Questions Not Worth Their Own Thread

I usually install at least 30+ DSTS on Earth, AND buoys next JPs.
One time, I had coverage of the system far beyond Pluto orbit. :telescope:

If the sensor range is low enough orbital movement can take the listening post far enough from other system bodies/JPs for you to not always have coverage. Matters more for low DSTS counts and larger/more spread out systems.

In my opinion, DTS should be used only on your colony/outposts and not as listening post when the orbital motion is activated and buoys are far better for monitoring systems, since they don’t move and can track predictable trajectories or be placed in a way to cover more localized areas.

I would create listening posts only on planets or moons that I am planning to colonize, so I can intervene before the enemy becomes too strong in case they beat me to it.

Yet again, a good Buoy would do the same job at a cheaper price.

Can I somehow list all the gas giants in all the surveied systems?
I would like to plan the creation of Lagrange Points there, to try to speed up the ships movements. Can I only right click the systems one by one in the Galactic Map, and annotate the ones with those bodies?

Technically yes, just copy and paste. If there is any colony cost though you’ll need infrastructure or your people are gonna expire rather quickly.

As others have said though there’s no reason to go through all of that effort when you could instead just build up another second core planet. What are the minerals looking like? Volume isn’t necessarily the end all be all → I’d rather have 1m tons at 0.7+ accessibility over 300m tons under 0.4.

1 Like

Thanks.
It’s Minerals window, not Systems one where instead I was searching.

Use your favorite DBMS (DB Browser for SQLite is my rec) to run this:

select rss.Name as System, sb.PlanetNumber as Planet
, case when lp.LagrangePointID is null then 'No' else 'Yes' end as HasLP
, case when lp.LagrangePointID is null then round(5/sqrt(sb.mass),2) else '--' end as LGYrs
from FCT_SystemBody as sb
inner join FCT_SystemBodySurveys as sbs on sbs.SystemBodyID = sb.SystemBodyID
inner join FCT_Race as r on r.RaceID = sbs.RaceID
inner join FCT_RaceSysSurvey as rss on rss.RaceID = sbs.RaceID and rss.SystemID = sb.SystemID
left join FCT_LagrangePoint as lp on lp.PlanetID = sb.SystemBodyID
where sb.BodyTypeID in (4,5)
and sb.GameID = (select max(gameid) as g from fct_game)
and r.RaceID = (select max(raceid) as r from FCT_Race where NPR=0)
order by rss.Name, sb.PlanetNumber

Note: this assumes you are playing as the most recently created player race in the most recently created game in your database. If that is not the case, edit the two lines before the last line accordingly.
Sample result:

1 Like

Does “flight time” for a missile mean how long it can travel with the amount of fuel it carries, or how long it must travel to strike its target?

The first one. A target must be within this range.

1 Like

Select the body you want the tanker to wait to head to. Select move order. Then type in the number of SECONDS you want the order to be delayed by. Then add that order. AND THEN (THIS IS VERY IMPORTANT!) CHANGE THE ORDER DELAY BACK TO 0! Other wise the next order you give will have the same delay and the next, and the next… you get the idea hehe.

Bonus: 31500000 (31.5million) seconds is around a 1 year delay

2 Likes

Your commanders of STO batteries, which characteristics have they?

1 Like

The only skill that is really useful for these is Tactical, which IIRC ground commanders do not start with but can train very quickly if they are assigned to command an STO formation.

1 Like

How do you rebuild a ground unit after it has suffered losses in combat? I dropped my 1st Heavy Armoured Brigade onto Europa, and it defeated the alien force but lost most of its armoured units and its logistics unit.

I then brought it back to Earth, but have no idea how to add new armoured units and a logistics unit to the formation. I don’t want to make a mistake and delete the brigade.

You can either build a formation filled with what you need, and then select “use for replacements” on it after finishing construction. Any formation that is missing those elements will automatically pull them over.

Or, you can go to the ground construction tab and select build replacements. That’s a newer function that I haven’t actually used yet. Patch notes say that spare ground force BP will automatically start building the missing elements.

1 Like

Does anyone have a link to or image of the second bunch of terrain types that were added early in the C# development cycle?
The documentation page contains the original planetary terrain post and chart. However, there was another post with a few extra terrain types added later. The Wayback Machine’s archive of the old “C# Aurora Changes List / Table of Contents / Alphabetically” compilation page includes entries for “Planetary Terrain” which is think is the data we have on the documentation site, and also “New Planetary Terrains” which I assume was the follow-up post with the additional terrains. However, neither of those pages was archived so the links don’t work.
I know there are terrain types not captured on the documentation page because I have “sub-arctic” and “boreal forest” in my current game and I want to know their requirements.

