Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Steve Walmsley on December 18, 2023, 11:15:33 AM

Title: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 18, 2023, 11:15:33 AM
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
Title: Re: Suggestions Thread for v2.4.0
Post by: Tavik Toth on December 18, 2023, 11:38:18 AM
Looking at the Customise NPR window, could it be used when creating a non-human player race when creating a game too? Not sure how practical it would be.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elouda on December 18, 2023, 12:56:36 PM
Are missile series ever going to make a return? I really miss their utility from back in the day, being able to automatically revert to previous designs if the latest is not available.
Title: Re: Suggestions Thread for v2.4.0
Post by: SinisterMinister on December 18, 2023, 05:45:04 PM
Hey.  Wanted to request a few accessibility QoL changes for screen reader users. 
1.  Would it be possible to perhaps click on a body or JP in the system view and have the game designate it as the centre point of the system? The effect of this would be to have distances between various points accessible in a text format.  Right now there's no way to know how far various bodies are from one another which makes planning very difficult.  So for example, let's say I wanted to put down a naval base near a major JP in Alpha Centauri, I'd  be able to set that JP as the centre of the system and the nearest body would be displayed to me. 

Next, perhaps this one is too big an ask but figure I'd ask it anyway.  Would it be possible to get something like the OOB by System tab but for known alien ships in different systems?  Perhaps it might even be able to group the various fleets together and have information such as their speed, baring and approximate description reported as well.  For example,
"Sol System     Group A      Orbiting Earth     2005KM/S"

If not that right now if you're following a ship it says the baring of your fleet in relation to that.  It would be nice to somehow have it display a textual description of where the ship is.  This is very useful for raiders or ships that have lost sensor contact.  So instead of saying First Battle Fleet, orders, follow enemy ship, it might say follow enemy ship 132 thousand KM/s from Mars at 90 degrees. 

Hopefully those suggestions make some semblance of sense.  They'd really make the game a lot easier for blind players.

Before I close though one  mechanical suggestion.  Would it ever be considered to add the ability to vassalise the minor races for example?
Thanks once again, hope you consider my suggestions. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 19, 2023, 12:50:23 AM
Suggestion for a fighter-sized cargo hold, either 100-ton or 250-tons would be great. Now that fighters can land on all bodies again, they can perform all missions that actual ships can except for transporting facilities and minerals, meaning that it is impossible to run a fighter-only game. Having a fighter-sized cargo hold would rectify that.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 19, 2023, 04:35:13 AM
Add an option to group missile contacts, I just had an instance where I had to manually count in the event log how many salvos were incoming to figure out the total number of missiles (it was 981 missiles in 109 separate contacts)
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on December 19, 2023, 08:32:35 AM
Average Mineral Accessibility, Amount and Likelihood during game setup, maybe even a toggle that all planets should have ~some~ minerals.

More options for setting up minerals on planets manually, basically a button to specify that the planet should have a large amount high accessibility low amount or the reverse of which mineral.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 19, 2023, 09:45:58 AM
Average Mineral Accessibility, Amount and Likelihood during game setup, maybe even a toggle that all planets should have ~some~ minerals.

More options for setting up minerals on planets manually, basically a button to specify that the planet should have a large amount high accessibility low amount or the reverse of which mineral.

In SM Mode, you can already specify the exact amount and accessibility of each mineral on each planet, using the System View window.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 19, 2023, 02:09:32 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).

Currently a ship that has run ot of fuel must be emptied of movement orders, deleted of conditional movements and than can be refueled and orders restored, pretty cumbersome.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 19, 2023, 02:12:30 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 19, 2023, 02:17:17 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 19, 2023, 02:28:53 PM
Quote
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.

I think this is going to be a necessary annoyance, otherwise you will inevitably get situations where a tanker is ordered to refuel a fleet it cannot keep up with and someone will wonder why their fleet ran out of fuel. Having the tanker join the fleet ensures that the speeds match and prevents all kinds of annoying bugs and it really is not that annoying honestly.
Title: Re: Suggestions Thread for v2.4.0
Post by: DrBladeSTEEL on December 19, 2023, 03:04:05 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.

Piggybacking off Slurpee, you can make this less annoying by 'Join as sub-fleet', then you can simply detach the sub once it's refueled.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 19, 2023, 03:50:31 PM
More auxiliary command stations, to provide more positions for officers, and allow officers to have more extensive career histories:

Much like how the existing command stations such as "Science Department", "Engineering" etc function, where the officer assigned gives their full bonus, and the ship captain a half bonus to a function.

Things like:
Terraforming Control, for coordinating the terraforming modules of the ship - officer position would be "Planetologist", uses the "Terraforming" bonus of the officer.
Xenolinguistics Department, for dealing with aliens - officer would be "Xenolinguist", uses the "Communications" bonus
Astrophysics Department, for jump stabilisation ships - officer would be "Astrophysicist", using the "Production" bonus
Information Warfare Centre, for ELINT ships - officer would be "Information Warfare Officer", using the "Intelligence" bonus
Astrogeology Department, for orbital mining ships - officer would be "Astrogeologist", using the "Mining" bonus
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 19, 2023, 03:58:16 PM
More auxiliary command stations, to provide more positions for officers, and allow officers to have more extensive career histories:

Much like how the existing command stations such as "Science Department", "Engineering" etc function, where the officer assigned gives their full bonus, and the ship captain a half bonus to a function.

Things like:
Terraforming Control, for coordinating the terraforming modules of the ship - officer position would be "Planetologist", uses the "Terraforming" bonus of the officer.
Xenolinguistics Department, for dealing with aliens - officer would be "Xenolinguist", uses the "Communications" bonus
Astrophysics Department, for jump stabilisation ships - officer would be "Astrophysicist", using the "Production" bonus
Information Warfare Centre, for ELINT ships - officer would be "Information Warfare Officer", using the "Intelligence" bonus
Astrogeology Department, for orbital mining ships - officer would be "Astrogeologist", using the "Mining" bonus

This has been discussed many times in the past. The main reason cited not to do this is that it doesn't create interesting decisions in most cases. For example, a terraforming control module is a no-brainer, it goes on every terraforming ship once you research it because it is so small and (presumably) cheap compared to an actual terraforming module. Similar for, e.g., orbital mining, jump stabilization, cargo handling, etc. - in general, auxiliary command stations for commercial ships don't have the same tradeoffs as on military ships because the former are usually so much larger.

There is also an argument that it is too redundant, since on these kinds of ships the commander is already being selected for a single bonus and is giving the full bonus to the ship, unlike a military ship where several commander skills are relevant and these are applied at half-bonus, so having specialized posts makes more sense to specialize the ship rather than just being a straight-up buff. Even survey ships have this dynamic, since the ship's captain applies only half of their bonuses but multiple bonuses are relevant (Survey, Engineering, and perhaps Crew Training at least).

I would be interested in seeing a new station to support the expanded EWAR capabilities somehow, though I don't know how that would be justified in the lore.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 21, 2023, 12:44:44 PM
Quote from: nuclearslurpee link=topic=13404. msg167315#msg167315 date=1703023096
Quote from: Louella link=topic=13404. msg167314#msg167314 date=1703022631
More auxiliary command stations, to. . .  allow officers to have more extensive career histories:
This has been discussed many times in the past.  The main reason cited not to do this is that it doesn't create interesting decisions in most cases.
True enough, however it'd allow for more story opportunities.  Having the ship commander separate from the ship's primary function, has potential for story set-ups, whereas the single-officer ship has less.  Especially when you factor in the "political reliability" option for promotions.
An officer character who has high combat-related stats, but low political reliability, and they get assigned to a garbage scow for 5 years because of politics, is a prompt for writing a short story.
"Despite graduating at the top of their class at the Academy, Captain Wingus was assigned command of a garbage scow after a falling-out with the Admiralty, not helped by spilling their drink on the Grand Admiral's bosom at a Sector HQ soiree, where they languished for 5 years before acquiring a sufficiently embarrassing amount of seniority that necessitated their transfer back to a ship of the line".  Comedy all round.
And it reduces the amount of "dead-end" positions.  Like, for terraformer ships, you have the ships, and maybe one staff position, and that's the only use for the whole officer skill bonus for terraforming.  Having more positions on ships would help shuffle characters around, provide variety etc.
Sure it wouldn't be "optimal", but it'd be nice for it to be an option.  Just like how "realistic promotions" isn't optimal.
Title: Re: Suggestions Thread for v2.4.0
Post by: Solidus on December 21, 2023, 02:24:22 PM
Minor QoL suggestion, standardize the inclusion of parent fleet information in Event messaging.  For example the Maintenance Problem event in the message below include the parent fleet (Battle Fleet) in the log; while the Overhaul Complete log entry does not.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 21, 2023, 03:02:27 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 21, 2023, 03:26:01 PM
Requesting that Automated Assignments Tour Lengths protocol make a comeback.
And Would love to see Missile Series return.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 21, 2023, 04:00:05 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 21, 2023, 05:08:38 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.
Title: Re: Suggestions Thread for v2.4.0
Post by: Bucz on December 21, 2023, 06:13:54 PM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 21, 2023, 06:24:23 PM
Welcome to the forums Bucz, please register your account so that you can post normally and we don't have to manually approve each post you make.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 21, 2023, 09:48:46 PM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.

I would like if by default admin commands inherited their settings from their parent command on creation (except that the required rank is reduced by 1, of course). Worst case, it is the same as we have now and I have to change everything again, best case is that this reduces micro when creating cascades of LOG or SRV commands for instance.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 21, 2023, 11:43:18 PM
A new event "Fleet Completed Shore Leave" that fires when the last ship in the fleet that needed shore leave completes it's rewind clock. It would let me finally hide the spam of "Shore Leave Complete" events that fire for each individual ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 23, 2023, 03:17:33 AM
BTW, isn't it time for a new Full Installation Version?
I mean... 1.13.0 to 2.5.0 seems to be an adequate jump, don't you think? ;-)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 23, 2023, 05:44:45 AM
BTW, isn't it time for a new Full Installation Version?
I mean... 1.13.0 to 2.5.0 seems to be an adequate jump, don't you think? ;-)

Once it is stable, I will update the full install.
Title: Re: Suggestions Thread for v2.4.0
Post by: Salsabrains on December 23, 2023, 09:48:46 AM
Re the suggestions on additional command modules for industrial ships what about:
- making industrial modules give off significant thermal / EM signatures
- making the additional command modules both large and expensive, so that they were only justified in very large ships /stations with a lot of modules
The first would incentivise smaller ships to reduce risk of detection, while the second would incentivise large ships for greater efficiency.  This wouldn't really work for stabilization ships, as you only need one module, but for miners / terraformers could create an interesting design decision
Title: Re: Suggestions Thread for v2.4.0
Post by: Kurt on December 23, 2023, 10:54:00 AM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 23, 2023, 01:10:44 PM
NPRs and spoilers to use heavy, superheavy and ultraheavy vehicle types.  Rakhas have their battlewagons, but no stompas. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 23, 2023, 05:11:58 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!

On those lines, it can be useful to complete setup and then save a copy of the database before incrementing time. If the campaign doesn't get off to a good start, you can go back to that database at any time, open up the System View and use Regen Min and Regen JP to effectively create a new Sol system, giving you a new start. The NPRs will be the same though.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 23, 2023, 05:32:08 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!

