Search found 296 matches
- Tue May 22, 2018 7:26 pm
- Forum: Testing
- Topic: Default population in building colony ship/colony should be main race.
- Replies: 16
- Views: 91948
Re: Default population in building colony ship/colony should be main race.
Aha, didn't read the OP close enough. Thought the problem was that he couldn't switch out the race, not that he forgot to. Well, fair enough I guess.
- Tue May 22, 2018 6:02 pm
- Forum: Testing
- Topic: Default population in building colony ship/colony should be main race.
- Replies: 16
- Views: 91948
Re: Default population in building colony ship/colony should be main race.
The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really ...
- Tue May 22, 2018 5:56 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3485527
Re: Suggest - Features and Improvements
2 New modules for an outpost
Laboratory module
As it is now, the gas giants have no value and rather "take up space" in the system. How about adding a researchable module "Laboratory Module" (maybe the tech could come directly after Xenology and demand that the Habitat module is researched ...
Laboratory module
As it is now, the gas giants have no value and rather "take up space" in the system. How about adding a researchable module "Laboratory Module" (maybe the tech could come directly after Xenology and demand that the Habitat module is researched ...
- Fri May 11, 2018 10:16 pm
- Forum: Modding
- Topic: OpenHint extension crashes Visual Studio
- Replies: 9
- Views: 21951
Re: OpenHint extension crashes Visual Studio
That's pretty awesome, I'm sure it will come in handysven wrote:Now, if everything is working, the game should start in debug mode, and you should have access to both CTRL+click hotkeys and the ability to set breakpoints / view stack traces.

- Tue May 08, 2018 3:19 pm
- Forum: General Forum
- Topic: Best PD?
- Replies: 4
- Views: 11290
Re: Best PD?
Well let's see. Defense primaries have an average damage of 10, while defense turbolasers have an average damage of 4.
When you add rapid fire though, defense turbolasers still do only 8 damage, so in terms of raw damage output the defense primaries are better.
Fightercraft typically have 20 or 30 ...
When you add rapid fire though, defense turbolasers still do only 8 damage, so in terms of raw damage output the defense primaries are better.
Fightercraft typically have 20 or 30 ...
- Mon May 07, 2018 1:51 am
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015036
Re: Strategic AI Mod
Hmm, It looks like the error is being produced inside the call to order.set_activity() that sets city planning, so the AI is trying to set city planning when it isn't actually possible to do so.
From the error message, we can see that the reason it isn't possible is because planet.cant_city_plan ...
From the error message, we can see that the reason it isn't possible is because planet.cant_city_plan ...
- Thu May 03, 2018 11:46 pm
- Forum: General Forum
- Topic: Area Coverage vs Close-In Point Defence
- Replies: 10
- Views: 22514
Re: Area Coverage vs Close-In Point Defence
Missiles lose accuracy over range as their velocity (and therefore inertia) increases and their fuel supply decreases. It doesn't make any sense that a missile would gain accuracy with range.
Missiles have finite acceleration and course corrections are far more costly at short range, so that doesn ...
Missiles have finite acceleration and course corrections are far more costly at short range, so that doesn ...
- Thu May 03, 2018 11:19 pm
- Forum: General Forum
- Topic: Area Coverage vs Close-In Point Defence
- Replies: 10
- Views: 22514
Re: Area Coverage vs Close-In Point Defence
I'm not sure I understand. Why would one expect that? A weapon that has reduced chance to hit in close range seems plausible.Arioch wrote:That would seem rather gamey, as it would be the complete opposite of what you would expect according to how anti-missiles work.
- Thu May 03, 2018 8:41 pm
- Forum: Modding
- Topic: Using the Combat, Economy and Research Path AI Mods
- Replies: 16
- Views: 29031
Re: Using the Combat, Economy and Research Path AI Mods
Just missing the various ground units that would give the mechs their scale... there are a few occasions where tanks pop up but not too often it seems and the game probably comes down to mechs duking it out 99% of the time, which is too bad. If they had some merc commandos and tank squadrons to ...
- Thu May 03, 2018 8:15 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3485527
Re: Suggest - Features and Improvements
Not sure where to put that so that the panel wouldn't be cluttered. I'm trying to match the rest of the GUI style as much as possible.
Speaking of which, I've added a top bar icon to access the population report from. I think it's a lot more intuitive than clicking on the food icon.
https://i ...
Speaking of which, I've added a top bar icon to access the population report from. I think it's a lot more intuitive than clicking on the food icon.
https://i ...
- Thu May 03, 2018 7:57 pm
- Forum: General Forum
- Topic: Area Coverage vs Close-In Point Defence
- Replies: 10
- Views: 22514
Re: Area Coverage vs Close-In Point Defence
I had another idea, as an alternative if the other options don't work out.
What if anti-missiles had an inverted range ladder? That is, if they actually had worse accuracy at short range? The range display could be modified to show this intuitively.
If we then gave anti-missiles the same range as ...
What if anti-missiles had an inverted range ladder? That is, if they actually had worse accuracy at short range? The range display could be modified to show this intuitively.
If we then gave anti-missiles the same range as ...
- Thu May 03, 2018 12:32 am
- Forum: General Forum
- Topic: Area Coverage vs Close-In Point Defence
- Replies: 10
- Views: 22514
Area Coverage vs Close-In Point Defence
Lately I've been thinking about the recent nerf to anti-missile range. It's quite a drastic change, they seem to have a shorter range now than even defense lasers (7 vs 9). Although being missiles they don't suffer accuracy penalties at long range, they still can't fire at trackers that other PD ...
- Wed May 02, 2018 3:14 pm
- Forum: Modding
- Topic: Autodesign and AI Ship Variety
- Replies: 30
- Views: 379763
Re: Autodesign and AI Ship Variety
In case of Gremak Scout Cruiser, your image shows the issue: two deep space scanners when their effect does not stack - I always replace the second one with weapons
It's actually hardcoded that way in the hull config so I thought it was intentional. I can change it of course.
Edit: Update ...
It's actually hardcoded that way in the hull config so I thought it was intentional. I can change it of course.
Edit: Update ...
- Tue May 01, 2018 9:17 pm
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015036
Re: Strategic AI Mod
Update (72fa1cd):
This version of the mod is intended to be used with r22256 or later.
The AI now avoids creating attack plans using damaged ships (combat_ship_ordering sorts them last). If an attack plan must include damaged ships due to lack of available undamaged ships, the AI will delay the ...
This version of the mod is intended to be used with r22256 or later.
The AI now avoids creating attack plans using damaged ships (combat_ship_ordering sorts them last). If an attack plan must include damaged ships due to lack of available undamaged ships, the AI will delay the ...
- Mon Apr 30, 2018 11:50 pm
- Forum: General Forum
- Topic: Gremak Base Research
- Replies: 2
- Views: 7663
Re: Gremak Base Research
As far as I'm aware, Gremak base research has always been +0.
The Gremak have an ancient society that starts with a lot of ancient technology. Learning to research new things is something they are not used to and have to put some effort into.
Okay, I saw an entry in the code for them to have +5 ...
The Gremak have an ancient society that starts with a lot of ancient technology. Learning to research new things is something they are not used to and have to put some effort into.
Okay, I saw an entry in the code for them to have +5 ...