Astro Galaxy - a realistic space exploration game
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16  Feedback Terminal / Suggestions / Re: Station no limit on Selling and buying orders.. on: July 07, 2016, 11:08:55 PM
How can I give NoBrain more Sir Emi? ...As a thank you...
Please suggest...it's a serious fault in the game

Completely agree. I guess really the only way right now, is QP transfers. :-/
17  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: June 02, 2016, 07:34:56 PM
atention at this point I really would like to point out that I only mean SOS pods, and NOT COM pods. The orange/yellow pods only, not the blue ones. Lol laugh

Yup, that's clearly the disconnect in the previous discussion. It's because the UI displays even COM pods, on the right side of the screen, as types of SoS Signals. :-/ I came across three bugged COM pods in a row today. The yellow SoS ones ... no, haven't seen a bugged one of those. Yet. lol
18  General Talk / General Discussion / Re: Declaration of War on: May 10, 2016, 08:58:30 PM
Nothing, if your captain number is 4077.

That one had me scratching my head for a few. I even looked up [SOL] kathirchandrabose (#4077), all 1,100 Power ... then it finally dawned on me where I had heard that number before, THEN it finally dawned on me the joke. Dark, yes, but nicely done, Radar - I mean, Raptor  19
19  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: April 16, 2016, 01:26:55 AM
6 months ago I used to have to visit every system twice because most of the time would not find the target the first time through.

The problem is not that the target is in a dead system, you need to do more prep work when you arrive at a planet before you go to the cargo bay.

First go to orbit view, then go to surface view, then survey the planet. Only after you do all three of those will you find your planet.

... if this were six months ago, I'd believe you unreservedly - it's well-proven that you know your stuff.

But: it's also known that COM missions picked up now, 'expire' because the system itself goes Nova. Then it points to nothing, and there's nothing left to do, but return it to Earth.

... so, how can you definitively say that's not also the case now with Prospector missions?

You can pick up either a COM mission or a mining mission when the system is critical and due to go nova in less than 24 hours. Both types of missions will be in navigation screen for 23 hours 55 minutes after the star goes nova, but in both cases it is impossible to pick up the mission, you get an error message saying that you can't exploit this bug. When you pick up a COM mission and when you pick up a mining mission, AT THAT MOMENT the system and planet that the mission leads to does exist. The system may be critical soon to go nova, but at that moment the destination does exist. Again, it is impossible to collect a mission if the system has previously gone nova. If you try you get a message about exploiting a bug.

I have never failed to find the planet of a mining mission if I searched for it the same day (before the 12:23 game update) Sometimes the system has been critical, but it has always been there, and others in the SPQNR report the same.

If you collect a mission and wait a few days or weeks, by the time you look for it the system may have gone nova since the mission has been picked up, but again, with dozens of mining missions searched for, I have never failed to find the planet if I searched for it the same day I picked up the mission. I have checked with others in the SPQNR who report the same thing.

... then your original assumption that "The problem is not that the target is in a dead system" is 100% inaccurate. I'm talking about missions that have been picked up prior, stored, and searched for later. At that point, they *are*, almost certainly, in dead systems. Throughout the game's history, that's worked. It no longer does; the Nova update broke it (as well as old COM missions, which point to nothing. But at least then they SAY they point to nothing, which is my point.)

I've also adapted by making sure to search Mining missions same-day :-/ It is what it is, but a programming workaround (rather than allowing a no-feedback-search for a no-longer-existent needle ... or a silly 'don't exploit this' error, for that matter) is what we're requesting of the Dev ... rather then months of radio silence on the subject. I realize we all have lives, and they certainly come first, but some feedback would be nice ...
20  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: April 12, 2016, 08:05:43 PM
6 months ago I used to have to visit every system twice because most of the time would not find the target the first time through.

The problem is not that the target is in a dead system, you need to do more prep work when you arrive at a planet before you go to the cargo bay.

First go to orbit view, then go to surface view, then survey the planet. Only after you do all three of those will you find your planet.

... if this were six months ago, I'd believe you unreservedly - it's well-proven that you know your stuff.

But: it's also known that COM missions picked up now, 'expire' because the system itself goes Nova. Then it points to nothing, and there's nothing left to do, but return it to Earth.

... so, how can you definitively say that's not also the case now with Prospector missions?
21  General Talk / General Discussion / Manufacturing Screen - Small Shortcut on: April 05, 2016, 07:52:13 PM
... any medium or top player goes through large numbers of module upgrades, a repetitive (sometimes nightly) task.

The Manufacturing screen, IMHO, doesn't make things easier, because it lists the modules already being produced at the TOP instead of the bottom. So I always had to scroll down, hit 'end', hit 'page down', etc., to start the next module.

There's a slightly quicker method, and I found it completely by accident, so I'm sharing in case it will help anyone:
On the Manufacturing screen, the entire section of "Active Manufacturing Tasks" *collapses from view* when you click on the blue button "Active Manufacturing Tasks", and brings the next available upgrade onto the screen, without having to scroll. Each time the screen loads, clicking that button first makes the task of upgrading up to 48 modules on a Factory-Optimized ship, one-by-one, a good minute or two quicker in total for me.
22  Feedback Terminal / Suggestions / Re: Stations menu/Ship Docking menu >modules< on: February 13, 2016, 01:15:26 AM
Seconded, and seconded. (actually thirty-fifth-ed and ... oh, nevermind) These are things the game simply has to have. They're not just conveniences, like some of my other suggestions. Particularly the module sorting, which has been a wish of every player, everywhere, who ever tried to ... you know ... *manage inventory on a ship*. Grrr.
23  Feedback Terminal / "Bugs" and Problems / Re: EMI! This is broken and I got ripped off! on: February 13, 2016, 01:10:16 AM
*ouch*. I thought I had been hurting when I discovered this, but my own experience pales. I agree - this should be retroactive. It's not as if you're sending the troops across the galaxy - this is ON THE SHIP, for crying out loud lol
24  Feedback Terminal / "Bugs" and Problems / Re: EMI! This is broken and I got ripped off! on: February 08, 2016, 07:16:12 PM
... I have found that it only takes effect on upgrades started *after* the officer is purchased. Existing builds continue on their original schedule :-/
25  Feedback Terminal / "Bugs" and Problems / Re: Prospector missions pointing to nonexistant star systems on: January 27, 2016, 07:24:43 PM
Bump.