On those lines, it can be useful to complete setup and then save a copy of the database before incrementing time. If the campaign doesn't get off to a good start, you can go back to that database at any time, open up the System View and use Regen Min and Regen JP to effectively create a new Sol system, giving you a new start. The NPRs will be the same though.

To add to this if you aren't afraid of messing with the DB you can also translate save breaking updates to new versions if you haven't really started the campaign - especially if you aren't starting with NPRs. My current save was started in 2.3.1 but I was able to manually translate the DB to 2.4.0 without errors (I had to update some spoiler Jump Engines which I think may have left some of their designs a bit sub-optimal, side-effects will always result from such a translation). Needless to say this also depends a lot on the scope of changes, I wouldn't attempt to translate a 2.1 game to 2.2 but 2.3.1 to 2.4 wasn't a massive leap when there we no NPRs and only a couple of spotted spoiler ships.

Edit: Goes without saying that if you are going to attempt this consider your DB modded for the purposes of bug reporting and also back up everything in case you brick your save.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on December 24, 2023, 05:26:18 PM
Would it be possible to add a checkbox to assign class/system/ships names from a list completely at random? Right now it feels that it follows some specific order (which isn't alphabetic, but is always the same).  So for example first ship class created using Class Theme - Terran Federation is always Discovery, then Napoleon, then Outreach.  I would like to make it fully random from a given list or lists.
Title: Re: Suggestions Thread for v2.4.0
Post by: Azarea on December 25, 2023, 11:38:59 AM
Back in vb6 aurora, there was an option to hide the text of civilian fleets, but still show the ships on the map.  It was quite nice to see the traffic of a busy system, without the clutter of irrelevant text.  Could we perhaps have this checkbox back?
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on December 25, 2023, 01:07:07 PM
Suggestion for a fighter-sized cargo hold, either 100-ton or 250-tons would be great. Now that fighters can land on all bodies again, they can perform all missions that actual ships can except for transporting facilities and minerals, meaning that it is impossible to run a fighter-only game. Having a fighter-sized cargo hold would rectify that.
I'd also like to bring up an old suggestion to remove the size requirement for commercial engines. As it stand now with the new 50t cargo shuttle, the smallest commercial transport you can make is over 2000t; 500t cargo hold, 50t shuttle, 50t bridge, 50t engineering space, 1250t engine, and fuel/armor/sensors to flavor and tech limitations. You can make it smaller but it will require maintenance which would be pretty annoying for something that's meant to transport small amounts of minerals or infrastructure within a system.

Also merry Christmas everyone!
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 26, 2023, 10:12:01 AM
Would it be possible to add a check-box similar to to "Sync Fleet" called "Sync Salvo Speed" that when checked forces all missiles fired from the same ship and/or fleet to fly at the speed of the slowest missile?

For example, you may wish to launch a mix of normal and laser-warhead missiles that are otherwise identical, but they're going to fly at different speeds unless you add fuel to the normal-warhead one to make up the difference, which is a waste of fuel.

Alternately, could we have a design feature in the missile design section called "ballast" that does nothing but add mass/size, and costs nothing, to make matching missile speeds easier?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 26, 2023, 10:20:08 AM
Alternately, could we have a design feature in the missile design section called "ballast" that does nothing but add mass/size, and costs nothing, to make matching missile speeds easier?

If you need 'ballast', just add more fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 26, 2023, 11:21:17 AM
It would be nice to have a simple "Yes/No" Information in the environmental overview of a system body, indicating if this body is terraformable at all for the current race.
Not the specific modifications needed, only "Yes/No".
Would greatly help to decide if the effort is worth it, especially with eccentric orbits enabled.
Title: Re: Suggestions Thread for v2.4.0
Post by: Hari on December 27, 2023, 01:49:13 AM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.

+1, as I can't "say thanks" to this post !
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 27, 2023, 06:11:15 AM
I'm pretty sure I made this suggestion quite some time ago, and probably someone else, too. So this is more like a "bump" suggestion.  :)

Regarding the Research Tab, can we get the "Matching Scientists Only" checkbox be checked by default?
It doesn't matter how often I go to the Research Tab, I literally always check the box manually, and every time I return to the tab I also always have to check it again.
Only if there isn't any matching Scientist I uncheck the box again.

Or at least make it remember the state when closing the tab/window.

SJW: Added for v2.5.1
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 27, 2023, 07:02:54 PM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 27, 2023, 08:35:56 PM
When making use of the new copy + upgrade system for ground formations, ground forces construction counts it as a new formation for numbering purposes, resetting the count.
I'd like to suggest for the number to either carry over when upgrading, or to add the ability to manually set where the automatic numbering system counts from, i. e.  being able to set the count to "46th mechanised infantry - 2078" and subsequent "mechanised infantry - 2078" formations would count on from 47th instead of from the 1st.
Title: Re: Suggestions Thread for v2.4.0
Post by: smoelf on December 28, 2023, 05:05:44 AM
A column in the empire mining view to indidate which system a colony is located in. This would make it much easier to quickly estimate if a system has the necessary mining incomes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 06:34:15 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)
Title: Re: Suggestions Thread for v2.4.0
Post by: kilo on December 28, 2023, 07:56:31 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on December 28, 2023, 08:09:25 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

You could check out the code for one of the algorithms listed here: https://graphviz.org/docs/layouts/

Assuming you can't just use this library as-is, I totally understand not wanting to spend your time digging through their code and reimplementing it -- I'm sure you have more interesting things to work on. But at the very least improving the grid snapping algorithm (currently it often doesn't snap to the nearest grid point, it might be rounding down?) and letting people adjust parameters like the minimum grid spacing and default placement distance would I think go a long way towards making the inevitable map rearrangements less painful.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 08:46:59 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.

The above solution might work for the first 3-4 connections, assuming no loops, but when you get to 10+ jump chains and hundreds of systems, you quickly run out of space. How do you handle situations where there are not enough surrounding 'locations' for the systems (mainly due to the presence of other nearby un-connected systems) and how do you handle loops, especially nested loops?

The star map doesn't zoom BTW
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 08:58:00 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

You could check out the code for one of the algorithms listed here: https://graphviz.org/docs/layouts/

Assuming you can't just use this library as-is, I totally understand not wanting to spend your time digging through their code and reimplementing it -- I'm sure you have more interesting things to work on. But at the very least improving the grid snapping algorithm (currently it often doesn't snap to the nearest grid point, it might be rounding down?) and letting people adjust parameters like the minimum grid spacing and default placement distance would I think go a long way towards making the inevitable map rearrangements less painful.

I had a quick look, but they are either designed for hierarchies (which this isn't), circular plots (again, not the same), handle less complex situations, or they simply draw lines to different nodes regardless of how many other lines they cross. None of those is suitable for Aurora.

This is one of those situations in which humans are generally better than computers, especially as each player will have his own view on an acceptable layout.

Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 28, 2023, 09:32:14 AM
This is one of those situations in which humans are generally better than computers, especially as each player will have his own view on an acceptable layout.

This is especially true because a computer, at least in Aurora, cannot understand which topographical features are "important". I arrange my galactic maps not only to untangle the loops but also to emphasize or focus on the most important features as the map evolves, which a computer cannot understand unless Steve spends so much time programming this that the game remains in 2.5.0 for a decade.
Title: Re: Suggestions Thread for v2.4.0
Post by: simast on December 28, 2023, 09:51:21 AM
We can double click on commanders in ship view and also fleet view and this opens commanders window with that commander pre-selected. Very useful to quickly find more details about the commander. However there are some places where the same behaviour does not work (double clicking on commander does nothing):
Would it be possible to add similar behaviour there?  :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Doc on December 28, 2023, 10:05:32 AM
When constructing fighters, it would be helpful if the fleet selection dropdown didn't include all the civilian fleets, since we never build any fighters for those anyway.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on December 28, 2023, 11:32:32 AM
I add fighters to numerous civilain fleets as I stick a commercial hanger on most commercial ships and then a pair of fighters so a convoy stands a chance of killing a raider
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 28, 2023, 11:54:18 AM
I add fighters to numerous civilain fleets as I stick a commercial hanger on most commercial ships and then a pair of fighters so a convoy stands a chance of killing a raider

I think here, "civilian" refers to civilian shipping lines, which the player cannot really interact with or control.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on December 28, 2023, 07:06:10 PM
I'd find it useful to be able to make the mineral search window sort by accessibility instead of by deposit volume.

You can approximate the effect by fiddling with the accessibility threshold, but sometimes finding the easiest deposits really is the priority.
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 28, 2023, 10:41:50 PM
A few commander suggestions that has been previous suggested in the past:

Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 28, 2023, 11:25:13 PM
Reintroduction of Staff Officers for admin commands

Was this ever a thing?
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 28, 2023, 11:42:47 PM
Reintroduction of Staff Officers for admin commands

Was this ever a thing?

Task Forces had Staff Officers in VB6 as Admin Commands are the C# version of the Task Force.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 29, 2023, 12:58:31 AM
Would be nice if there was an extra category in the intel screen called "Known Ordnance" that would provide the characteristics of captured missiles as well as what classes they were seen on (if any).

This could also be extended and more generically called "known Components" and include other systems. Though other systems are often named after their capabilities which makes that less significant, it's only really missiles that get non-descriptive names.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 29, 2023, 01:05:54 AM
Would be cool if we had the ability to set a crew requirement for miscellaneous components, as sub-optimal that sounds mechanically.

Right now I have to posthumously DB edit crew requirements for those components in myself.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 29, 2023, 06:08:25 PM
Minor QoL suggestion, add the ability to scrap multiple types of component from your stockpile at once.
It can get pretty messy, particularly if you're salvaging/capturing a lot of ships and have a wide variety of NPR components cluttering up the view, and scrapping one at a time is slow.

Alternatively, separate NPR/spoiler-designed and player-designed components into separate columns, to make it easier to check on your stockpiles of components for building ships vs your stockpile of loot.
Title: Re: Suggestions Thread for v2.4.0
Post by: kilo on December 30, 2023, 03:21:09 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.

The above solution might work for the first 3-4 connections, assuming no loops, but when you get to 10+ jump chains and hundreds of systems, you quickly run out of space. How do you handle situations where there are not enough surrounding 'locations' for the systems (mainly due to the presence of other nearby un-connected systems) and how do you handle loops, especially nested loops?

The star map doesn't zoom BTW

Loops are the biggest issue I can see and they should be prevented at all costs. Every Item should only be allowed to be placed once and cross connections would be ugly in these cases. I never came to a situation where there was not enough space in LaTeX though. You could simply fit more objects on the circle when you increased the radius of it. The hard limitation of it was paper dimensions, which can be ignored when it comes to game development.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 30, 2023, 05:40:11 AM
Loops are the biggest issue I can see and they should be prevented at all costs.

Loops are a major part of the game. I am not going to prevent them in order to make mapping easier.
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on December 30, 2023, 05:50:53 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

There seems to be a very nice package, that is unfortunately in javascript, called d3 force that looks like it could do something pretty neat using a force-directed graph technique.