rowid TerrainID Name Abbreviation FortificationModifier ToHitModifier MinimumHydro MinimumOxygen MaximumHydro MinimumTemperature MaximumTemperature MaximumTectonics MinimumTectonics BaseTerrainType MinTempRange DesertTerrain JungleTerrain
1 1 Barren BAR 1 1 0 0 100 -1000 100000 5 0 1 0 False False
2 2 Steppe STP 1 1 10 0.01 100 -10 40 4 0 1 0 False False
3 3 Mountain MTN 2 0.5 0 0 100 -1000 100000 6 4 3 0 False False
4 4 Temperate Forest FST 1.25 0.5 20 0.025 100 5 30 5 0 1 0 False False
5 5 Jungle JGL 1.5 0.25 30 0.035 100 25 80 5 0 1 0 False True
6 6 Tundra TUN 1 1 10 0.01 100 -75 0 5 0 1 0 False False
7 7 Swamp SWP 0.5 1 60 0.015 100 20 80 4 0 1 0 False False
8 8 Forested Mountain FMT 2.5 0.25 20 0.025 100 5 30 6 4 3 0 False False
9 9 Jungle Mountain JMT 3 0.125 30 0.035 100 25 80 6 4 3 0 False True
10 10 Desert DST 0.75 1 0 0 30 0 30 5 0 1 0 True False
11 11 Taiga TAI 1.25 0.5 20 0.025 100 -50 5 5 0 1 0 False False
12 12 Archipelago ARC 2 1 95 0 100 10 80 5 0 1 0 False False
13 13 Rift Valleys RFV 1.5 0.75 0 0 100 -1000 100000 6 5 13 0 False False
14 14 Forested Rift Valley FRV 1.875 0.375 20 0.025 100 -50 30 6 5 13 0 False False
15 15 Jungle Rift Valley JRV 2.25 0.1875 30 0.035 100 25 80 6 5 13 0 False True
16 16 Savanna SAV 1.15 0.75 15 0.015 100 20 70 4 0 1 0 False False
17 17 Chapparal CHA 1.2 0.75 20 0.02 100 10 60 4 0 1 0 False False
18 18 Prairie PRA 1 1 10 0.01 100 0 50 4 0 1 0 False False
19 19 Sub-Tropical SUB 1.2 0.6 25 0.025 100 20 50 4 0 1 0 False False
20 20 Sub-Tropical Mountain SMT 2.4 0.3 25 0.025 100 20 50 6 4 3 0 False False
21 21 Sub-Tropical Rift Valley SRV 1.8 0.45 25 0.025 100 20 50 6 5 13 0 False False
22 22 Cold Desert CDT 0.75 1 0 0 30 -50 0 5 0 1 0 True False
23 23 Ice Fields ICF 1 1 40 0 100 -150 -50 5 0 1 0 False False
24 24 Desert Mountain DMT 1.375 0.75 0 0 30 0 30 6 4 3 0 True False
25 25 Alpine Grasslands ALP 2 0.5 10 0.01 100 -40 80 6 4 3 30 False False
26 26 Alpine Forests ALF 2.5 0.25 20 0.025 100 -50 10 6 4 3 0 False False
27 27 Rainforest RNF 1.35 0.425 30 0.03 100 25 65 5 0 1 0 False True
28 28 Mountain Rainforest MRF 2.7 0.2 30 0.03 100 25 65 6 4 3 0 False True
29 29 Cold Steppe CST 1 1 10 0.01 100 -40 10 4 0 1 0 False False
30 30 Coniferous Forest CNF 1.25 0.5 20 0.025 100 -30 20 5 0 1 0 False False
31 31 Arid ARD 0.75 1 0 0 30 -50 200 5 0 1 30 True False
32 32 Arid Mountain ARM 1.375 0.75 0 0 30 -50 200 6 4 3 30 True False
33 33 Arid Rift Valleys RFV 1.25 0.875 0 0 30 -50 200 6 5 13 30 True False
34 34 Grassland GRS 1 1 10 0.01 100 -40 80 4 0 1 30 False False
35 35 Boreal Forest BRF 1.25 0.5 20 0.025 100 -50 40 5 0 1 30 False False
36 36 Boreal Mountain Forest BMF 2.5 0.25 20 0.025 100 -50 40 6 4 3 30 False False
37 37 Subarctic TUN 1 1 0 0 30 -30 20 5 0 1 0 False False
38 38 Subarctic Mountain SBM 2 0.5 0 0 30 -30 20 6 4 3 0 False False
39 39 Hot Desert HDT 0.75 1 0 0 30 30 200 5 0 1 0 True False
40 40 Cold Desert Mountain DMT 1.375 0.75 0 0 30 -50 0 6 4 3 0 True False
41 41 Hot Desert Mountain DMT 1.375 0.75 0 0 30 30 200 6 4 3 0 True False
2 Likes

I’m trying to prepare for my next war with Sol Aliens 792, so I’d like to deploy orbital defense bases. My questions:

What is the difference between an Orbital Defence Base and an Orbital Defence Platform?

also…

Why can’t you build such a base via your planetary industry? It appears that an armed orbital base is classified as a military ship, and can therefore be built only at a regular space yard. Also, it will use MSP, which means I can’t station them at my less developed planets and my jump points.

The name. The hull type is to help the player’s categorise ships and that’s it. I suppose platforms would be smaller than bases.

You can use fighter factories to build something like that so long as it’s less than 500 tons in size. You cannot use the “no armour” checkbox to make a military station. That checkbox prevents any military components from being added.

For maintenance, you could have a couple maintenance facilities and occasionally deliver MSP to the outer colony, you could use a ship or station with maintenance modules, you could give it lots of engineering space so it can be deployed for a long time between overhauls, or you could use STOs, as they only require money for maintenance.

1 Like

Hull Descriptions are purely flavour/cosmetic, they don’t have any mechanical impact beyond the letters that show up next to your ship name.

1 Like