Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 436768 times)

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Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4305 on: September 25, 2024, 04:55:21 PM »
IS there a way to export the Events to a text file?

Not directly from the program, but you could from the database.

In addition to that you may a need a little formula to convert cycles into the proper date, as the DB does not have a "Date" entry. You can add your starting date and then just add the cycles to that so you can have an updated list of events by in game date. Or at least this was it the last time I looked into the event DB. Finally, you need to export these prior reloading the game, as there is a new purge function which was needed to avoid colossal slowdown or DB sizes due to large events entries, especially in multi race campaigns.

Online Paul M

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4306 on: September 27, 2024, 09:44:42 AM »
I am trying to sort out how to use "fighter bombardment pods"

I researched them and then developed a 1.6 HS pod and can attach it to my dive bomber (fighter) that I have designed.  But this seems to be like a missile launcher. 

Do I then have to develop a "missile" to put into it?  Does the fighter then need missile fire control?

I am currently developing fighter autocannon pods in the hope these at least are more like a vulcan cannon on a ground attack aircraft.
 

Offline Andrew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4307 on: September 27, 2024, 09:54:15 AM »
You develop the ground combat weapons then design them as missile pods and then place them in the ground support pods on your fighters.  Aa 1.6 hs pod will produce a weapon which tickles unarmoured humans. You need big pods , then you need lots of fighters , then you need the patience of a saint to deploy them, then they die.   Make sure you have fire direction centers for some of your trooops or you cannot deploy the ground support craft at all
 

Online Paul M

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4308 on: September 27, 2024, 12:55:31 PM »
Thank you, found where the bombardment pod was hidden on the missile design and upped the size of the pod to 10.  That seems like a good compromise.  Having turned off the raiders, the game has at least lasted 65 years now.  The amount of GC research that you need is something to bear in mind for a conventional start.

Fire control teams are assigned to each HQ.  Developing hanger bays so I can deploy the ground attack fighters.  I also developed magazines to carry them...as otherwise this group of humans only used direct fire weapons on their ships.
 

Offline Xkill

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4309 on: September 27, 2024, 03:29:16 PM »
I have been thinking recently of making Highfleet-like airships for ground combat. Large (200+ tons), with big weapons and maybe armor. Think it might work better with the current mechanics and UI in which you need to assign each fighter individually to the supported formations.
 

Offline Antonin1957

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4310 on: September 29, 2024, 06:50:20 PM »
When you detach a ship from, say, your Shipyard Fleet, why does it go into a new fleet named after the ship? Why doesn't it just detach from its original fleet and appear as an individual ship?
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4311 on: September 29, 2024, 07:27:13 PM »
That's exactly what it does. All ships have to belong to a fleet, even if that fleet is just a single ship. Don't confuse Aurora fleet term with modern naval terminology where a fleet is a major military command. In Aurora, every grouping of ships is a fleet. You can of course rename them to squadrons or divisions or task forces or whatever you want.
 

Offline mostly_harmless

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4312 on: September 30, 2024, 07:32:47 AM »
Hi,

I know the AI "cheats" when it comes to Maintenance (it does not need supplies, right?). That's fine.
Does it "cheat" in other resources-related ways as well?
I.e. minerals supply and missile reloads?

Scenario.
I have a NPR finally contained to their home system. They have a scary fleet in orbit with lots of ship killer missile launchers.
Will they eventually run out of missiles and minerals to produce them on their home planet?

Thanks
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4313 on: September 30, 2024, 05:17:12 PM »
Yes they will.
 
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Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4314 on: September 30, 2024, 06:59:44 PM »
Hi,

I know the AI "cheats" when it comes to Maintenance (it does not need supplies, right?). That's fine.
Does it "cheat" in other resources-related ways as well?
I.e. minerals supply and missile reloads?

Scenario.
I have a NPR finally contained to their home system. They have a scary fleet in orbit with lots of ship killer missile launchers.
Will they eventually run out of missiles and minerals to produce them on their home planet?

Thanks

NPRs require minerals for any and all production, fuel, ordnance, and MSP to repair beam weapon failures or battle damage. They do NOT require MSP for ordinary maintenance and they do not roll regular maintenance failures (at the construction increment tick).

Note that while NPRs do require fuel, their ships will continue to operate unhindered with 0% fuel. The fuel requirement is purely at the AI level - the AI thinks it needs fuel (and will set a course for a fuel depot accordingly when low on fuel or out of it), but it actually does not. This is because the NPRs cannot handle the logic needed to retain enough fuel to reach a refueling base.
 
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Offline Antonin1957

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4315 on: September 30, 2024, 10:14:15 PM »
Is there any reason to create a colony (with people) on a planet with no minerals? I don't see any agriculture in the game, so I wonder why I would create a colony on Mars, which in my game has nothing to mine.
 

Online ty55101

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4316 on: September 30, 2024, 11:17:14 PM »
Is there any reason to create a colony (with people) on a planet with no minerals? I don't see any agriculture in the game, so I wonder why I would create a colony on Mars, which in my game has nothing to mine.

For economic and population growth reasons. Pop growth goes a lot faster on smaller colonies so that is a big reason and the more separate colonies you have means the more trade goods will get traded between them by civs and then you get tax on that.
 
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Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4317 on: October 01, 2024, 12:00:29 AM »
Is there any reason to create a colony (with people) on a planet with no minerals? I don't see any agriculture in the game, so I wonder why I would create a colony on Mars, which in my game has nothing to mine.

There are also financial centres that do not consume minerals, so you can put them on colonies where you do not have any deposits.

Population is also important to establish claim on the star system if you encounter alien civilization. You need to have sufficiently large colony in the system for your claim to be accepted.
 
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Offline mostly_harmless

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4318 on: October 01, 2024, 03:18:34 AM »
Is there any reason to create a colony (with people) on a planet with no minerals? I don't see any agriculture in the game, so I wonder why I would create a colony on Mars, which in my game has nothing to mine.

... all the above,
and of course role play! Its a 4X game.  ;D
 
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Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4319 on: October 01, 2024, 03:37:43 AM »
Is there any reason to create a colony (with people) on a planet with no minerals? I don't see any agriculture in the game, so I wonder why I would create a colony on Mars, which in my game has nothing to mine.

There are also financial centres that do not consume minerals, so you can put them on colonies where you do not have any deposits.

Population is also important to establish claim on the star system if you encounter alien civilization. You need to have sufficiently large colony in the system for your claim to be accepted.

Also useful to have naval bases in strategic locations, or even just a small survey base.

Another reason is specialization. I have a colony on Luna that only produces ground forces, which means I can assign a governor with a high bonus for producing ground forces - same for shipbuilding, wealth or production.

I have four different research colonies due to the presence of ancient constructs, none of which have any significant mineral deposits.
« Last Edit: October 01, 2024, 03:40:40 AM by Steve Walmsley »
 
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