Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 358871 times)

0 Members and 2 Guests are viewing this topic.

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #165 on: July 11, 2020, 09:34:54 AM »
How do I increase protection level on a colony?
I've built some STO's and delivered them to a colony but protection level is still 0.

You need armed ships to increase protection level. Ground units only counter unrest.
 

Offline Hawkeye

  • Silver Supporter
  • Vice Admiral
  • *****
  • Posts: 1059
  • Thanked: 5 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #166 on: July 11, 2020, 10:04:56 AM »
As another tip, the design screen show how good a ship is seen by the population at protecting them (Population Protection Value, PPV) - be aware that this value is not necessary a measure of how good the ship is _actually_ at protecting a population as your normal people have no idea about space combat tactics and stuff, all they see is: Lots of guns = lots of protection - essentially.
Ralph Hoenig, Germany
 

Offline skoormit

  • Commodore
  • **********
  • Posts: 796
  • Thanked: 318 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #167 on: July 11, 2020, 11:22:30 AM »
How do I increase protection level on a colony?
I've built some STO's and delivered them to a colony but protection level is still 0.

Protection level is provided only by ships (or space stations).
You can see the PPV value in the class design text.
Details here.
 

Offline boolybooly

  • Lieutenant
  • *******
  • Posts: 171
  • Thanked: 87 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #168 on: July 11, 2020, 03:59:57 PM »
I have a definite problem with unloading automines from freighters.

I tell them for example unload 1 automines out of 6 on board, by filling in the bit at the bottom which says "maximum items" and the order states unload Automine x1, see screeny.

So I expect them to unload 1 leaving 5 and add one to the target which has 7 (see screeny) but on completing the order they unloaded all 6 on board.

Is this a bug or is it expected behaviour ?

Is maximum items not intended to work with unload?

 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11668
  • Thanked: 20440 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #169 on: July 12, 2020, 04:52:23 AM »
I have a definite problem with unloading automines from freighters.

I tell them for example unload 1 automines out of 6 on board, by filling in the bit at the bottom which says "maximum items" and the order states unload Automine x1, see screeny.

So I expect them to unload 1 leaving 5 and add one to the target which has 7 (see screeny) but on completing the order they unloaded all 6 on board.

Is this a bug or is it expected behaviour ?

Is maximum items not intended to work with unload?

It's a known bug.

http://aurora2.pentarch.org/index.php?topic=10637.0
 
The following users thanked this post: boolybooly

Offline boolybooly

  • Lieutenant
  • *******
  • Posts: 171
  • Thanked: 87 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #170 on: July 12, 2020, 07:30:17 AM »

It's a known bug.

http://aurora2.pentarch.org/index.php?topic=10637.0

Aha! Thanks Steve, I had a feeling I was missing something obvious.

Am enjoying Aurora C# btw so thanks for sharing :) glad you are enjoying making it.

 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11668
  • Thanked: 20440 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #171 on: July 12, 2020, 11:40:34 AM »

It's a known bug.

http://aurora2.pentarch.org/index.php?topic=10637.0

Aha! Thanks Steve, I had a feeling I was missing something obvious.

Am enjoying Aurora C# btw so thanks for sharing :) glad you are enjoying making it.

I've now fixed it for installations and minerals in V1.12.
 
The following users thanked this post: punchkid, boolybooly

Offline boolybooly

  • Lieutenant
  • *******
  • Posts: 171
  • Thanked: 87 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #172 on: July 12, 2020, 04:13:27 PM »

I've now fixed it for installations and minerals in V1.12.

Many thanks.
 

Offline Zap0

  • Captain
  • **********
  • Posts: 404
  • Thanked: 503 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #173 on: July 13, 2020, 06:49:20 AM »
Is there a button, SM or no, to transfer a ship to a different empire?
There's ships that surrender to other empires and boarding, so the functionality to transfer over is definitely there.
 

Offline Borealis4x

  • Commodore
  • **********
  • Posts: 717
  • Thanked: 141 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #174 on: July 14, 2020, 01:04:28 PM »
What is a light-year in game terms? I though it was the number of jumps between systems but someone told me that wasn't the case. If I spawn NPRs 50 light years away, what does that mean?
 

Offline Rince Wind

  • Sub-Lieutenant
  • ******
  • R
  • Posts: 102
  • Thanked: 20 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #175 on: July 14, 2020, 01:13:20 PM »
Using real stars it will spawn in a system that is in that area. If you choose a small number it might be Alpha Centauri, with 50ly it might spawn in 31 Aquilae for example (if that system is in the game). It is a very rough estimate of how long it will be until you meet, because you are not always connected to the closest stars. I had one spawn between 50 and 75ly away, got very unlucky and found them 2 jumps from Sol.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #176 on: July 14, 2020, 03:44:20 PM »
I have a question about surrender of NPR. I recently conquered NPR homeworld and secured adjecent systems, it seems they have no colonies left, but there are still ships present (both military and comercial) that did not surrendered when I captured the homeworld. Do I have to destroy them or is there a way to force their surrender?
 

Offline Lord Solar

  • See above
  • Warrant Officer, Class 1
  • *****
  • Posts: 83
  • Thanked: 28 times
  • Everlasting Glory to the Imperium
  • Discord Username: Lord Solar
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #177 on: July 14, 2020, 03:48:36 PM »
NPR ships can surrender when under beam weapon fire.  So no, you can't 100% force them.  Alternatively, board them.
 
The following users thanked this post: Black

Offline Lord Solar

  • See above
  • Warrant Officer, Class 1
  • *****
  • Posts: 83
  • Thanked: 28 times
  • Everlasting Glory to the Imperium
  • Discord Username: Lord Solar
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #178 on: July 14, 2020, 04:12:31 PM »
So I captured some NPR ships that I think are Civ vessels.  They are freighters.  They have the status F.  They will not let me unload the infastructure I loaded into them.  Does anyone know how to get them working normally?
 

Offline boolybooly

  • Lieutenant
  • *******
  • Posts: 171
  • Thanked: 87 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #179 on: July 14, 2020, 04:39:31 PM »
Playing v1.11.0 - I have a ship with a CIC module but cannot seem to appoint a tactical officer. I can appoint a commander for the ship and can see the drop down list entry for tactical officer in commanders but there is nothing listed there.

Is it correct to assume this is not implemented yet. :) Or am I missing something?