds of typing the numbers into a calculator math. I'd rather see the overall ELINT rate gain reduced in exchange for only 'useful' intelligence being available, like ship schematics or techs.

Ah, that makes sense.
At least I'm also getting accurate intel on the populations, so not all is lost.
Posted by: nuclearslurpee
« on: June 16, 2024, 12:34:32 AM »

Does anyone know if you get any "credit" diplomatically for being seen attacking an NPC's enemies by that NPC? I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and you attack Bob's ships, will the USA like you any better?

Not to my knowledge. If there is a mechanic to this effect it is not documented.
Posted by: nakorkren
« on: June 16, 2024, 12:33:57 AM »

Does anyone know if you get any "credit" diplomatically for being seen attacking an NPC's enemies by that NPC? I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and you attack Bob's ships, will the USA like you any better?
Posted by: nuclearslurpee
« on: June 15, 2024, 06:05:09 PM »

But doesn't gathering racial intel on (two) populations also give research and class design intel?

I think these things are relatively rare compared to the active sensor intel, so probably what happens is that the game rolls an active sensor reveal several times in a row (not improbably so), then picks a sensor but there is only one to select.

Honestly I think ELINT needs a bit of a rework, sensor intelligence is pretty useless since you can get an accurate estimate of sensor resolution and range just from seeing the signature + doing five seconds of typing the numbers into a calculator math. I'd rather see the overall ELINT rate gain reduced in exchange for only 'useful' intelligence being available, like ship schematics or techs.
Posted by: Garfunkel
« on: June 15, 2024, 05:58:14 PM »

Yes, it should - but it can take months and months.
Posted by: Caesar
« on: June 15, 2024, 05:34:14 PM »

But doesn't gathering racial intel on (two) populations also give research and class design intel?