Demo (with some really nice drag functionality):
https://observablehq.com/@d3/force-directed-graph/2?intent=fork

Source:
https://github.com/d3/d3-force

Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 30, 2023, 07:23:58 AM
Loops ... should be prevented at all costs.
I'm sorry but that is complete nonsense. Yes, loops make mapping more difficult but they are often a storytelling spice that brings extra flavour to a campaign.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 30, 2023, 07:33:26 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

There seems to be a very nice package, that is unfortunately in javascript, called d3 force that looks like it could do something pretty neat using a force-directed graph technique.

Demo (with some really nice drag functionality):
https://observablehq.com/@d3/force-directed-graph/2?intent=fork

Source:
https://github.com/d3/d3-force

There are still crossed lines all over the place. I could write something similar, but it doesn't solve the problem, which is finding a layout which is neatly laid out, human-readable and limits the number of overlapping lines in order to achieve that. Even that doesn't solve the problem that different players will have different views on correct layouts and what constitutes 'human-readable'.

Apart from very small numbers of systems, Galactic mapping needs human intervention. I am going to stop responding on this topic so the thread doesn't get dominated by it. If anyone wants to discuss this in depth, I suggest starting a new thread.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on December 30, 2023, 01:24:39 PM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 30, 2023, 02:20:42 PM
I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

So my suggestions would be:

For a EXE-only patch we can keep the default 140px spacing as it looks fine as-is and this would preserve compatibility with 2.5.0 maps, but we could change to a friendlier value like 144px or 160px in a DB release which breaks saves anyways.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 30, 2023, 02:32:59 PM
I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

So my suggestions would be:
  • Change the default snap increment to a neater fraction of 140px - 70px is probably not flexible enough but 35px should be fine.
  • Snap-to-grid should round to the nearest increment mark, currently it seems to prefer rounding up rather than down which is frustrating to work with.

For a EXE-only patch we can keep the default 140px spacing as it looks fine as-is and this would preserve compatibility with 2.5.0 maps, but we could change to a friendlier value like 144px or 160px in a DB release which breaks saves anyways.

I recall that VB6 aurora actually allowed the user to change the spacing in-game.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 30, 2023, 05:45:57 PM
Feature Suggestion: Add the following 2 fleet orders (as orders that can be queued, not conditional/standing orders):
1. Wait for Trigger: Fleet will wait until triggered by a different fleet, then will continue with its queued orders.
2. Trigger Nearby Fleets: Fleet will trigger any waiting fleet at the same location.

This would give a way to automate rotating ships between a location for overhaul (IE spy ships or a jump point defense.)

Practical example: you want to keep a constant presence at a jump point. So, you create two fleets of ships, and set both to cycle orders, with the following order queue:
Code: [Select]
Move to jump point (Time Delay 365 days)
Trigger Nearby Fleets
Wait for Trigger
Refuel and Resupply at Planet
Overhaul at Planet
The other fleet would be the same, you would just have it start at Wait for Trigger.

This way, you always will have 1 fleet at the jump point, and once per year or so, the other fleet would come and replace it so the ships can go overhaul, with no need to manage things or remember to send a fleet before the other fleet exceeds its deployment period
Title: Re: Suggestions Thread for v2.4.0
Post by: BwenGun on December 31, 2023, 06:51:15 AM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 11:17:31 AM
I'd like to suggest the ability to delete/scrap multiple ground formations at the same time, or to delete/scrap all formations with X template.  Consolidating engineers and STOs into larger formations to reduce list clutter would be much, much easier with this feature.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on December 31, 2023, 01:11:18 PM
Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

Hexagonal arrangements are not impossible, even if they are not easy to achieve: (http://db48x.net/Aurora/conventional%20start%20in%202020%20with%20v1.11/galaxy%20map%202232.png)

To do this I had to cheat really hard. Once I got the first few systems into a nice hexagonal arrangement, I placed a piece of scrap paper against my monitor and gently transferred their locations to the paper with a pencil (the green circles shone through the paper). Then, to place new systems in the pattern correctly I would line the paper up against two or three of the existing systems and drag the new on until it was just to the left of and above the next circle on the paper. It was still pretty fiddly and awkward, but at least it was doable.

So my suggestions would be:
  • Change the default snap increment to a neater fraction of 140px - 70px is probably not flexible enough but 35px should be fine.
  • Snap-to-grid should round to the nearest increment mark, currently it seems to prefer rounding up rather than down which is frustrating to work with.

Completely agree. The wonky rounding is the most frustrating thing about it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 31, 2023, 01:15:33 PM
Hexagonal arrangements are not impossible, even if they are not easy to achieve:

This is true and I wrote imprecisely. What I meant is that it is not possible to create a hexagonal arrangement which can work with the existing 140px default spacing at all, if you want either the horizontal or vertical spacing to be automatic then you cannot have an evenly spaced hexagonal grid because we cannot snap to the 70px intermediate positions.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 01:18:45 PM
I split facility construction 50/50 so the system doesn't get clogged by big orders, but this does mean I have to change the %used by construction every time I open the window, either by typing it or selecting an existing work order.  I'd very much appreciate the ability to set a default construction % for new construction tasks to use. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Hari on December 31, 2023, 01:50:04 PM
I split facility construction 50/50 so the system doesn't get clogged by big orders, but this does mean I have to change the %used by construction every time I open the window, either by typing it or selecting an existing work order.  I'd very much appreciate the ability to set a default construction % for new construction tasks to use.

Or remember the last % used.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on December 31, 2023, 03:45:32 PM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.
That would be a useful "minor change."
A _major change_ that would be "better" would be an age increasing research line to increase the retirement age of all officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 08:38:19 PM
I started to use boarding shutles as standard equipment on my warships, so captured ships end up with multiple small formations still on board them.  Which in turn can mean many clicks to return them to their shuttles.
I'd like to suggest a "load all ground units from stationary fleet" order and/or a "load ground templates from stationary fleet" order.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 01, 2024, 03:51:23 AM
As it stands, when you tell a fleet to unload ordnance, every ship will unload everything, which unfortunately includes loaded decoys. Normally this is fine, except in situations where you are moving ordnance between colonies using colliers that have military escorts which have decoys - who alongside their ammo transports, will happily unload their decoys.

It would be nice if the "unload ordnance to colony" order had a checkbox option "exclude decoys".
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 02, 2024, 04:56:24 PM
Comets around companion stars.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 04, 2024, 01:35:16 AM
You know how in the civilian/flags tab the game shows the amount of cargo bays an installation takes in parentheses? Also do that when the "Load Installation" movement command is selected.

Bonus points if you also do a similar thing next to the cargo capacity value of the fleet (eg Cargo Capacity 12,500 (0.5)).
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 04, 2024, 04:59:37 PM
It would be nice to have a few additional tools for managing system name themes - a button to rename all systems according to the current naming theme and one to select a name from the current list would be nice.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 06, 2024, 09:52:06 AM
QOL request...

Could the shipyard size limitation be changed to be a modifier on efficiency, rather than a hard limit? E.g. if you want to build a ship that is 20,103 tons, and your shipyard capacity is only 20,000, you'd get a multiplier on your build rate of something like (20,000/20,103)^2. That way you don't have to fuss with adding 103 tons of capacity every time your ship design comes in slightly over, but there's still an incentive to build your shipyards big enough?

Presumably it would only apply in cases when the shipyard is too small, and multiplier would be capped at max of 1.0 (i.e. for when the shipyard is bigger than needed).
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 06, 2024, 01:08:37 PM
QOL request...

Could the shipyard size limitation be changed to be a modifier on efficiency, rather than a hard limit? E.g. if you want to build a ship that is 20,103 tons, and your shipyard capacity is only 20,000, you'd get a multiplier on your build rate of something like (20,000/20,103)^2. That way you don't have to fuss with adding 103 tons of capacity every time your ship design comes in slightly over, but there's still an incentive to build your shipyards big enough?

Presumably it would only apply in cases when the shipyard is too small, and multiplier would be capped at max of 1.0 (i.e. for when the shipyard is bigger than needed).
Just use the continuous expansion function to expand it to the proper size. Adding a few hundred tons of capacity would only take like a month, probably
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 06, 2024, 02:14:43 PM
From the user JOSHUAWOOD on discord
Quote from: Joshuawood
is there no conditional order for "cargo hold full" ?
automatic salvaging just salvages untill full and keeps going

A slight problem exists in that salvage ships set to "salvage nearest wreck", will eventually fill their cargoholds with recovered components and minerals, but then continue to salvage more wrecks, effectively wasting most of the value of those wrecks.

So a conditional order for "Cargo Hold Full" and relevant actions to unload at colonies, would be good.
This could perhaps be included as part of a rework of Orbital Mining if that is ever planned.

Currently orbital mining platforms and ships will deposit minerals on the surface, requiring a colony to be set up, and then there is the management of mass-driving the minerals off the asteroid to somewhere more useful. This can be quite fiddly and fills the colony list with lots of small mining colonies of little other value.
If orbital mining ships were changed to behave more like the sorium harvesting ships, the "Cargo Hold Full" order could be used there too. Orbital mining platforms and ships could still deposit on the surface, but a behaviour more like sorium harvesters might be beneficial when dealing with lots of small asteroids - ships would move to an asteroid with minerals, begin mining, then drop the minerals off when full, and repeat.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 06, 2024, 04:34:12 PM
  -- So, off the cuff idea for Meson Cannons.

Currently, Meson Cannons larger than 30cm are strictly and progressively worse, since they fire slower and have no damage scaling, thus rendering the range increase worthless.

What if it was altered so that larger Meson Cannons had a higher effective rate of fire by making them more energy efficient per shot as they got bigger?

So unlike Railguns and Gauss Cannons, which fire multiple shots per increment and thus have multiple chances to hit as a result, Meson Cannons would instead fire more often by requiring less capacitors per shot as their caliber increased.

So I'm thinking every three caliber techs or so, a Meson Cannon would gain one extra shot, but without needing more capacitors to do it. So 10cm to 15cm Meson Cannons would have one shot as they currently do. 20cm to 30cm Meson Cannons would have twice as many shots, 35cm to 45cm would have thrice as many, and so on and so forth with each new threshold adding one shot.

Incidentally, High-powered Microwaves have this issue as well, whereby the lack of damage scaling means that HPMs over 30cm are just outright worse.

Also incidentally, this change could be applied to HPMs to make calibers over 30cm no longer useless while still preserving their "Secondary Weapon" flavor.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 06, 2024, 04:49:57 PM
  -- So, off the cuff idea for Meson Cannons.

Currently, Meson Cannons larger than 30cm are strictly and progressively worse, since they fire slower and have no damage scaling, thus rendering the range increase worthless.

What if it was altered so that larger Meson Cannons had a higher effective rate of fire by making them more energy efficient per shot as they got bigger?

So unlike Railguns and Gauss Cannons, which fire multiple shots per increment and thus have multiple chances to hit as a result, Meson Cannons would instead fire more often by requiring less capacitors per shot as their caliber increased.

So I'm thinking every three caliber techs or so, a Meson Cannon would gain one extra shot, but without needing more capacitors to do it. So 10cm to 15cm Meson Cannons would have one shot as they currently do. 20cm to 30cm Meson Cannons would have twice as many shots, 35cm to 45cm would have thrice as many, and so on and so forth with each new threshold adding one shot.

Incidentally, High-powered Microwaves have this issue as well, whereby the lack of damage scaling means that HPMs over 30cm are just outright worse.

Also incidentally, this change could be applied to HPMs to make calibers over 30cm no longer useless while still preserving their "Secondary Weapon" flavor.