This is badly broken. I've searched in 2,0 tonight for a Hot Gas Giant mission. There are currently eight systems in 2,0. Together, the systems have a total of only three Hot Gas Giants. The mission is found at none of them.

What's sad is that, after the programming effort that was spent into re-categorizing the plants into Hot, Cold, Neutral, etc. ... this Supernova change came along and has effectively destroyed all old Prospector missions. They're not just useless now - they're a waste of valuable time and resources, spent in hunting what is no longer there.

Please fix this, SirEmi -
26  Feedback Terminal / "Bugs" and Problems / Re: Bug in the nav comp? on: January 12, 2016, 02:16:38 PM
This puzzled me as well, for awhile. Try this: after you attempt to add the system, and nothing appears to happen (i.e. the list doesn't update) ... type in a restriction such as 20 LY, and click 'show'. I believe the system *is* added, you just have to refresh the display.
27  Info Terminal / Knowledge base, Information board / Re: Reverse Engineering on: December 16, 2015, 07:50:22 PM
Antilak: Naturally, you play the game as you see fit. I was just sharing my experience with you.

As my science/modules advance and I learn the game, I might eventually adopt some of what you do.

... my experience exactly - and the advice came from Mata, as well. I had four dedicated science vessels (and I'm convinced I needed all of them to begin with, since the science modules were relatively low). Eventually, I saw that I'd built a strong enough foundation to 1) raise science modules to a level I calculated I'd need, 2) place less (12) science modules of significantly higher mark, on COM ships, and 3) re-purpose the sci ships to COM ships. It's working well. :-)
28  Caffe / Whatever / Constellations? on: December 11, 2015, 11:51:37 PM
... something has always bugged me about sector 0, -1. Tonight, I realized what it is ...

Sector 0, -1 looks, to me, like the Earth-observed constellation Scorpio.

@ SirEmi - am I nuts, or is there something to this? lol

Best,
Jim
29  Info Terminal / Updates / Re: Super Nova explosions / Star life cycles completed on: December 06, 2015, 02:02:48 AM
Stardate 2015-12-06: 01:57

JimGalaxy WarShip: Nimitz

"Science. Report."

... a pause.

"Sir ... the star's readings are showing more stable at the last pulse, but ..."

"But, what?," came the Captain's measured tones, radiating outward from the center of the bridge, onboard the Nimitz.

"... but ... the collapse continues. This star is ... "

The Captain gazed at the Red Giant, JUR 59500 ... at its red, bloated, hugeness. A nuclear force of nature that had powered an entire system, for aeons ... and now, a force, unleashed, that would wipe that system from living memory, now, within five short solar days.

"... finished," the Captain whispered. No other soul moved on the Bridge; the silent weight of countless thousands of years had settled, unwelcome, as it bid the few survivors, good-bye.

"... Helm," finally came the Captain's voice ... "Prepare to depart. This system is gone, now. But we have other systems ... yet to save from this fate."

As the Captain turned to leave the bridge ... a sound, beeping insistently, emerged from the Science Station. The Captain turned, still angry at the loss, to focus his wrath on this new distraction.

... and, after a few moments, the head Science Officer of the Nimitz, despite herself, began laughing quietly out loud. Before she could even be asked, she turned to the bridge, and cried aloud: "... it's stabilizing! The star is stabilizing now!! We can do it!!! Even after it's gone critical ... we can bring it back, sir!!!"

Even as the Bridge erupted in cheers and all-too-human chatter, the Captain turned, and looked squarely at the Giant star. Unheard in the chaos, he whispered two words, as a promise, from his flesh to that unthinking, unfeeling mass of energy ...

"... not yet." And, for once, the Captain allowed himself the smallest of smiles. Sometimes, he thought ... just sometimes ... humans *could* tip the scales of fate ... if they worked together hard, and long, enough.

"Helm," came the command. "Belay that order. We are here, for as long as it takes, to see this system ... to safekeeping." ... as cheers erupted, anew, from every station.
30  Info Terminal / Updates / Re: Super Nova explosions / Star life cycles completed on: November 21, 2015, 10:19:41 PM
http://wiki.astro-galaxy.com/index.php?title=Star_stability

The Solar Hydrogen Infuser module can be used to stabilize the star. Higher mark or multiple modules may need to be used to keep the star stable indefinitely. This module only works from ships.

If you see it gathering energy at the end of the day, then it means it's working. If you can match or exceed the star degradation, you should see the stability go up each day. For best efficiency, park the ship at the first planet in the solar system

Hello SirEmi - when I first read the 'indefinitely' portion of your statement above, I'd assumed that it might be possible to keep a star from going critical - *ever* - with some certain base number of Infusers. However, data shows that the rate of decay *speeds up* each day ... so, adding more and more (or higher mark) Infusers only acts as a temporary stop-gap: they do nothing to influence downward that basic *rate* of decay, which continues to accelerate. I now take this to mean that entropy will always win, and every non-local star will always, eventually, go critical, despite our best efforts ... unless additional infusers are regularly added (and added, and added ... etc.). Can you confirm (or correct me) on this, please? Thank you -
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