
Started a new game, and tested - the problem presents from the fresh game beginning

Can somebody, please, test this to confirm?..
ORIGINAL: Burnrate
EDIT: Ran the 1.82 as admin and it all works fine so far, except for that it runs in about 70% of my screen space after the game starts.
ORIGINAL: RogerBacon
Does it do that in non-modded version too? What resolution is your monitor?
In you settings.ini file you can set width and height.
ORIGINAL: cpt.Sutech
Hello, i have a problem with FTL, colony ship and cruisers in fleet dont jumping, they have under size limit, longer distance than 3000(i re-writte distance in cfg.), have more power than 0. I totaly dont know what is wrong... any advice?
I thing i now where is the problem every ship have blue circle in system that inhibit jumps inside?
sorry my eng. is not great...
ORIGINAL: Serben
i'm getting a happiness and corruption penalty on one of my planets because of a pirate base, but when i look in the facilities list, it's empty. is this intentional or a bug?
This means that an explorer with a lab will generate 1k worth of research, every month. So a tech with a cost of e.g. 100k will require 100 months if only that explorer is set to research it. Correct?// Exploration ships with science labs generate this much research toward a random researchable project every month
// set this to zero to disable it.
researchPerLab=1000
Is "scientificData" in the same scale as "researchPerLab" ? So to research that same 100k tech, an explorer would need to survey 33334 new resources?// These values determine how much scientific data a science ship will receive for discovering a resource or a ruin that contains a discovery. Ruins that contain nothing will give no data.
scientificDataForResourceSurvey=3
scientificDataForRuins=90
ORIGINAL: Noyyau
This means that an explorer with a lab will generate 1k worth of research, every month. So a tech with a cost of e.g. 100k will require 100 months if only that explorer is set to research it. Correct?
Is "scientificData" in the same scale as "researchPerLab" ? So to research that same 100k tech, an explorer would need to survey 33334 new resources?
Finally, how, if at all, is the science obtained from explorers scaled with difficulty? Or is it a flat number added towards whatever its target tech is?
I'm trying to understand if it's possible to setup a game where most of the research is done via science explorers rather than static standard labs.
Edit:
Does the !science [all] command affect only currently existing explorers, or those build later as well? Is it saved in the savefile somehow, or would I need to repeat the command at each loading?
So the flowchart is:ORIGINAL: RogerBaconNo. A ship will use one point of science research per month for each of the three types of research components it might have. So a ship with weapons research component will use one scientific data a month.Is "scientificData" in the same scale as "researchPerLab" ? So to research that same 100k tech, an explorer would need to survey 33334 new resources?
This might be a good time to point out that a ship does not bebefit from having more than one of each type of lab component for this system.
You can see how much scientific data your empire has in surplus by examining your home planet (ctrl-enter)
ORIGINAL: RogerBaconIt isn't directly by this system. However, research in general is scaled with difficulty and that scaling is applied to research from everywhere, including this research.Finally, how, if at all, is the science obtained from explorers scaled with difficulty? Or is it a flat number added towards whatever its target tech is?
ORIGINAL: Noyyau
So the flowchart is:
Explorer has at least 1 lab (per type, more do not stack) -> Explorer surveys resources and/or ruins -> Explorer accumulates N points of "scientific data" -> Each month, 1 point per lab type on that explorer is converted into 1000 research (or however much the value is for researchPerLab in baconsettings.txt)
So an explorer could accumulate potentially thousands of "scientific data" points (e.g. exploring an entire sector alone) and then it could sit still for years going through those accumulated points?
The more explorers out exploring at the same time the better, then.
And what happens to the accumulated research points if an explorer is destroyed?
ORIGINAL: Noyyau
Sorry to keep pestering you RogerBacon, I've only these last three questions to fully understand explorer research.
1) Is the difficulty divisor applied to the researchPerLab value when a "scientific data" point is converted into actual research?
E.g. with researchPerLab=1000 and Extreme difficulty (divisor: 2) , at each month's end I'd actually get 500 research points added to whatever tech is researched by that explorer?
2) Is the research provided by explorers not limited by the total empire research potential (as seen in the research screen)?
3) Are the research bonuses (e.g. from locations and scientists, the +20% from Ultra Genius scientist trait, race/government modifiers, wonders, ruins) applied to explorer research as well? Or only to static lab research?
ORIGINAL: RogerBacon
So, I'm not actually scaling research with difficulty. That's the main game doing that. I believe what is really happening is that the total cost to research a tech is being changed, not individual research points that are generated. So, if you want to think of it in terms of a multiplier or divisor then science ship research points are being affected the same as other research points.