Personally, the change I would like to see for mesons is that the caliber tech should also influence the attenutation rate and we can remove that third tech line. It is ridiculous IMO that an underpowered weapon type like mesons is also hamstrung strategically by having higher research requirements than strong weapons like lasers and railguns. Since this would be a net nerf to smaller-caliber mesons as they stand, I would also suggest rescaling the attenuation techs and I have previously suggested how to do this by simply reconfiguring the values to follow the 25% change per tech level that is standard in Aurora (e.g. 40% -> 32% ->25% ->20% instead of the current 40% -> 32% -> 28% -> 24%).

For HPMs I think something like this could work but we can perhaps reframe it as a boost to damage rather than shots, but much less so than for other beam weapons. Here I am thinking of fractional damage which would impact effectiveness vs shields and provide better ability to damage electronics as tech increases (making the EM hardening techs more attractive as well). For example, 10cm HPM would hav 1.0 damage, 12cm would have 1.25, 15cm would have 1.5, 20cm would have 1.75, and so on. This would require Steve to handle fractional values for internal damage calculations which he previously avoided when implementing fractional missile warheads but I think it would be worthwhile. This could also be a viable alternative change to mesons if the above idea is not satisfactory.

For both cases, the problem with changing the number of shots is that we hit major tech level breakpoints where certain techs are super-critical and intermediate techs are not. This doesn't fit Aurora's tech modeling very well and would create an unsatisfying progression for the player IMO. Fractional damage should accomplish substantially the same thing with a smoother progression.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 06, 2024, 05:13:34 PM
http://aurora2.pentarch.org/index.php?topic=13437.msg167781#msg167781 (http://aurora2.pentarch.org/index.php?topic=13437.msg167781#msg167781)

I wrote up something cleaner and more comprehensive here.

@nuclearslurpee

 --- I disagree, since my main gripe with BOTH weapon systems is that at higher caliber they fire slower, their range exceeds Beam FCS without any damage scaling to benefit from it, they are bigger and require more power to shoot in the first place thus needing higher capacitor tech.

 --- Honestly, the easiest solution is just to remove any size larger than 30cm for both Mesons and HPMs, but that's boring and also means less content overall. I proposed an effective RoF increase so as to eliminate the uselessness of those bigger guns, while also not nerfing the smaller ones, and giving these weapons a bit more character all at the same time.
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on January 06, 2024, 08:24:50 PM
QoL suggestion:  When you press the Create Project button on the Research tab, it would be great if the newly created project was selected so that you could queue up another project on the same scientist without going hunting for it. 
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 07, 2024, 04:35:42 PM
It probably always was like this but not as apparent as Jump Capability was not locked in place... But now it seems silly that the components for more advanced Jump Drives are cheaper to research and build because they are smaller.

Efficiency 6 for 3000t ship costing me 50 BP and 500 RP (380t JD size)
Efficiency 4 for 3000t ship costing me 75 BP and 612 RP (570t JD size)
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 07, 2024, 06:34:09 PM
It probably always was like this but not as apparent as Jump Capability was not locked in place... But now it seems silly that the components for more advanced Jump Drives are cheaper to research and build because they are smaller.

Efficiency 6 for 3000t ship costing me 50 BP and 500 RP (380t JD size)
Efficiency 4 for 3000t ship costing me 75 BP and 612 RP (570t JD size)
More advanced tech means more can be done with less materials. I think it's fine. Cloaking devices are the same way.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 07, 2024, 07:21:43 PM
More advanced tech means more can be done with less materials. I think it's fine. Cloaking devices are the same way.
Yes, It seems like Cloaking devices are the same way when I test them.

And would be fine in, if it was not inconsistent and all other components in the game cost either the same amount or more RP/BP when they provide the same capability but with more advanced techs.

To be clear it's just a minor annoyance and inconcsistency, so not something I suggest should be given high priority to be changed to work as the rest of the components.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 07, 2024, 09:40:52 PM
A QOL suggestion since this issue seems to have come up many times in my reading, the ability to organize fighters ordered to provide ground support into some sort of unit that can then be assigned to provide support to some formation directly, rather than having to go by each individual fighter.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 07, 2024, 10:02:57 PM
A QOL suggestion since this issue seems to have come up many times in my reading, the ability to organize fighters ordered to provide ground support into some sort of unit that can then be assigned to provide support to some formation directly, rather than having to go by each individual fighter.

You could have it work squadron by squadron. That way you only have to set it up once for the carrier class, though this could get tedious when its time to replenish losses.

The best and most involved way would be an auto-distribution button that assigns all CAS first to formations set to FA (that have FFD) and then to FD and so forth.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 07, 2024, 11:32:19 PM
Also, make fighters equipped with air-to-air fighter pods act like anti-air ground units in some capacity (preferably HAA, which would make both anti-air fighters and counter-anti-air fighters work). Otherwise the pods are entirely useless.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 08, 2024, 02:03:42 AM
Can you make it that it displays the age of the scientist in the research menu? Will make it easier to pick young healthy ones after they start dying off. 

Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.   There are probably other places with this same problem but I can't remember off the top of my head. 

Attached Pic is all suggestions visualized
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 08, 2024, 02:34:42 AM
Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.

 ??? ??? ???

Dates on my machine are already easily readable ?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 08, 2024, 03:07:37 AM
Can you make it that it displays the age of the scientist in the research menu? Will make it easier to pick young healthy ones after they start dying off. 

Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.   There are probably other places with this same problem but I can't remember off the top of my head. 

Attached Pic is all suggestions visualized

The dates are displayed using whatever format is used by your PC. I believe you can change it in Settings. Under Time & Language -> Date & Time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 08, 2024, 03:09:18 AM
Deathpickle, your issue is caused by the settings in your Windows date/time settings:

(https://i.imgur.com/xvNeIkQ.png)

Switch the "Short date" and "Long date" to be what is shown on the screenshot and you won't have any more problems.

Go to Settings - Time & Language - Date, time & regional formatting - Change data formats
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 08, 2024, 07:24:10 AM
Minor immersion suggestion - more flexibility for Academy names

You can change the name of academies, but, it's still limited to one academy name per colony. This is probably alright for the vast majority of players, but it would be nice for immersion to be able to change the academy name dependent on character profession.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 08, 2024, 10:48:55 AM
I suppose while I'm also suggesting ground support fighter stuff, finish up combat air patrol missions? The overall feature of ground support fighters seems really neat, but I think there needs to be just a bit more done in that direction before they're really worth using.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 08, 2024, 01:53:06 PM
I'd still like to have some highlighting in the Commanders window for "Story Characters" to make them easier to find when you have thousands of commanders. That window already supports colored status text for commander health, so the code infrastructure is there. I think the color that is used for CMCs you're buying from would work nicely, but I would be happy with anything.

I attempt to use this feature in all of my games to track individuals with notable achievements throughout their careers and I don't always remember to write their names down in my personal notes.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 08, 2024, 02:01:15 PM
For that matter, and this is a much bigger stretch, would it be possible to get separate Commander Health/Experience/Promotion events for Story Characters so that we can disable the basic notifications and only get them for individuals we care about or apply different custom colors to make them easier to distinguish. That would be amazing.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 08, 2024, 02:02:01 PM
I'd still like to have some highlighting in the Commanders window for "Story Characters" to make them easier to find when you have thousands of commanders. That window already supports colored status text for commander health, so the code infrastructure is there. I think the color that is used for CMCs you're buying from would work nicely, but I would be happy with anything.

I attempt to use this feature in all of my games to track individuals with notable achievements throughout their careers and I don't always remember to write their names down in my personal notes.

Doesn't this feature make it so that character is immune from accidental/medical death or retirement, though? I would like some way to mark "important" commanders but I still want them to subject to the vagarious whims of the RNG fate.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 08, 2024, 06:54:59 PM
Right now there is a "salvage nearest wreck" command but no way to automatically empty the ships when they are near full.

If possible some conditional orders of >50% >75% >90% Cargo would be nice and "unload cargo at nearest colony" and "unload cargo at capital" would be nice if possible?

I get into many fights with 10's of ships and manually salvaging is a bit of a pain.

Being able to make smaller salvaging fleets that are automated with commercial hangers and defences would really speed up the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 09, 2024, 12:42:34 AM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 09, 2024, 03:04:42 AM
Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.

Its on the Academies tab of the Race Window.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 09, 2024, 03:10:24 AM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Bro...

(https://i.imgur.com/qM6SV4J.png)
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on January 09, 2024, 04:30:31 AM
I have built some Tankers and Ordnance ships as Hubs.

I don't know if this is a bug or WAI, but these ships are not able to support their fleet, not even while standing still. I have to detach them and tell the fleet to refuel/load from Hub.

I wish a ship with a Hub could at least work exactly the same as a ship with a Refuelling/Transfer System. Optimum would be it works as a Hub, even when underway (with appropriate tech).
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 07:43:24 AM
I wish a ship with a Hub could at least work exactly the same as a ship with a Refuelling/Transfer System. Optimum would be it works as a Hub, even when underway (with appropriate tech).

Going to reiterate my eternal suggestion for the Hub-related standing orders to work with regular refueling/ordnance/etc. systems as well. No reason I should not be able to automate my survey ships with a tanker stationed in deep space except that the standing order doesn't support it.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 09, 2024, 12:39:26 PM
It's been suggested before but I figured to suggest it again, the ability in SM to transfer a colony from one empire to another. Mechanically, this would work in the same way that independence via SM does, except rather than putting it into a new empire, puts it into the specified empire (so that ground units are properly taken care of).

Or honestly even something as simple as the ability to use SM to change the political status of a colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: The_Seeker on January 09, 2024, 08:30:18 PM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Bro...

(https://i.imgur.com/qM6SV4J.png)
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:07:34 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
Title: Re: Suggestions Thread for v2.4.0
Post by: The_Seeker on January 09, 2024, 10:26:49 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
If that's true and there's no hidden pool then it doesn't seem to have any bearing on gameplay whatsoever, the value that's shown in my campaign is 1717, and it will let me construct anything, ships with 2,000 crew, many ships with 1,000 crew, etc. 
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:31:22 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
If that's true and there's no hidden pool then it doesn't seem to have any bearing on gameplay whatsoever, the value that's shown in my campaign is 1717, and it will let me construct anything, ships with 2,000 crew, many ships with 1,000 crew, etc.

What happens is that once the number hits zero, any additional crew members will be conscripts (start with 0 grade/-10% skill).

Source: this has happened to me too many times.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 09, 2024, 10:47:29 PM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:54:03 PM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines.

Ah yes, the good ol' days, when China got nuked in every AAR.  ;D

Quote
and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.

To clarify: If you have, let's say, a ship that requires 1,000 crew, and you have 500 crew remaining, then the ship will take all 500 of those and draft 500 conscripts to replace them. The ship's starting overall crew grade will be the average between the 500 trained crew and the 500 conscripts - so depending on your training level, it might look like your ship has a real crew because the training level is positive, but it will be less positive than expected so the mechanic is still working.

