Pax Empyrean wrote: ↑Fri, 5. Oct 18, 19:56
What does it mean when a marine reloads? Does this mean they won't immediately shoot again after killing a target, potentially killing multiple enemies per round?
Yes.
Pax Empyrean wrote: ↑Fri, 5. Oct 18, 19:56
Also, is there a way to stop the game from automatically renaming all my ships whenever I give them a job or have them stationed in an MLCC dock?
The renaming process is not just one big thing. MLCC, Dock Agents, UTs, Courier have all their own renaming routines. So, in short, no, you can't stop that.
Joubarbe wrote: ↑Fri, 5. Oct 18, 20:31The renaming process is not just one big thing. MLCC, Dock Agents, UTs, Courier have all their own renaming routines. So, in short, no, you can't stop that.
That's unfortunate. Do you know which script has the renaming routine for MLCC? That's the only one I really care about, and while my script-fu is weak, I'm willing to poke at this until I figure it out. So far I either haven't found it, or didn't recognize it when I did.
Betelgeuse97 wrote: ↑Fri, 5. Oct 18, 21:17
I have a bunch of L sized teladianium factories from 2.7.4. If I upgrade to 2.7.5, will they be replaced by their XL counterparts?
Nice update, thanks!
One question: is there some kind of retaliation mechanic for factions? Lets say if I deliberately attack Boron sectors will they make me a more possible target for their attack? (this is quite important as I would like to enable non-adjacent capturing)
Hi, just wanna say that for me the old Teladianium L are switched with the XL version (when I look at the names) but they still have L stats. Here is a screenshot with a 2.7.4 factory in 2.7.5 and a new one. https://i.imgur.com/JJAiSQF.jpg
Don't know if you guys have the same problem ?
I tried an E/I to see if it fix the problem but the game is saying that my export file is version 10 while the importer is version 26.
Will try with a fresh install tomorrow to see if it fix my Teladianium problem.
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I load my 2.7.4 savegame, use the export command in the personal console. At the end of the export, I quit without saving and start a new game with the " Import " start. And when the game start, I receive this message when I'm on a M5 discovery
Sorry man, I E/Id your game without problem. There's a problem somewhere in your install... but I don't know where.
Make sure you don't have an "addon" folder inside your addon folder. You never know, maybe you misplaced the stuff.
Betelgeuse97 wrote: ↑Sat, 6. Oct 18, 20:28
So the old teladianium L factories made 600 teladianium per hour and the new XL ones make the same amount. Is this normal?
I thought the stats applied to an existing game. Apparently it's not the case. See the previous posts about the E/I.
I noticed only the hull value is correct (from 22.5 million to 45 million).
EDIT: I figured out what's going on. The existing teladianium factories produce L size if they were made in 2.7.4 but new ones made in 2.7.5 produce XL size.
Last edited by Betelgeuse97 on Sun, 7. Oct 18, 00:43, edited 1 time in total.
So I've been mathing around a bit, considering logistical footprints and whatnot. I worked out what kind of supply chain you need in order to build ships without stopping at a sanctuary with a population of 100. Specialization changes output rates, but not resource consumption rates, so that simplifies things.
First up, I'll add a disclaimer that there are some approximations used here. Ship components complexes don't actually produce parts in the exact proportions that you use them to build ships; you need 3.2 ship complexes to get enough Computer Components for a 100 pop sanctuary to build constantly, but you only need 2.4 complexes to get enough Microchips and 2.667 complexes to get enough Quantum Tubes. For simplicity's sake, I peg the number at 3 complexes and assume you sell the extras to buy Computer Components or whatever. There is also some inaccuracy from rounding, but it probably shouldn't be off by more than about five percent in the most egregious cases.
I use the Panther as a benchmark, since it takes pretty close to an hour to build and has pretty typical armaments for its price range. For weapons I went with 22 Phased Array Laser Cannons and 4 1 GJ shields. This is relatively light on shielding so other ships will take more, but shields are actually a pretty small percentage of the total production requirements so it doesn't really matter much. If you build capital weapons instead, replace the BoFu with Soya Husks and you can get by with the exact same number of stations dedicated to it.
I am assuming solar plants in 100% systems and ore and silicon mines of 100 quality, so 3000 ore/hour or 750 silicon/hour. This does *not* include energy cell costs of jumping transports around, but just one solar plant can cover the costs of jumping a little over 4,100 sectors at TS energy costs every hour, so this is relatively minor in the grand scheme of things.
That's a hair over 39 stations to support the output of one sanctuary building ships and two other sanctuaries building lasers and shields as an occasional thing to outfit those ships (or one sanctuary without even having the parallel perk), so you're looking at probably 6-7 sectors worth of infrastructure and two or three sanctuaries actually building anything.
By far the thing you need the most of are your Meaststeak Cahoona complexes. You'll also need an extra one for every 250 population you've got, and if you're making smaller ship weapons, you'll need to replace those Bofu Complexes with even more Meatsteak Cahoona complexes. It's not implausible to hit something like 40% of your stations being Meatsteak Cahoona complexes if you're using a lot of carriers. I miss the extra factory support perk; it was great for sectors that won't be building things, which is the majority of them. Hell, I'd like more than one perk that does the same thing, just so infrastructure sectors could take more than one.
Incidentally, Meatsteak Complexes have an XL Cattle Ranch but only an L Cahoona Bakery, so they produce 1800 Argnu Beef per hour and only consume 900 of it making Meatsteaks. Either the Cattle Ranch could be changed from XL to L, or the Cahoona Bakery could be me into an XL. Considering that about 30% of my factories are making Meatsteaks and the fact that your number of factories is a major bottleneck in your production I'd prefer the latter, but the 1/3 reduction in E. Cell demands from reducing the size of the Cattle Ranch would be decent if the Cahoona Bakery is left untouched.
Another option would be to make the Cahoona Bakeries into XL, but also triple the rate of food consumption from population at sanctuaries. That would require one Cahoona Bakery complex per 100 people, making the "No Food Consumption" perk a little less of a joke. Not sure if it's worth trying to save it, to be honest.
Unrelated note: would it be possible to implement some way to rename sectors? Or hide stations from my property list? Would make things easier to manage. At the moment, I've found that coloring a set of ships something that puts them at the top of the list and naming them after the important sanctuaries they are permanently docked at gives me a convenient way to grab any sanctuary I want without flipping through them one at a time.
Some time before, there was a mission to meet some guy from corporation in Z Alpha. He gave missions to confront ATF, and, because there was much to me to have war with ATF, I return to previous save, and forget about that guy for a time. But when I finished missions with Goners and OCV threat, Z Alpha sector was taken by Teladi and that corp guy is no more there. Is there further plot? (it must be something about use of marines...) Can I somehow continue?