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Posted by: Froggiest1982
« on: September 22, 2024, 04:56:28 PM »

When scrapping a ship do i need a shipyard of its size or just a shipyard with an empty slipway? I cant find the answer for this..

The only limitation removed from a standard build order concerning scrapping ships is the tooling.

Scrap: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval).
Refit: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval), shipyard tooled for the target hull.
Construction/Repair: Shipyard of the same or higher tonnage, shipyard of the appropriate commissioning (commercial or naval), shipyard tooled for the building hull.
Posted by: GodEmperor
« on: September 22, 2024, 12:55:32 PM »

When scrapping a ship do i need a shipyard of its size or just a shipyard with an empty slipway? I cant find the answer for this..
Posted by: nakorkren
« on: September 21, 2024, 12:34:52 PM »

Anybody getting NPRs with lots of hefty warships and high speeds? Or is this just the norm in the 2.5.1 version. 12,000 km/s is darn fast when i'm still in Ion engine era ships.

Largest NPC ships I've run into so far in my long running 2.5.1 game was ~50ktons, with a spoiler coming in a ~80ktons. I've never seen the NPC have multiple military ships over 100ktons, much less ones moving at 12km/s even though I'm currently at Magnetic Fusion engine tech. No matter whether they are just running with seriously boosted engines or they're just much higher tech than you, you appear to be in for a tough fight. Please let us know in the "What's happening in your empire thread" how it turns out!
Posted by: lumporr
« on: September 21, 2024, 12:21:05 PM »

In terms of installation target size, does a construction factory (target size 20) have less of a chance of getting hit than a Ground Force Construction Complex (target size 400), or does it have the same chance of getting hit, but lower "HP"? I'm mostly referring to this post https://aurora2.pentarch.org/index.php?topic=8495.msg107703#msg107703, but it doesn't mention hit selection, so I assume that it's random, and that a larger target size is strictly better than a smaller one.
Posted by: downs9
« on: September 20, 2024, 10:15:51 PM »

Anybody getting NPRs with lots of hefty warships and high speeds? Or is this just the norm in the 2.5.1 version. 12,000 km/s is darn fast when i'm still in Ion engine era ships.
Posted by: mostly_harmless
« on: September 20, 2024, 01:20:26 PM »

Hi,

I have captured alien ships with half their missile load remaining. I also have the same alien missile types from earlier captures stockpiled on my planet.
Is their any way (incl. SM) to those stockpiled alien missiles into my alien ships?
Whatever I tried so far only got rid of the alien load out and left me with my own designed missiles.

Thanks!
Posted by: nakorkren
« on: September 14, 2024, 06:42:06 PM »

Does the chance of an internal component being saved from destruction due to the Instant Damage Control rating apply to electronics hit by high powered microwave?
Posted by: db48x
« on: September 11, 2024, 10:08:40 PM »

You’re welcome.
Posted by: paolot
« on: September 11, 2024, 04:39:40 PM »

...
Any missile with an engine self–destructs when it reaches its target or the fuel runs out. What you want to do is design a two–stage missile, where the second stage has sensors but no fuel or engine, and the first stage has the fuel and engine to get it there. Make sure that the deployment distance is 0, so that it drops the probe exactly on the target rather than the default of 150,000km away. The first stage can have sensors if you want, but remember that they will go away when the second stage buoy is released so you may prefer to use the MSP for something else.

Oh! I see.
Thank you db48x!!   :D
Posted by: db48x
« on: September 10, 2024, 09:00:18 PM »

How should I design and use a spy/sensor probe?

Missile Size: 10.00 MSP  (25.000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 80,000 km/s     Fuel: 5,625     Flight Time: 41 minutes     Range: 195.26m km
Thermal Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
EM Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
Cost Per Missile: 23.84     Development Cost: 772
Chance to Hit: 1k km/s 800%   3k km/s 266.7%   5k km/s 160%   10k km/s 80%

While it was traveling the sensors range appeared on the map.
Then when it arrived at the waypoint the sensors range disappeared.

Any missile with an engine self–destructs when it reaches its target or the fuel runs out. What you want to do is design a two–stage missile, where the second stage has sensors but no fuel or engine, and the first stage has the fuel and engine to get it there. Make sure that the deployment distance is 0, so that it drops the probe exactly on the target rather than the default of 150,000km away. The first stage can have sensors if you want, but remember that they will go away when the second stage buoy is released so you may prefer to use the MSP for something else.
Posted by: paolot
« on: September 08, 2024, 08:30:31 AM »

How should I design and use a spy/sensor probe?
I prepared this ones (I wish to shot them very far from an enemy ship/base, and try that probe could be at least little or no visible, so only passive):

Missile Size: 10.00 MSP  (25.000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 80,000 km/s     Fuel: 5,625     Flight Time: 41 minutes     Range: 195.26m km
Thermal Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
EM Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
Cost Per Missile: 23.84     Development Cost: 772
Chance to Hit: 1k km/s 800%   3k km/s 266.7%   5k km/s 160%   10k km/s 80%

I launched one of them to a waypoint.
Until it was travelling, the sensors range appeared on the map.
Instead, when it arrived at the waypoint, the sensors range disappeared.
Question: are sensors still working? if so, why isn't their range visible? if no, why not?
Thanks!!
Posted by: Steve Walmsley
« on: September 07, 2024, 06:29:59 PM »

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.

Yes, that's correct.
Posted by: nuclearslurpee
« on: September 07, 2024, 05:55:39 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.
Posted by: mostly_harmless
« on: September 07, 2024, 05:30:08 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.
Posted by: Steve Walmsley
« on: September 04, 2024, 11:43:06 AM »

What are the factors that determine a colony's required Admin Level?

I had thought it was purely population, but my current game has a couple colonies that indicate otherwise.

MPop   Admin Level Required
1186   5
225     2
212     3
80       3
55       1
48       1
22       1
18       1
15       2
12       1

Admin Level = Round Up (Thermal Signature / 5000)

Thermal Signature = (Population + (Shipyard Workforce * 20) + Total Installations Thermal Signature * 5

Naval Shipyard Workforce = Slipways * Capacity * 0.00025
Commercial Shipyard Workforce = Slipways * Capacity * 0.000025