If you have zero trained crew and a ship gets built, then it will be staffed entirely with conscripts and you will see a fat, ugly -10% in the crew grade column.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 09, 2024, 11:59:48 PM
Oh! then wouldn't it be a good idea to give a total crew employed in your empire (in the racial screen and such)?
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 10, 2024, 12:21:40 AM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Does the pool replenish over time?
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 10, 2024, 12:45:46 AM
One more thing, can you remove the "do you want to remove queued ground unit from production" prompt that gets asked every time you want to remove a ground unit in production queue? There isn't any way to spam it with holding enter like the usual prompts, so its particularly terrible.    It should only ask the prompt when removing the one in production instead of from anywhere on the queue, that's how it works on the industry tab.    I'm sure everyone has spammed like 40 ground troops only to realize aghast in horror.   .   .    they now need to remove them.   

two more thing, just a suggestion.    Can you make a togglable checkmark for your shipyards that make them automatically create a new task when available without you needing to click the button? It'd be cool if there was a queue for shipyards of course, but I figure that would require a redesign, and honestly a toggleable is more convenient than that anyways.    If you do decide to do it, you'd have to make sure the "use components from stockpile" becomes permanently toggleable too, instead of resetting after you close the window.   
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 10, 2024, 01:30:13 AM
Right now there is a "salvage nearest wreck" command but no way to automatically empty the ships when they are near full.

If possible some conditional orders of >50% >75% >90% Cargo would be nice and "unload cargo at nearest colony" and "unload cargo at capital" would be nice if possible?

I get into many fights with 10's of ships and manually salvaging is a bit of a pain.

Being able to make smaller salvaging fleets that are automated with commercial hangers and defences would really speed up the game.

On this note, making asteroid mining modules add the minerals to the cargo holds within the fleet would allow these orders to fully automate asteroid mining ships.

along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 10, 2024, 01:50:51 AM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Does the pool replenish over time?
Ships that are scrapped send their crews back to the pool and building more academies increases the speed at which the pool grows.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 10, 2024, 09:28:29 AM
Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on January 10, 2024, 09:31:45 AM
Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.

Ouch. Might I recommend an upgrade to Linux? More of a side–grade, I guess, since it is harder to run Aurora there. At least it doesn’t force you to reboot for upgrades.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 10, 2024, 09:41:09 AM
along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.

Seconded. I noticed this when setting up a bunch of habitable systems for player races, the number of asteroids in Sol is rather anomalous in Aurora and I'm not sure it should be. Although I can see why having large asteroid belts be a bit rare is good for gameplay in making asteroid mining systems valuable finds, this value could be preserved by toying around with the mineral generation rate for asteroids if needed.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 10, 2024, 04:23:02 PM
along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.

Seconded. I noticed this when setting up a bunch of habitable systems for player races, the number of asteroids in Sol is rather anomalous in Aurora and I'm not sure it should be. Although I can see why having large asteroid belts be a bit rare is good for gameplay in making asteroid mining systems valuable finds, this value could be preserved by toying around with the mineral generation rate for asteroids if needed.
I have found systems with lots of asteroids before. They aren't common, but are pretty good when they do exist.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 10, 2024, 06:37:12 PM
It is honestly not uncommon in my known stars game for systems to have asteroid belts with lots of asteroids. In some cases systems have even had multiple asteroid belts usually a system belt and a gas giant belt.

So I'm not convinced that there is a systematic problem with asteroid generation.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 10, 2024, 07:51:33 PM
It is honestly not uncommon in my known stars game for systems to have asteroid belts with lots of asteroids. In some cases systems have even had multiple asteroid belts usually a system belt and a gas giant belt.

So I'm not convinced that there is a systematic problem with asteroid generation.

My experience has been that I tend to find systems with thick asteroid belts or systems with reasonably habitable planets, but not both.

I don't have a problem with this in general, since both kinds of systems are good finds and variety keeps things interesting, but given that Sol has quite a lot of asteroids it is a little weird to me that most systems resulting from Create Habitable System do not. It's not a big deal though, using SM mode to create an asteroid belt is not hard.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 10, 2024, 08:08:46 PM
There is also a really wide variety of possible outcomes when Aurora generates a system and I doubt many of us have really seen sufficient numbers of systems to make statistical analysis of what is common enough and what is not. Humans are notoriously bad at statistical analysis as well as probability calculations. It's not rare for players to go "this is too common" or "this is too rare" after playing just couple of games with less than 100 systems in total.

Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.
I'm sorry dude but you know you can press the save button yourself? I can understand leaving your PC on for the night but at least manually save Aurora before going to bed. Windows does not force an update when you're actively using the PC afterall. Having said that, an auto-save on 1 January of each year is a good idea.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 11, 2024, 12:50:39 AM
I'm sorry dude but you know you can press the save button yourself? I can understand leaving your PC on for the night but at least manually save Aurora before going to bed. Windows does not force an update when you're actively using the PC afterall. Having said that, an auto-save on 1 January of each year is a good idea.
Oh, it's totally my fault - I forgot to hit the save button before I went to sleep for the night. I even thought to myself the next day "you know, it's been a while since I last saved - I should probably do that," right before I flipped the screen on.

Updates that cause a reboot are rare enough that this was really just me being unlucky.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ragnarsson on January 11, 2024, 01:19:47 AM
I'd like to suggest some method of over-riding the game's automatic class designations on player designed ship or station classes. This would obviously need some limitations, such as not being able to change commercial, military or station designations (and probably some others I haven't thought of at the moment). The default works well enough in almost all cases but occasionally gets in the player's way.

For example, I just designed a mobile asteroid mining ship intended to be nearly self-sufficient. It has cargo holds to drop a mass driver then move it when necessary and, crucially, troop transport capability to carry then drop STO's on whatever rock it parks above, in case any unfriendly pests come to bother it.

But when I add the troop transports, it changes the design to a Troop Transport for auto-assignment purposes, due to Troop Transport Bays having precedence over mining modules when determining class type. This is a bit frustrating, as the entire purpose of this ship is to mine so I'd prefer commanders with the relevant bonuses. The ability to manually set design types when necessary would obviate this irritation.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 11, 2024, 04:44:53 AM
For the time being, couldn't you have two ships working in tandem in the same fleet?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 09:11:50 AM
I'd like to suggest some method of over-riding the game's automatic class designations on player designed ship or station classes. This would obviously need some limitations, such as not being able to change commercial, military or station designations (and probably some others I haven't thought of at the moment). The default works well enough in almost all cases but occasionally gets in the player's way.

For example, I just designed a mobile asteroid mining ship intended to be nearly self-sufficient. It has cargo holds to drop a mass driver then move it when necessary and, crucially, troop transport capability to carry then drop STO's on whatever rock it parks above, in case any unfriendly pests come to bother it.

But when I add the troop transports, it changes the design to a Troop Transport for auto-assignment purposes, due to Troop Transport Bays having precedence over mining modules when determining class type. This is a bit frustrating, as the entire purpose of this ship is to mine so I'd prefer commanders with the relevant bonuses. The ability to manually set design types when necessary would obviate this irritation.

A while ago Steve changed the priority ordering so that cargo holds would not take priority over orbital modules, because I had a similar issue with OMs that had a cargo hold to move their mass driver around. I don't think it should be any problem to make a similar change here.

I would suggest more generally for Steve that the "industrial" modules (sorium harvester, orbital miner, terraformer, stabilisation, etc.) should all have precedence over the "logistical" modules (cargo, troop transport, colonist, tanker, etc.) as a general rule for auto-assignment categorization. I think it is much more common to have industrial ships with some logistical capabilities bolted on top than the other way around, since the industrial modules are generally quite large and make up most of a ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 11, 2024, 09:29:11 AM
could we get a "Fleet fire at will" button here:

https://i.imgur.com/maQ51AG.png

needing to go into "ship combat" can be a bit tedious.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 11, 2024, 10:35:31 AM
Commercial hangar decks are not grouped with other hangars in the list of components in the class design screen, but commercial magazines are grouped with other magazines.
And somehow, I always look in the wrong place for each every time. Please save me.

Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 11, 2024, 05:07:02 PM
ground combat suggestion for aircraft and AA:
The current system is that light AA targets the planes hitting its formation.  Medium AA can hit that + one lower formation.  Heavy AA hits all planes everywhere.  Heavy AA being able to target unlimited everything makes it a no-brainer choice in every situation. 

Basically the idea is to make it that each AA unit covers formations with the same rules as above, except that it covers a fixed amount of tonnage, and going over coverage reduces effective hit rate equally proportionately, (no loss).  For example, two light AA's that cover 5000 tons at 50% is the same as one heavy AA that covers 10000 tons at 100%. Consider the size of the front, if you having an interstellar invasion, the battle will be on fronts spread out in squads all over the entire planet against low flying aircraft hugging the ground.

Basically what I want is that heavy AA is less coverage efficient than using many medium AA even if it targets everything.  Maybe medium ones cover efficient, and maybe small ones best fit every crevasse, and heavy can hit units on CAP, or something like that kind of like how heavy arty's special feature is being able to hit backline.  Maybe you can make it that small AA's are normal at 100% coverage, but going with more size than its coverage 10% worse than a proportionate amount, whereas heavy is the opposite, where anything beyond its coverage is 10% less better than the proportionate, such that for heavy you want to be over your coverage, and using this you can create some kind of interesting dynamic.  I have a feeling that won't be necessary though, and just making smaller ones simply cover more does the same trick.

I also think AA guns should have uridium costs that scale based on their tracking speed too, so ships aren't paying extra on those engines for nothing, and should simply take the nerf both of these changes causes.  Fighters are expensive, they require expensive hanger space, FFD's and maintenance facilities, yearly msp payments.  They could be op, and you still might not want to use them because you'd rather spend your vendarite.  They shouldn't be quite as easy to kill with AA as they are now - after all if they were just a little higher in space, they wouldn't be hittable at all - or at the very least would be only hittable by reasonably damaged weapons that costs not-vendarite. . .  AA damage like all ground units hyperscales with technology for free.  That means past a certain point, armor on fighters is basically a trap you're guaranteed 1 shot if hit (nothing about ships gets cheaper with tech, just lighter, but ground units do get straight up more efficient).  I think planes need to be balanced around getting one shot tbh because there isn't really a satisfying way to fix the AA hyper damage, and honestly, fast jets make sense and it can inadvertently balances things.  I also think a plane perfectly designed against its target on ground support should destroy that AA cost-efficiently and over-all function cost efficiently.  It should only be (very) cost inefficient when trying to do the same on flak suppression and the like, or else really, why waste the FFD on something that is simply worse? Remember, AA still functions as a ground unit! they really really effective!
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 11, 2024, 05:34:38 PM
Dropping off life pod survivors is somewhat tedious, especially because you have to have the survivors on board in order to be able to give the unload order, requiring two interrupts.
Therefore I suggest that you add the option to space the survivors. This would not solve the two-interrupt problem, but it would be vastly more satisfying.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 11, 2024, 06:00:26 PM
Dropping off life pod survivors is somewhat tedious, especially because you have to have the survivors on board in order to be able to give the unload order, requiring two interrupts.
Therefore I suggest that you add the option to space the survivors. This would not solve the two-interrupt problem, but it would be vastly more satisfying.

