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11
Announcements / Re: Hosting Donations
« Last post by Erik L on March 18, 2025, 04:31:04 PM »
I pre-emptively canceled all of the subscriptions to the old address. Any funds collected thus far will be transferred to the new account. No action is needed by you. Anyone wishing to subscribe via the new address is more than welcome to do so.
12
Announcements / Re: Hosting Donations
« Last post by Erik L on March 18, 2025, 04:11:33 PM »
Are there any other possible methods of donation besides PayPal? For those of us without a PayPal account, and who do not desire one.

Anything else I have is tied to my own accts and this paypal is strictly for the forums. We could figure something out.

Could try something like patreon? Yeah, they take a cut, but, at the same time, they handle the actual transaction

Paypal takes a bite too. I will look into Patreon.
13
Announcements / Re: Hosting Donations
« Last post by GodEmperor on March 18, 2025, 03:09:14 PM »
Yeah Patreon/KoFI or something else would be cool. I dont want to do business with PayPal for all their smeg.
14
C# Bureau of Design / Re: Dealing with AMM spam
« Last post by Jorgen_CAB on March 18, 2025, 09:33:19 AM »
I rarely have these issues, it is all about overwhelming force. Simply go into your own AMM range and saturate their defences with your own AMM and ASM missiles at the same time, move in and blow them up.

Make sure you have overwhelming force at all times. If you don't then don't engage.

This will work pretty much all the time. This also is why gathering intel of enemy capability is key in all situation so you know if you should engage or withdraw.
15
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by welchbloke on March 18, 2025, 06:54:32 AM »
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.

I would make the minimal change: missiles target by the same rules they do now (i.e., largest and closest signature of the given type), they simply will choose randomly from a list of targets that are identical under this criteria. This way, missiles with target acquisition sensors function almost exactly as they do now, but are not artificially nerfed by an arbitrary bookkeeping mechanic (which ship is "on top" in memory).

That would work for me as well. Experienced this recently - I placed a significant number of captor mines in a pattern around a JP. some of them should have taken more than 5s to reach a target as it appeared. I designed the mines with ASMs that had active sensors and could reacquire another target after the first one was killed. Still lost them all in a single 5s pulse to kill one 35k warship as 136 enemy ships transitted through the JP :(

If there was an option for Steve to spend more time on coding the mechanic, I would suggest the option to set a lower limit on target active sensor size so that smaller ships could be ignored (this might add some interesting options for using cloaking tech to reduce active sensor hull size). I would also use this infinite coding capacity (TM) to create a Minefield Controller Module that could be added to warships/bases to enable them to remotely trigger clusters of mines, but keep the random selection of targets. I think it would be too much of balance breaker to allow this notional controller module to nominate targets for mines. I know this suggestion is similar to a Starfire 3rd Ed technology option, but it does seem that in a world of trans-newtonian mechanics there would be sufficiently advanced autonomous (or otherwise) targetting systems to allow mines to be at least partially controlled.

Just my 2p for what it's worth

Welchbloke
16
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by welchbloke on March 18, 2025, 05:05:48 AM »
Might be a stupid question, but have you clicked the Cease Fire All Ships button on the Tactical Map sidebar?
Yes, for every race. It hasn't made any different unfortunately.

Welchbloke
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Announcements / Re: Hosting Donations
« Last post by welchbloke on March 18, 2025, 05:00:10 AM »
I had the same issue with Paypal preventing donations via the link from my profile. I have sent direct and will IM Erik to link with my profile. Thanks for highlighting how much the hosting costs Erik, I will definitely be supporting from now on!
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on March 18, 2025, 04:51:12 AM »
Might be a stupid question, but have you clicked the Cease Fire All Ships button on the Tactical Map sidebar?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by welchbloke on March 18, 2025, 04:49:57 AM »
Damaged fire control left open?
Doesn't look like it. I had captured some alien ships in a recent battle, but I checked and none of the DC appear to have been left on open fire (damaged or otherwise). I thought it might have been a zero pop alien colony appearing on their homeworld after I had captured it. I deleted the pop, but no effect. I also had another look at the event log, there is no event for any of the races, NPR or otherwise, that occurs when the 5s increment kicks in.

Welchbloke
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on March 18, 2025, 12:44:31 AM »
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.

I would make the minimal change: missiles target by the same rules they do now (i.e., largest and closest signature of the given type), they simply will choose randomly from a list of targets that are identical under this criteria. This way, missiles with target acquisition sensors function almost exactly as they do now, but are not artificially nerfed by an arbitrary bookkeeping mechanic (which ship is "on top" in memory).
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