Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 373244 times)

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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3930 on: April 17, 2024, 09:50:25 AM »
Is there any reason to research Hangar Deck?

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Am I missing something about it?
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3931 on: April 17, 2024, 04:19:38 PM »
 --- Yes. 4 boat bays is more crew. 4x the crew requirement actually.
 
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Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3932 on: April 17, 2024, 10:48:32 PM »
You generally want to keep crew requirements to minimum to avoid tonnage bloat, especially for carriers who have to support the crews of their parasites.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3933 on: April 17, 2024, 11:26:30 PM »
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.

Huh?

4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew
 

Offline pedter

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3934 on: April 18, 2024, 02:06:44 AM »
Is there any reason to research Hangar Deck?

As far as I can tell there are only two things to pay attention to across the three variants of military hangar:
- Boat Bay - Small should be avoided if possible, as its crew and HTK are not in line with the other two on a per-ton basis.
- Some amount of HTK randomness and maintenance life adjustments can be played with by swapping Hangar Decks and Boat Bays for each other.

The three appear otherwise functionally identical if you bolt multiple small hangars together to make something the same size as a larger hangar. I'm actually surprised they're three different techs; I'd have guessed all three modules unlocked from the same tech if you'd asked me before I went digging for info to compare them.
 
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Offline Kaiser

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3935 on: April 18, 2024, 12:46:45 PM »
Is there a way to view all military ships only, such as an OOB for all my military ships?
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3936 on: April 18, 2024, 03:54:17 PM »
--- Yes. 4 boat bays is more crew. 4x the crew requirement actually.

Huh?

4 boat bays = 4 x 3 = 12 crew
1 hangar deck = 12 crew

--- There is 20 crew set aside for the parasites crew.

1 Hangar Deck = 32 Crew
4 Boat Bays = 80 Crew for the Parasites alone.


EDIT: Nevermind! Boat Bays used to be 20 crew per bay. Now they're 5!
« Last Edit: April 18, 2024, 03:57:00 PM by xenoscepter »
 

Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3937 on: April 19, 2024, 02:30:26 AM »
If I don't know my enemy profile, what do you guys advise about STOs? Half with PD, half without? It means doubling on research also, and given my research speed, it's not completely trivial.
Plus I'm a bit confused, it seems the non-PD variant can still engage missiles?
 

Offline Andrew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3938 on: April 19, 2024, 03:05:27 AM »
The difference for a PD STO and a normal STO is the fire control speed for the mount, so a weapon in a PD mount will shoot down missiles better. But like on ships and 37.5 cm laser firing every 30 seconds is a poor PD weapon even if it has a PD Mount as the weapon has a low rate of fire and poor speed, however a Twin Gauss turret would have its mount speed negated without the PD STO setting and is a good antimissile weapon but a dreadful anti-ship weapon. 
So like on ships different weapons serve different roles
 
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Offline Kaiser

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3939 on: April 21, 2024, 01:59:07 PM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3940 on: April 21, 2024, 02:17:58 PM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero the total PPV of your fleets in the system.

The danger rating will decline gradually, so long as no further hostile activity occurs in that system.
« Last Edit: April 23, 2024, 08:28:02 AM by skoormit »
 
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Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3941 on: April 22, 2024, 07:10:53 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...
 

Offline Kaiser

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3942 on: April 22, 2024, 08:08:21 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3943 on: April 23, 2024, 08:24:58 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?

Correct.
In fact, the danger rating does not have to get to zero (as I misstated above); it just has to not be higher than the protection value.
The protection value of a ship is the PPV value you see in the Class Design window.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #3944 on: April 23, 2024, 08:45:09 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.