A more benevolent option is to add a standing order "drop off survivors at nearest colony" since we already have "pick up nearest lifepods" the combination should make things less painful, though not painless (IIRC the pick up lifepods only searches in system? or is it like the salvage standing?)
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 11, 2024, 06:06:43 PM
Would be best if Steve renamed the option to be "perform search and rescue" and have the logic be to pick-up lifepods until onboard cryo chambers are full, then drop off at nearest accessible colony, rinse & repeat. That way you could have a dedicated lifeboat/rescue shuttle and just leave it behind in a system after a big battle.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 11, 2024, 06:18:43 PM
Being able to repatriate neutral or allied rescuees would be helpful. Instead of them being imprisoned for all time on your planets.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 08:01:36 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

E: I missed that this exists - but related, how about what planet/colony built a station or fighter?
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 11, 2024, 08:12:13 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

It looks like it does to me -- are you looking at a ship that was Instant Built at game start or with SM mode? Those just say "Constructed".
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 08:29:34 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

It looks like it does to me -- are you looking at a ship that was Instant Built at game start or with SM mode? Those just say "Constructed".

Aha. Yes, you're right, I missed it because I was looking at a station that was built with planetary industry. Which is a good suggestion to add anyways.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 11, 2024, 09:41:32 PM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.

In addition to this, could we have the names of the scientists be colored in the research screen based on their current health? I.e., scientists in Very Poor health are red in the scientist selection screen of the research menu, so that if I'm going to pick old people, at least I pick the ones not in hospice care.

As a separate matter, could we now also automate assignment of sector commands? Oftentimes I'll not notice my sector commander(s) has/have been dead for years on end.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 12, 2024, 03:03:07 AM
Add a new type of intelligence gain: Hull Classification. This should be pretty common, and would provide the hull classes of multiple known NPR hulls for the relevant NPR. This way, you can build up information on what each class is, without needing to hope for getting the full design specifications or needing to attack/board NPR ships.

I've found that despite sitting ELINT ships in range of NPR homeworlds for years, I basically only get intelligence on a handful of designs, most of which are either outdated or not deployed. An intelligence gain option like this would let me figure out which ships are tankers, freighters, etc, in a much more practical time-span
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 10:14:30 AM
Add a new type of intelligence gain: Hull Classification. This should be pretty common, and would provide the hull classes of multiple known NPR hulls for the relevant NPR. This way, you can build up information on what each class is, without needing to hope for getting the full design specifications or needing to attack/board NPR ships.

I've found that despite sitting ELINT ships in range of NPR homeworlds for years, I basically only get intelligence on a handful of designs, most of which are either outdated or not deployed. An intelligence gain option like this would let me figure out which ships are tankers, freighters, etc, in a much more practical time-span

The only "problem" with this is that we can already get this information perfectly by checking the "use real names" box. Personally, I don't like that, I would like to know the real ship names but not their classifications. Finding out that the ship you're communicating with is called "Devastator" isn't useful intelligence; knowing whether it is a BB or DE is, so it seems silly we can get that information for free. More so for player race vs. player race games as NPR designs are usually predictable.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 12, 2024, 01:05:33 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 12, 2024, 06:19:31 PM
ELINT modules do not work in combat. Well, they do but they require a lot of time before they get results so they are useless during combat. Best use for them is to use a diplo ship or a stealthy ship and park it near their colonies for months and months.

Real name/class requires SM mode to be on if I remember correctly.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 06:31:20 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

Interesting... I recall last time I used the option I saw the hull types as well, but maybe that was changed at some point.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 12, 2024, 10:25:03 PM
I believe that if you see a new ship for the first time and have "Real Ship Names" on, then that specific ship will have the correct name and hull designation, which you can then assign to the class.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 12, 2024, 10:25:51 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 12, 2024, 10:32:41 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

It isn't necessarily, but on the other hand, detecting "15x XX Unknown" might prompt a different response than detecting "15x DDG Absolute Carnage". Might want to bring escorts for that second one.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 12, 2024, 10:35:37 PM
Well, assuming that their hull classification isn't misinformation on their part. Y'know, German tank problem and whatnot. Just use misleading hull classifications and fool your foes!

That and the fact that hull classification isn't followed in a general way anyway. Is a destroyer a destroyer based on size, or purpose? Who knows?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 10:42:43 PM
You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

The "inherent" classification, if known, is useful intelligence as it can tell you something about the class you might not know otherwise. This can be military information (e.g., a CG or DDG is sure to be armed with missiles) or non-military (e.g., identifying important commercial ship classes, which can tell you what the aliens might be up to when you see them flying around). Of course, in the case of multiple player races deception and trickery is possible but that's up to the player to determine how to handle anyways. NPRs use descriptive hull types.

I think the general sense in the thread right now is that (1) such intelligence should not be "free" when using the Real Class Names checkbox (and inconsistently so at that) and that (2) being able to gather such intelligence by ELINT would be a cool feature.

Well, assuming that their hull classification isn't misinformation on their part. Y'know, German tank problem and whatnot. Just use misleading hull classifications and fool your foes!

That and the fact that hull classification isn't followed in a general way anyway. Is a destroyer a destroyer based on size, or purpose? Who knows?

For player races this is always a question, but NPRs classify their ships based on size and purpose pretty rigorously except for some more flavorful spoiler designations.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 13, 2024, 04:54:33 AM
I think the general sense in the thread right now is that (1) such intelligence should not be "free" when using the Real Class Names checkbox (and inconsistently so at that) and that (2) being able to gather such intelligence by ELINT would be a cool feature.

Determining the hull type based on observed information would be great. Like, there's already a message where it says "based on observation of [ship name] the class information has been updated" or something along the lines, usually when it opens fire on you with beam weapons, heh.

But like:
This is the information I have on this specific class of 30kt warships, and I've salvaged all of the wrecks.
We have engine type, sensor types, missile launcher numbers and capacity, armour thickness and type, and yet... this isn't enough information to provide a class summary or determine hull classification automatically ?  ???

and looking at the intel screen... I don't even have class summary intel for the two ship classes where I've boarded and captured a ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on January 13, 2024, 08:09:49 AM
Can I meet an adversary 100 kton ship in my space? Yes.
Can they call it as battleship? battle cruiser? heavy cruiser? cruiser? escort cruiser? carrier? freighter? giant freighter? or what ever other way? Yes.
Is this classification meaningful respect the role this ship can have in the fleet? Frankly, no. IMO, its systems, weapons, armour, shields, etc. are much more meaningful, maybe together with the knowledge whether it is a military (M) or a civilian (C) ship.
If my sensors warn me about this large ship, I can be really suspicious it can be very dangerous, even if I don't know whether it is M or C (I can think a cargo loading troops and deploying them where I am unarmed).
So, IMHO, a ship classification can be a very secondary information.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 13, 2024, 09:32:08 AM
Fire controls display their ECCM rating in the class summary, but active sensors don't even though they now use it; it'd be useful if the ECCM rating was displayed.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 11:22:35 AM
Can I meet an adversary 100 kton ship in my space? Yes.
Can they call it as battleship? battle cruiser? heavy cruiser? cruiser? escort cruiser? carrier? freighter? giant freighter? or what ever other way? Yes.
Is this classification meaningful respect the role this ship can have in the fleet? Frankly, no. IMO, its systems, weapons, armour, shields, etc. are much more meaningful, maybe together with the knowledge whether it is a military (M) or a civilian (C) ship.
If my sensors warn me about this large ship, I can be really suspicious it can be very dangerous, even if I don't know whether it is M or C (I can think a cargo loading troops and deploying them where I am unarmed).
So, IMHO, a ship classification can be a very secondary information.

Underlying the discussion is the fact that right now, we have no way to get these pieces of information except by engaging in combat or (rarely) by stealing class specifications via ELINT. Except for the C/M distinction and information about any active sensors detected. Sometimes shields if the other race can be provoked to raise them.

So even if it is a secondary information, it is still useful (presuming that the other race is not deliberately mislabeling ships for deception purposes). Particularly since, again, the NPRs do classify their ships descriptively.

In any case, while I'd like access to this information via ELINT, etc., my main issue is that we can get this information "for free" when using the real ship/class names for alien classes. Finding out that the ship you just encountered is a Missile Cruiser tells you a lot of information "for free" which really should require some effort to obtain.
Title: Re: Suggestions Thread for v2.4.0
Post by: Demonius on January 13, 2024, 01:39:57 PM
Have mercy with an old man with bad eyes and sore back

Oder/filter by Promotion Points would be a nice addition for RP reasons in the Commanders screen.

Also for 2.5 there only seems to be a bug report thread...
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 01:42:29 PM
Also for 2.5 there only seems to be a bug report thread...

2.5 was such a small update and came out so soon that I think Steve didn't want to bother with a new thread.

Literally so small that Steve himself told us how to do the DB modding parts if we just wanted to patch the 2.5 executable onto a 2.4 game.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kashada on January 13, 2024, 03:06:56 PM
Having reserve number for fuel and Maintenance supplies would be super nice. I know I could do the math on how many supplies I need per year but I'd have to redo it ever time I change what ships are stationed at each planet.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 13, 2024, 06:13:15 PM
After having created a few custom NPRs, I notice that those I check to have both missiles and a beam weapon rarely ever use the beam weapon, even in large fleets, and even on beam defence bases (which seem to be PD only). I've observed what seems to be NPRs taking fights at relative tonnage parity despite being entirely out of ammunition and lacking any offensive option. I know it might just be a roll of the dice, but it would be nice to see a more even split between the distribution of beams and missiles in NPR fleets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 13, 2024, 06:28:17 PM
After having created a few custom NPRs, I notice that those I check to have both missiles and a beam weapon rarely ever use the beam weapon, even in large fleets, and even on beam defence bases (which seem to be PD only). I've observed what seems to be NPRs taking fights at relative tonnage parity despite being entirely out of ammunition and lacking any offensive option. I know it might just be a roll of the dice, but it would be nice to see a more even split between the distribution of beams and missiles in NPR fleets.
All or nothing is rather favored with offensive missiles. Your ability to win battles with them is heavily dependent on your volley volume. Trading more missile launchers for offensive beams, either on a ship or in a fleet, is risking your ability to win with missiles to buy the ability to also lose with beams...

(*) Maybe if you know you're playing against a fighter-oriented fleet it could make sense to have missile launchers for attrition against bomber strikes (likely to have scant missile defense) while planning to go to beams against enemy capital ships?
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 13, 2024, 07:10:09 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

It isn't necessarily, but on the other hand, detecting "15x XX Unknown" might prompt a different response than detecting "15x DDG Absolute Carnage". Might want to bring escorts for that second one.

You can literally set the 2nd one yourself? There is no need for the game to do that for you?

Your response is nonsensical? Unless you want the game to give you all of the information you need about a ship you have never seen before without having ever fought it? which would be REALLY weird.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 10:08:38 PM
You can literally set the 2nd one yourself? There is no need for the game to do that for you?

There is no guarantee that the classification set by the player reflects the actual alien ship class, at least not until more intelligence is known about the class (most of which requires combat to learn). Since NPRs always do (and player races can) set hull classifications in a descriptive fashion, knowing the classification used by the other race does give you useful intelligence that setting a classification yourself won't give you (since a classification you set it going to be based on information you already have).

Quote
Your response is nonsensical?

There is no need to editorialize others' comments.

Quote
Unless you want the game to give you all of the information you need about a ship you have never seen before without having ever fought it? which would be REALLY weird.

To clarify - this is the problem. The game either (a) gives you this information for free (if you check the box to use Real Class Names - although it works a bit oddly), or (b) you can never get this information except from rare ELINT events that give you the entire class specification.

The suggestions being made come down to (1) not giving you this information for free if you use the real class name, and (2) providing a way to obtain that information via ELINT gathering (without requiring the full class design spec). This would give a way to learn something about the enemy fleet before actually fighting them, but requires an investment in the form of ELINT and time to gather the intel.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 13, 2024, 11:22:13 PM

[/quote]

To clarify - this is the problem. The game either (a) gives you this information for free (if you check the box to use Real Class Names - although it works a bit oddly), or (b) you can never get this information except from rare ELINT events that give you the entire class specification.
[/quote]

This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.

Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 14, 2024, 01:40:33 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.
Thats not what they are saying at all.

The whole point is that 99% of the time ELINT is useless for finding out any information about enemy ships, because you get maybe 1 ship class report every few years. What we want is a way to more quickly figure out very general information about NPR ships without having to be at war with them.

from an in-character perspective, this would represent your ELINT ships listening to comms chatter to figure out what ships are what (IE this intercepted message says this ship is loading colonists, it must be a colony ship), or having analysts look at photos to figure out what ships do (IE This ship has 20 openings, based on the size of those opening it must be an AMM ship)

You don't see any real world navy waiting until they are at war to figure out what the enemy ships do.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 02:17:27 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

This is true. You can obtain all of this information -- in combat.

From a roleplay perspective, if nothing else (I would argue this is also a good game mechanic), it makes sense to determine partial information about alien ship classes before we shoot at them (or they at us), because from a roleplay perspective any military planner worth their rank will want to have an accurate assessment of enemy capabilities before going to war with them. Of course, we cannot get complete information on the enemy force, nor should we be able to, but getting some basic information before engaging in combat is not unreasonable nor unrealistic. We can already get some information without even using ELINT: size, speed, and any revealed active sensor or shield signatures. Personally, I would think knowing the hull classification of alien ship classes which the alien race itself uses is another useful piece of information, which by no means gives away the full extent of alien capabilities but can potentially give you a bit more information for planning purposes. As a simple example, if your military planners know that the alien race uses missiles (DDGs, CGs, etc.) then part of the war planning includes assessment of point defense capabilities.

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So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.

I hardly think one piece of information - namely, the hull classification - constitutes being spoon-fed. Nor for that matter would I consider the necessity to deploy and maintain ELINT assets to acquire this information "without any extra effort", I would in fact consider this to require extra effort.

As it currently stands, you can in fact get this information without extra effort. The "Real Ship / Class Names" checkbox at the top of the Intelligence window will reveal the hull designation of any newly-encountered alien ship classes (but not previously-encountered classes) - so already, we can get this information for zero effort. I can't speak for everyone else, but all I propose here is to (1) not reveal the hull designation when using the real ship/class names, and (2) to make the hull designation discoverable with ELINT (which requires more effort than currently), separately from discovering complete class design blueprints which is a very rare event. This also means that the amount of intelligence you obtain remains the same regardless of whether you use the real ship/class names or your own designations, which I think is a minor point but all the same one that should be consistent between those two options.

Honestly, I'm more interested in the first part - I would like to use the real ship and class names (it makes AAR reporting easier in multiple-player-race campaigns) without seeing the hull designations. If we never get the capability to reveal the designations with ELINT I don't care so much, relatively speaking.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 14, 2024, 07:58:53 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.
Thats not what they are saying at all.

The whole point is that 99% of the time ELINT is useless for finding out any information about enemy ships, because you get maybe 1 ship class report every few years. What we want is a way to more quickly figure out very general information about NPR ships without having to be at war with them.

from an in-character perspective, this would represent your ELINT ships listening to comms chatter to figure out what ships are what (IE this intercepted message says this ship is loading colonists, it must be a colony ship), or having analysts look at photos to figure out what ships do (IE This ship has 20 openings, based on the size of those opening it must be an AMM ship)

You don't see any real world navy waiting until they are at war to figure out what the enemy ships do.

Being able to determine more information about ships with ELINT is very different from being able to determine the entire capability of enemy ships with ELINT.

The proposal originally and the entire argument is about the ability to determine a ships class using ELINT, because of the way the game works that just instantly gives you the entire capability of the ship bar weapon range and exact sensor ranges.

You also do consistently see people waiting untill war to figure out what enemy ships can do, even with intelligence and how much closer the ranges are. 

In real life we are on a single planet with very limited capability to prevent intelligence gathering. Being able to determine things like holes in the side of a ship at millions of km is like trying to determine the calibre of a ships cannons from the moon. You simply cannot compare the two on ease of information gathering.

And even then, in real life OFTEN countries have been completely unaware of the capabilities of enemy aircraft even after combat has started. Which is a much more reasonable comparison to aurora ships than IRL ships.

If your suggestions are to make ELINT better (or at all useful) that is VERY different from the original statement.

Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 11:40:03 AM
The proposal originally and the entire argument is about the ability to determine a ships class using ELINT, because of the way the game works that just instantly gives you the entire capability of the ship bar weapon range and exact sensor ranges.

Maybe I misread the original comment, but I did not understand this to be the proposal. The proposal under discussion simply relates to the hull type designation of a class: e.g., "Missile Cruiser (CG)", "Freighter (FT)", or "Beam Defense Base (BDB)". This is not the same as knowing the actual class details (blueprints). Knowing this does not give you the entire capability of a class, it only gives you the very broad strokes (this presuming no deliberate deception by the alien race) - you know that a CG class is probably missile-armed, but you don't know the number, size, or reload rate of the launchers, you know nothing about the class ECM/ECCM loadout, armor thickness, etc. A lot of information remains unknown and that is as it should be, this would only give a very general sense of enemy fleet composition beyond the number and size of each class.

By the way, note that we can already get the full class specifications with ELINT, this is simply a very rare event and is often not very useful since you get specifications for, e.g., a civilian spaceliner class instead of a warship class. But this functionality is already in the game, so it is not what other people are trying to advocate for as far as I can tell.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 14, 2024, 05:03:28 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 07:38:50 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 14, 2024, 07:45:27 PM
That and it keeps the dynamic that, rather than perpetually upgrading the same ship with newer and newer tech, you keep the old ships around so long as they're sufficiently functional, and then scrap the whole thing once they've outlived their usefulness.

Don't always gotta have the newest tech in every ship, after all.
Title: Re: Suggestions Thread for v2.4.0
Post by: Snoman314 on January 14, 2024, 08:42:02 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.

Thanks for taking the time to put this explanation out @nuclearslurpee. I disagree however. If you got old components back and could scrap them, that's not a net gain. You pay slightly less, sure. But you only get 1 ship, not two. I feel like you could make an inverse argument about scrapping the old ship and recycling the components + building new, vs refitting, being unreasonably cheap by comparison.

Given how micro-management intensive the current training mechanics are, I'd never put up with playing if I couldn't refit ships to keep the crew. The pain of losing resources/components that evaporate when refits occur (I can't even repurpose them on other ships), is a constant.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 08:47:36 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me. You might as well not have refitting if it's going to be at a loss.

Of course, it still is economic preferable for small refits - because you get another ship of the good class built quickly and cheaply aside from the input of an obsolete ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 09:04:54 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.

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You might as well not have refitting if it's going to be at a loss.

I've given several reasons why refitting is valuable even if it is relatively more costly. Needless to say, I don't agree with this statement.
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on January 14, 2024, 10:30:22 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.

Funny enough most military forces will do just about anything to avoid new builds: from Tanks, Fighters, Transports, Ships, To Subs. Everything from powerplants, engines, types of propulsion (sail to steam transitions are absolute wild.) fire control systems, weapon types. It's has all been done before and will be done in the future.

It's actually is the logical thing to do.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 10:36:23 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.
Yes, but building the entire rest of the new ship is a rather large penalty on that side of the scale. It should be more expensive in some respect to obtain your final ship by building a different design and refitting, sure. But if a refit is plausible at all, it shouldn't be more expensive to do the refit than to scrap the starter ship and build the new ship.
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You might as well not have refitting if it's going to be at a loss.

I've given several reasons why refitting is valuable even if it is relatively more costly. Needless to say, I don't agree with this statement.
- Keeping highly trained crews: Okay, but only because the system doesn't allow us to do things like transfer a trained crew to a new hull.
- Lacking the capability to maintain more ships: Right, but the alternative wasn't keep rusted old ships and build new ones, it was scrap rusted old ships and build new ones, so no difference there.
- Not wanting to spend minerals on specific components - again, if you scrap the old ship you can re-use its components better than if you refit it. That's the competing proposition.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 11:06:34 PM
Okay, I think I see where your point is. I'm thinking more about the relatively partial refits which can still be significant but come out to substantially less than the cost of building a new ship. Although I think it should be extremely rare to have a refit that costs significantly more than the cost of new construction since you will have carry-over from components that don't upgrade - engineering, fuel tanks, maintenance bays, crew quarters, etc., so even a total refit should be a very similar cost, at worst, to new construction.

It would be nice to have some way to shift a highly-trained crew over, though.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 11:13:57 PM
Okay, I think I see where your point is. I'm thinking more about the relatively partial refits which can still be significant but come out to substantially less than the cost of building a new ship. Although I think it should be extremely rare to have a refit that costs significantly more than the cost of new construction since you will have carry-over from components that don't upgrade - engineering, fuel tanks, maintenance bays, crew quarters, etc., so even a total refit should be a very similar cost, at worst, to new construction.

It would be nice to have some way to shift a highly-trained crew over, though.
The original concern was with the mineral dis-economy of (reportedly) not recovering the removed components in any form on a refit, as opposed to scrapping giving you back the components to re-use or break down.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 15, 2024, 12:20:56 AM
Honestly the main thing that currently makes me prefer refits over scrap and build new, is service history. I want to see those tonnage destroyed numbers go up higher.
Title: Re: Suggestions Thread for v2.4.0
Post by: El Pip on January 15, 2024, 08:13:01 AM
Honestly the main thing that currently makes me prefer refits over scrap and build new, is service history. I want to see those tonnage destroyed numbers go up higher.
This reminds me that it would be good if you could award and then transfer across Battle Honours (including the tonnage destroyed numbers) to ships with the same name.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 15, 2024, 10:24:10 AM
The new "Copy + Upgrade" ground formation templates is a great QoL improvement, but right now it doesn't copy the "FormationsTrained" counter into the new template, so numbering resets to one each time. In my current game, I have three 1st Infantry Brigades in service:

1st Infantry Brigade
1st Infantry Brigade - 2127
1st Infantry Brigade - 2137

Maybe the idea here is that you should go ahead and delete the previous one when you train the replacement, but I tend to have at least a couple older generations of troops around as garrison units so it would be nice to at least have the option to retain the current numbering.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 15, 2024, 12:08:39 PM
Maybe the idea here is that you should go ahead and delete the previous one when you train the replacement, but I tend to have at least a couple older generations of troops around as garrison units so it would be nice to at least have the option to retain the current numbering.

Related, it would be pretty great to be able to "upgrade" a formation in the following manner:
I know this has been suggested before, but hopefully with a more technical suggestion including the UI description it might be easy enough that Steve does it this time?  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 16, 2024, 07:55:29 AM
This is more a general suggestion to Steve for the future patch, in my opinion the quality of the game in terms of ship projecting, naval organization, components, planetary facilities, missles and so on reached the top level and we are just playing around refining small things, bugs and adding QoL improvements time to time, all good and desiderable.

