Recent Posts

Pages: [1] 2 3 ... 10
1
C# Mechanics / Re: Max Stars
« Last post by Froggiest1982 on Today at 12:20:07 AM »
I was wondering if anyone knew how the max stars in the new game settings work with NPR's, the new system Steve put in place for advanced multi system NPRS and in general.

Lets say i want a death match style game with a max of 25 stars. 

Is the game limited to 25 stars or will it create additional stars beyond that limit to make room for NPRs?

Lets say in that 25 max stars game, i add 2 advanced NPRs with multi systems, is that taken in account for the max or how will that work?

If I am not mistaken, that is not a hard cap but a number after which new systems won't generate new connections. This means that if you are at 24 and surveying 2 systems that have been previously discovered these will have connections to other systems, however, as soon as you jump in the new system hitting your 25 limit, then that system and any other system discovered after that will not have any connection. Long story short, you may end up exactly at 25, or even 50 for that matter.

Does real stars vs generated stars really matter in a star limit due to distances?

Garfunkel replied to this for you.
2
C# Mechanics / Re: Max Stars
« Last post by Garfunkel on Yesterday at 10:30:59 PM »
Real stars overrides other settings. Max only affects Random stars.
3
C# Mechanics / Max Stars
« Last post by Fattymac04 on Yesterday at 08:02:36 PM »
I was wondering if anyone knew how the max stars in the new game settings work with NPR's, the new system Steve put in place for advanced multi system NPRS and in general.

Lets say i want a death match style game with a max of 25 stars. 

Is the game limited to 25 stars or will it create additional stars beyond that limit to make room for NPRs?
Does real stars vs generated stars really matter in a star limit due to distances?

Lets say in that 25 max stars game, i add 2 advanced NPRs with multi systems, is that taken in account for the max or how will that work?
4
Which is putting up a new question: Given that you have two chains of systems, one ending in system A, one in system B. How can you connect A to B without DB editing?

The following procedure should work, I think. Will test it tommorow.
Explore an JP in A.
If the System is not B, delete it and start from the first step.
Else you succeded.

Problems could arise if you generate a connection to another known system in one of the chains, as you can't delete that. Maybe just delete the JP then? Does that work without issues? I'll report my findings when I test it.
To reply to this (since they never did get back to us), honestly the database edit here is pretty safe to do. Just take an unexplored JP in the database (which will have its "destination" set to 0, indicating unexplored) and set its destination (I can't recall the column name but the value is 0 for any unexplored JP) and set its destination to some other unexplored JP in the desired system you wish to connect to, and vice versa. As long as you make sure that every jump point is a 1:1 pair of unique endpoints (that both actually exist), then everything works just fine.

I know, I know, "without database editing" is the name of the thread, but sometimes it's just easier to edit the database.
5
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Black on Yesterday at 01:07:09 PM »
Hello all,

im new to this game, and im trying to figure out how to reassign a scientist or recruit one to a category

To change research field of the scientist, go to Commanders window and select scientist you want to change. Then on the bottom bar there is Change Field button (research bonus of the scientist will be lowered by 75%). New window will open where you can select new field for the scientist.

New scientists are recruited from Military Academies (you can construct them with industry. Then you can select academy commander. If the commander is scientist, there is higher chance to generate scientists from the academy. To select academy commander, go to Commanders window and select scientist, the in lower right part of the window there is field named Academy Commandant, under it is list of your academies. Select the academy and then click Assign button on the bottom bar.

Post from Steve about Academy Commandants: https://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092
6
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by fixfret on Yesterday at 12:43:19 PM »
Hello all,

im new to this game, and im trying to figure out how to reassign a scientist or recruit one to a category
7
C# Suggestions / Re: Aircraft Implementation
« Last post by LuuBluum on Yesterday at 12:11:24 PM »
We are playing a game in which Newtonian physics is obsolete. Aircrafts use the same tech every ship and its shuttles use. Some kind of antigravity magic. So, any air unit can be a subject to the same modifiers that ground units are.

I remember someone proposing in great detail implementation of air units, completely implemented in to existing ground combat mechanics. With different aircraft sizes, weapon stats and roles on the field. I tried to look for that post many times, but failed to find it. There is another one posted I thing in April of this year, but that is not the one I remember.
Exactly. I'm trying to make as few assumptions as possible while still keeping the "spirit" of what an aircraft is. As for why I didn't want to include particular "missions" and whatnot with my suggestion, it's simple: I didn't want it to lead to micromanaging ground forces. They should be set-and-forget, and this system allows for exactly that.

This system also lends itself well to working with existing systems.
8
C# Suggestions / Re: Aircraft Implementation
« Last post by Ultimoos on Yesterday at 11:56:58 AM »
We are playing a game in which Newtonian physics is obsolete. Aircrafts use the same tech every ship and its shuttles use. Some kind of antigravity magic. So, any air unit can be a subject to the same modifiers that ground units are.

I remember someone proposing in great detail implementation of air units, completely implemented in to existing ground combat mechanics. With different aircraft sizes, weapon stats and roles on the field. I tried to look for that post many times, but failed to find it. There is another one posted I thing in April of this year, but that is not the one I remember. 
9
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Yesterday at 08:17:15 AM »
A fleet that has had its speed set via the Set Speed button (and with the "Use Maximum Speed" checkbox unticked) reverts to max speed (though the checkbox remains unticked) whenever another fleet joins, or whenever ships are detached from the fleet.
10
General Discussion / Re: Real stars vs "non-real stars"
« Last post by Steve Walmsley on Yesterday at 06:41:44 AM »
The only downside to having an Abundance Modifier in game settings is explaining its effect. I guess it could be done in description terms instead of -1, -2, etc. Improved Minerals, Abundant, Scarce, etc.

Another option would be having a 'younger stars' modifier, instead of an abundance modifier. Same effect, but easier to understand.

Sample size of one here, but I'd find something like "Additional Mineral Abundance" more descriptive than "Younger Stars".

Another option that comes to mind would be having a % Modifier that directly affects the system abundance values. Less elegant, but it would be consistent with the various other existing modifiers like difficulty, research, survey, etc.

On reflection, the 'younger stars' idea won't work anyway, as it would only ever increase minerals, not decease. Maybe something like multiple levels of abundance, with the middle one the current level and the others in +2/-2 increments. Percentage is also an option instead, by just increasing the calculated chance of minerals by that %.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk