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About RTGPete

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    Keeper of the Galaxy

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  1. Hmmm - it looks like it would have only affected worlds with high yields (a side effect of a calculation change I had to make for Draco). I can fix it so that this doesn't happen again, but it's impossible to correct for this turn as it only affected some worlds and isn't something that can be spot corrected. I understand that this affects the larger empires the most but it's one of those situations that has no happy ending just for this one cycle My sincere apologies for the trouble. Blame it on a massive subspace solar flare that miraculously spread throughout the region? Sigh. Edit - I'm looking to see if I can bump resource production for the next cycle. Of course that doesn't help with this turn's production issues based on resource shortages, but it would help to smooth things out over the coming turns. My apologies for the trouble, ugh 🤥
  2. As a side note all DMX forces are part of the same empire # 9999, so even if they didn't always attack because of their Zulu ROE setting, you would have only needed to issue one PAP, 9999, WAR order (but you won't need to).
  3. All of the Draco results went out late last night - if you haven't received yours let us know. I haven't received anything kicked back by any mail servers as undelivered.
  4. Solid advice. Sadly we don't get any more bio-points to bioengineer new bodies, so we're stuck with what we have 😮 I'm staying well away from those pesky huu-mans who happen to inhabit this rock, taking whatever reasonable precautions that I can. Take care everybody
  5. Sample.pdf I use graphviz on .map files created from snfindpath and it works fine. I do however delete everything after the first few lines that isn't the actual node connections. There's an example below. Make sure that you do not open that map file and then save it using anything other than a plain ascii text editor--any hidden characters (like the usual paragraph or line break marks added by MS Word, for instance) will mess up graphviz's ability to read the file. I use Notepad--simple and effective. You could add fleet info in as well, but you'd need to either edit the map file manually (use Notepad--never a regular word processor, to avoid adding hidden characters) or come up with code to do it for you. It's really important to make sure the basic formatting is exactly right, with just as many { as } and semicolons ; at the end of the appropriate lines. Graphviz is very picky about that. If your file is massive (huge #'s of warp connections to map out) then graphviz might take a minute to think things over. for example, a map file like this would create a simple pdf with a couple of color-coded fleets marking their locations with dashed lines.Sample.pdf Digraph G {overlap=scale; {node [width=.3,height=.3,shape=box,style=filled,color=aquamarine] "<101> 1 XB Pathfinder"} {node [width=.3,height=.3,shape=box,style=filled,color=orchid1] "<501> 3 PBX Bastion"} Able -> Baker;Baker -> Able;Baker -> E1234; "<101> 1 XB Pathfinder" -> Baker[style=dashed]; "<501> 3 PBX Bastion" -> Able[style=dashed];} Save that as a straight text file (again, Notepad is your friend here, never use MS Word for this) Fire up graphviz.exe Click Open (the little folder icon) and select the file Graphviz should say "working on...filename" - if you have errors then the file has bad formatting, missing semicolons or non matching { } symbols or some invisible characters of some sort Then click Settings (the running man, but not the running man that says Layout) Personally I select Layout Engine: Neato and Output File Type: pdf Then click OK The resulting pdf should be in the same folder that you put the map file The resulting pdf is attached. Of course, a real map with many more connections and fleets would be much more interesting
  6. The following order deletes every entry for a given convoy route. Substitute the key words CLEAR ALL for the priority # you want to edit: ECNV, convoy route name, CLEAR ALL, 0
  7. Lots of action in Andromeda this cycle, which I expect to last throughout the afternoon Zero chance results will be ready tonight.
  8. Point defense systems act as any other defensive system, reducing incoming damage in this case against incoming missile firepower. Pulse Engine technology on either side has no effect on this calculation. Against any particular damage type (cold, coherent beam, gravitonic, missile and so forth), a ship suffers damage = incoming_damage / (1 + the_appropriate_defensive_modifier). Without any defensive systems installed, the ship would therefore suffer full damage from that damage type (dividing by 1+0, or 1). If it was, say, a 200,000 ton ship, and had 200,000 point defense strength (from however many point defense system of your tech level that might achieve that), then it would suffer half damage from incoming enemy missile damage. When I say "missile" damage, that's a type of damage, so any weapon system that delivers "missile" damage would be affected. That might be missile launchers, torpedoes, many fighters and drones and so on. Point defense systems have no effect on incoming "cold' damage, for example. Point defense systems are somewhat unusual for defensive systems because they provide defensive mitigation as described above, and they also destroy enemy fighters/drones/missiles every combat pulse (in addition to mitigating incoming enemy "missile" damage.
  9. Pulse engines make your fighters/drones/gunboats more difficult to destroy. Your best pulse engine tech sets the base in that formula, to which is added a bonus based on all of the pulse engine technologies you have researched. For example, suppose you research Mk I Nuclear Pulse Engine tech and no other pulse engine techs. In this case the formula would see Mk I Nuclear Pulse Engine tech as the base, and then a bonus is added onto that based on only Mk I Nuclear Pulse Engine tech (because it's the only one you have). That bonus would be much smaller than the base, but it still adds in. It does take into account the best one, because it simply looks at every tech you have that adds any amount of pulse output, so it includes everything from the worst all the way up to and including the best one. The bonus formula is not linear, so it adds a smaller amount than the best, but it's a nice way to make use of otherwise inferior Pulse Engine technologies because they still contribute even after being outdated by some superior version. Now you research Mk II Nuclear Pulse Engine tech. In this case the base would be set by the Mk II Nuclear Pulse Engine tech, and the bonus added to that would be calculated by tossing both of the Mk I and Mk II Nuclear Pulse Engine techs into the bonus grinder. Again this will be smaller than the Mk II Nuclear Pulse Engine tech base value, but it all adds up. Let's say you don't research any more technologies until you get to Mk I Antimatter Pulse Engines. In this case, Mk I Antimatter Pulse Engine tech would set the base which would be much higher than the old Nuclear Pulse bases. To that would be added a bonus based on Mk I Antimatter Pulse Engine, Mk I and Mk II Nuclear Pulse Engines. As a result, the idea is to research the best Pulse Engine tech that you can, in order to set the highest possible base value. After that you could research every other Pulse Engine tech that you have available (or none if you simply don't have the research slots available for such things), and all of them would help out even if they are quite inferior otherwise. It would take a lot of effort, but if you wanted to really push it, you could research Mk III, Mk IV etc Nuclear Pulse Engine techs. Fusion Pulse Engine techs would help as well. Either way, the base would be set by Mk I Antimatter Pulse Engine tech, but every other Pulse Engine tech that you have, whatever they might be, would get chucked into the bonus formula and that would be tacked onto the base. To repeat, that bonus is non-linear (some players have speculated that it is a square root type of thing, but I leave it up to them to make their own guesses on that score), but since it adds to the base, more is always better. A true fanatic in terms of making his fighters/drones/gunboats more difficult to destroy would research every possible Pulse Engine tech at his disposal. There are also some fighters and drones that are more difficult to destroy than normal (and which try to soak incoming damage to the best of their ability, effectively "tanking" incoming damage), so he would build a good number of those. Their raw "hit points" are very high for their tonnage, so they would act as solid screens for his other fighters/drones/gunboats, but they don't have much (or possibly any) offensive punch. Finally, you could just ignore all of the above and simply build more of your own fighters/drones/gunboats and eat the enemy point defenses the hard way. Alternatively, you could build extremely heavy point defenses of your own to eliminate enemy fighters/drones/gunboats (not to mention giving your ships solid defense ratings against incoming missile firepower which might comprise much of the enemy fighter/drone/gunboat firepower). Such decisions depend entirely on the composition of the enemy force, naturally. Uh, one more finally (somehow). Your enemy's superior Pulse Engine tech just makes his fighters/drones/gunboats more difficult to destroy. Maybe that isn't an issue for you, or it's not the biggest issue you face. It could be that you have bigger problems, like inferior ship armor <gulp> which can easily dominate success in space battles. You could outfit your ships with superior point defenses which can not only dramatically reduce incoming missile firepower (which is what many fighters/drones/gunboats use) but would also destroy said enemy fighters/drones/gunboats out right. There are probably more finally's but I'll leave those up to you to puzzle out.
  10. Absolutely not tonight - unfortunately, real world issues have interfered with turn entry on this end. I haven't been able to start the run yet, so definitely late results this time around
  11. Andromeda turns update: extremely high winds overcame Weather Control Stations in the northeast, causing cascading widespread power outages. After almost 24 hours, power has finally been restored--allowing me to restart the rudely interrupted run I had just begun last night. I have to start from scratch, so results won't be ready until some time tomorrow. Ugh.
  12. Stripminers were brought up several posts back. The safety of building on a centralized world versus using regular mines on multiple colonies comes to mind -- those kinds of decisions are fundamental to how Draco works, so it makes for an interesting discussion.
  13. The cold hard math of the mining formula and the Stripminer and Industrial efficiency values answers that question.
  14. This is an interesting discussion--is the thinking that in Draco Stripminers+Industries (to convert the Raw Resources) is more efficient at producing base resources (like Iron) than using regular mines on any reasonable yield of that resource?
  15. Late start + some heavy duty engagements = late tonight results Some of you guys aren't fooling about in Draco 😲
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