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Topic Summary

Posted by: paolot
« on: Today at 04:17:19 PM »

The minerals in a colony exhausted, so I moved away the mines and the rest.
Now, I wish also cancel the colony status of that body. How can I do this?
Posted by: backstab
« on: Today at 03:20:41 PM »

Morning All,

Quick Question ... is there still a way of transferring ships from one Race to another ?
Posted by: nuclearslurpee
« on: Today at 04:31:09 AM »

I've never done this before but for my next game I want Sol to have only one JP, that leads to Proxima Centauri that in turn only has 2 JPs, one to Sol obviously and the other to Alpha Centauri. I know I can specify how many JPs Sol starts with but the rest is unknown to me. Is it possible and if so, how?

This requires DB editing in addition to SM Mode to set it up. You'll want to set up each system in SM mode with the desired number of jump points (this will mean the number of JPs in Alpha Centauri is fixed), then edit the column 'WPLink' in the table 'FCT_JumpPoint' to make the connections.

Q1: Box launchers explosion tech does not show % chance anywhere after module creation. Is it static for the module and remains the same for that module after you get better tech or is it racial and retroactively changes for all existing modules with better tech?

Q2: Do ELINT sensors work without EM sensor installed in 2.5.1? There was a bug couple of years ago regarding that and I was wondering if anyone knows its current status.

Q3: What modules are required for box launcher reload in space? In older versions I tried using Ordnance Hub on civilian ship when in orbit, but it wasn't working. How does it work now? Except for hangars, I mean.

  • I cannot confirm this, but it should be specific to each component. There are a few other techs which work this way, such as missile magazine armor (although that technically has a visible effect) or electronic hardening (which only shows up in the default component name, IIRC).
  • They should but I do not know about any bug status.
  • Should be the Maintenance Module, since box launchers can only reload at maintenance locations.
Posted by: L0ckAndL0ad
« on: Today at 01:46:41 AM »

Q1: Box launchers explosion tech does not show % chance anywhere after module creation. Is it static for the module and remains the same for that module after you get better tech or is it racial and retroactively changes for all existing modules with better tech?

Q2: Do ELINT sensors work without EM sensor installed in 2.5.1? There was a bug couple of years ago regarding that and I was wondering if anyone knows its current status.

Q3: What modules are required for box launcher reload in space? In older versions I tried using Ordnance Hub on civilian ship when in orbit, but it wasn't working. How does it work now? Except for hangars, I mean.
Posted by: Garfunkel
« on: Today at 12:46:57 AM »

I've never done this before but for my next game I want Sol to have only one JP, that leads to Proxima Centauri that in turn only has 2 JPs, one to Sol obviously and the other to Alpha Centauri. I know I can specify how many JPs Sol starts with but the rest is unknown to me. Is it possible and if so, how?
Posted by: ranger044
« on: June 25, 2024, 05:55:07 PM »

Quote from: nuclearslurpee link=topic=11545.msg170315#msg170315
Civilians cannot ship minerals.

Disappointing, but understandable.
Posted by: nuclearslurpee
« on: June 25, 2024, 05:47:55 PM »

Attempting a no mass-driver playthrough soon. Is there a way to get civilians to auto ship minerals for me? Or will I need to just set up repeating collection routes?

Civilians cannot ship minerals.
Posted by: ranger044
« on: June 25, 2024, 05:33:47 PM »

Attempting a no mass-driver playthrough soon. Is there a way to get civilians to auto ship minerals for me? Or will I need to just set up repeating collection routes?
Posted by: nuclearslurpee
« on: June 23, 2024, 02:49:13 PM »

Is it me, or in the homepage, the list of the recent messages is missing?

Yes.
Posted by: paolot
« on: June 23, 2024, 11:35:43 AM »

Is it me, or in the homepage, the list of the recent messages is missing?
Posted by: Caesar
« on: June 20, 2024, 11:56:02 PM »

Also, try using 1-day increments with auto-turn on. They go pretty fast and this reduces the chance of something like that happening.

The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.
That is really weird. Could you upload your DB for us to check it.

I attached it. You'll see the hostile contact showing up on top of Earth. (Dubbed the XX Vigo 001 by the African Union). But if you check the contacts tab on the map and click it, its real location is 33m km from Earth at bearing 119 degrees. Which is where the line is. If you increase the time by minor increments, you can see them moving around, so it's definitely not a movement trail.
Posted by: Garfunkel
« on: June 20, 2024, 07:53:54 PM »

Also, try using 1-day increments with auto-turn on. They go pretty fast and this reduces the chance of something like that happening.

The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.
That is really weird. Could you upload your DB for us to check it.
Posted by: nuclearslurpee
« on: June 20, 2024, 12:57:22 PM »

Do you have a DSTS at the colony in question? If not, you should, as even at base tech level a DSTS should be able to spot the most likely ships to cause this issue on the sub-pulse of a 5-day increment (sub-pulse length is 7200 s in this case) in most cases. Given the limitations of the sensor and sub-pulse models I consider a DSTS mandatory for any colony except perhaps a small automated mining operation.
Posted by: skoormit
« on: June 20, 2024, 12:39:23 PM »

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.

Ship detection is checked for after each sub-pulse.
The default sup-pulse length for 1-day increments is 30 minutes (source).
It stands to reason that the default sub-pulse for 5-day increments is 3 hours (being the nearest option to 5 * 0.5 = 2.5 hours), but it is possibly 8 hours.


You can select a shorter sub pulse for your increment length (via that second row of buttons, just below the buttons for increment length).
There is some logic that ignores manual sub pulse selection if it is below a certain percent of the increment length, but I can't find the details. Maybe Steve can remind us?

So, you can either play with shorter increments or shorter sub-pulses, or you can deploy additional sensors to account for the full movement range possible for an enemy fleet of a given speed in the span of a given sub-pulse length.
Posted by: Caesar
« on: June 20, 2024, 12:38:49 PM »

The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.