What I suggest Steve, We (you ;D) should rework the NPR system, the diplomacy in particular (alliance, wars, tech exchange etc.), in a more intuitive way, maybe even a more simpler and predictable but realistic and interesting system like for example common commercial games (I'm thinking to the diplomacy in the paradox games, EUIV).

I imagine you wanted to design the system in your way, fair enough and you horrifies to the idea of copying other games, but the diplomatic aspect is currently not very intuitive and the NPRs a part from the ship combat which can be challenging are not very interesting in terms of who they are, what they want, their capital, leader, traits, resources so Aurora is often reduced to the destruction of one NPR after another.

Many of the info about NPRs are hidden, there's no interaction except the communication and the few pact available have again little or no impact in the whole picture of a campaign.

What do you think if We (again you ;D) focuses only on this aspect, for the next big patch, we create a specific 3D where we can collect suggestions and ideas to realize a much deeper diplo system?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on January 16, 2024, 05:24:57 PM
Considering we are (usually) dealing with totally alien civilizations, instead of speaking with other human beings, I think it is justifiable that it is difficult to understand them and obtain a full picture of their culture and technical knowledge.
Anyway, a bit more interactions (infiltration, spying, sabotages, exchange of resources or technologies or planets/colonies, establishing a protectorate, up to conquest by diplomacy) could be an interesting and deep expansion of the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 16, 2024, 05:52:41 PM
I would settle for at least a bare-bones treaty system that lets you establish some kind of mutual understanding about borders. Something as simple as "This system is mine, that system is yours, the system in the middle we can share" would resolve a lot of ambiguity around NPR relations and make it easier to avoid having a war if you don't want one. This wouldn't get rid of the "Look, it's not my fault we colonized this system before your home world even generated" wars, but it would help the overall situation a lot otherwise.

Second thing after that would be a system for making peace so that we can have wars that aren't existential in nature, however if I've learned one thing from other 4X and grand strategy games it's that peace treaties are a royal PITA so I don't blame Steve for not wanting to tackle this.
Title: Re: Suggestions Thread for v2.4.0
Post by: ChubbyPitbull on January 17, 2024, 08:44:23 AM
STO QOL Requests:

1. Add the ability to set "Default STO Targeting" orders when designing an STO unit. Then, when formations are built using those units, they will start using the defined "Default STO Targeting" order for that unit. Goal for this suggestion is when building STOs they will be created using the targeting orders the player would normally use without requiring the player to go in and change each group of STO weapons.

2. Add the ability to filter the STO Targeting list by location (or add an STO section/tab to the Population screen to view all STO in a given population).

3. Allow multi-selecting STO units in the STO targeting list to change targeting orders for many STOs at once. For example, changing 5 formations of Gauss Cannons to "Target Closest Ship" instead of "Point Blank Defensive Fire" when defending an invasion.

3A. As an alternative to #3, add buttons similar to Ship weapons targeting to copy STO targeting orders to All STO of same Class, All STO of same Class at Population, and All STO at Population.


Thanks! I love using STOs in Aurora but managing them can get tedious. Building large STO formations of clustered weapons to minimize entries in the STO targeting list is expensive with long build times, but building multiple smaller, cheaper STO formations means a lot more manual clicking when setting up defense doctrines and during combat situations.
Title: Re: Suggestions Thread for v2.4.0
Post by: profabide4x on January 17, 2024, 09:07:16 AM
The ability for a tanker to use an order like "Load fuel until full" would remove the need to try calculating the needed order delay for collecting fuel from harvester stations.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 17, 2024, 10:45:43 AM
I'm really into my current game so I'm back with more suggestions.

1) Empire wide research screen (similar to Empire Mining tab), because when I have labs scattered around half a dozen Ancient Construct planets, I'd like to be able to see the completion dates of all my projects in one place.

2) Something like the new Combat Ratings tab for ships, but for commanders. I was just clicking through my Captains and found this dude with 200k military kills. He needs to be in command of the fleet flagship.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 17, 2024, 11:18:52 AM
It would likely require significant work to create, but it would be really cool to have trade play a more important role in the game. Right now your civilian shipping can trade with NPC races, but at least from my experience it's fairly rare and a fairly small part of your or their economy. It would be much more realistic as well as (more importantly) more rich from a gameplay and strategy perspective if civilian trade between players/NPCs were a more significant part of the economy. Then you could intentionally manipulate it to your betterment and your enemy's detriment. Some ideas include:


I suspect this would be a lot of work to develop and bug-test. It also may not be fully do-able without an overhaul of the diplomatic system and/or the AI for NPCs, both of which are probably not imminent on Steve's to-do list. That said, it would be really cool and add an additional strategy and RP layer which I think many players would find attractive, and hopefully Steve would as well.

Note, I will create a separate post for discussion of this topic, so if you have feedback/thoughts on this idea, please it there rather than clutter this suggestions thread.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 17, 2024, 12:45:33 PM
A button "Create Fleet" in the shipyard menù, that's because I often want a bunch of new ships to directly end under a new fleet (for example new fuel harvesters designed to work in some distant system).
This would avoid going back to the naval org.,create the new fleet and come back to the shipyard menù.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 17, 2024, 01:35:11 PM
I love using STOs in Aurora but managing them can get tedious. Building large STO formations of clustered weapons to minimize entries in the STO targeting list is expensive with long build times, but building multiple smaller, cheaper STO formations means a lot more manual clicking when setting up defense doctrines and during combat situations.
I'm 99% sure that you can build smaller STO formations, then merge them together into larger formations afterwards (I've done this with regular troops, so I don't see why STOs would operate differently.) There'll still be some clicking involved to move the STO units, then deleting the (now empty) formations; but it should be a lot less annoying than having to duplicate firing orders to multiple STOs.

Otherwise, ++ on the other suggestions.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 17, 2024, 02:31:12 PM
Two separate suggestions:

-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

-The Load All Minerals order for cargo ships starts from the top of the mineral list and works its way down. I.e., if you have a pop with 50000 of each mineral and order a cargo ship to Load All Minerals, it will fill its hold only with duranium. My suggestion is that this order instead try to load an equal number of every available mineral, so that new colonies can be easily jumpstarted with a base stock of every mineral, instead of having to make several different Load Mineral Type orders. If the ship finds that the mineral stocks on the colony its loading from does not have enough minerals to equally fill the cargo hold, it will then just load whatever it can get its hands on, as the order does currently.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 17, 2024, 03:39:10 PM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 17, 2024, 04:04:13 PM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.

Yes, this is my issue with the Drop Off Commander order. If Drop off commander highlighted unassigned officers, that would be fine too in my opinion.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on January 18, 2024, 04:18:09 AM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.

Yes, this is my issue with the Drop Off Commander order. If Drop off commander highlighted unassigned officers, that would be fine too in my opinion.

So I would go one step further, and suggest that (all) survivors should automatically be unloaded at the first colony the ship enters orbit.

The whereabouts of personnel within the colonies is irrelevant, so it doesn't matter where they are actually unloaded.
In previous games I often forgot about survivors, because once the ship is in orbit of a colony the overcrowd isn't a problem anymore. That lead to survivors living several years aboard the rescuing ship. Until the ship gets new orders, and out of a sudden it has problems with overcrowd.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 18, 2024, 10:32:14 AM
Not sure if this falls under a suggestion or a bug report; but could we get consistent aspect ratios on flags between different screens?

On the Race screen, the flag is displayed at 300 x 175; but on the Intelligence screen, it's only 230 x 175. This leads to flags that are either squished in the intelligence window, or stretched on the Race screen. Aesthetically, it would be better if they were the same.
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 18, 2024, 12:14:24 PM
I'd love to have a memorial screen for ships; a tab somewhere in the naval organization screen that would show the history and combat rating data for lost ships.  I don't think this would be as unwieldy as saving officer data, so it might be alright to have older records not auto-deleted. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 18, 2024, 04:48:02 PM
Even better, save that data to a different file that is only loaded on request.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 19, 2024, 11:42:34 AM
any chance you can increase the amount of static defenses (machine-gun bunkers?) the ai builds? The other suggestions are more demanding.

if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons. I'm trying to think how to change the balance, such that personal weapons become the primary infantry weapon, with machine-guns performing a supporting role. The idea is that weapons get bonuses vs target formations, depending on if they are on frontline attack, defense, support, or whatever. So infantry/static machine guns shoot 6 shots when attacking any formation that is on frontline-attack, but only 3 shots when targeting something on frontline defense, or anything else. Note 3 shots is 20% more DPS than normal infantry, but infantry can tank 2.5x more. Vehicles would use a new separate mounted machine gun that shoots 6 always, so they're just as effective vs infantry as always (but of course, just as counterable by anti-tank.)

The second problem I wanted to solve, is artillery. Basically, front line being the shield, and backline being the cannon is the most fun dynamic way for things to be, because you can't just have artillery, you need a frontline to balance them out. Effectively this means there needs to be a situation where light bombardment (like your automatic grenade launchers and mortars and stuff) is the most cost effective way to kill infantry, straight up better than either machineguns, or personal weapons. That way your front lines are more willing to trade offense for defense, so you can have more artillery, and the game is much more about maximizing your back line. That incentivizes armies to use frontline attack and counter-battery fire to kill the precious backline! which incentivizes a beefier frontline with machineguns and anti tank use...  which puts everything in balance.

The idea that hopefully can make this happen, is making bombardment weapons get hit twice as often by all units or alternatively divide their fortification by 2 (and multiply to hit by 2), but then making bombardment much, much stronger, maybe even in line with mounted machineguns if it wasn't for the squishyness. An interesting way would be to keep the number of shots they fire the same as they are now, but do 2.5x their hit chance specifically vs infantry. The logic is its an explosion with a wide kill radius vs infantry, but requires a direct hit to be effective vs vehicles and structures. It needs to be strong enough that it is more cost effective at killing a front line than the front line units, but so cost ineffective defensively that it can't replace the front line units. Personally, I think all artillery (and pod bombardment) should be balanced around this, with the anti-infantry effect becoming more and more pronounced, not just light artillery. I have no idea what the exact right numbers would be.

and just throwing it out there, itd be nice if autocannons were buffed. And again, if you don't plan on doing any of this, it would still be nice for the ai to build more static defenses :)
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 19, 2024, 12:05:25 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 19, 2024, 12:08:29 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Would an auto-allocate for air support maybe mitigate the problem without changing the architecture?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 19, 2024, 12:29:46 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Would an auto-allocate for air support maybe mitigate the problem without changing the architecture?

It would help somewhat, but it wouldn't alleviate the sheer number of fighters you need to build and manage, nor would it solve the other pressing balance and mechanical problems.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 20, 2024, 08:21:04 AM
any chance you can increase the amount of static defenses (machine-gun bunkers?) the ai builds?
Agreed, any more variety for AI ground force builds would be good.

if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons.
I disagree. They are more lethal, for sure, but there is a cost to be paid for that in increased tonnage and increased GSP use. That cost is IMHO about right currently.

I'm trying to think how to change the balance, such that personal weapons become the primary infantry weapon, with machine-guns performing a supporting role.
You sound like French generals in WW1 and the interwar period. In reality, the machine gun in its various iterations has arguably been the primary infantry weapon since late-WW1 and most certainly so from WW2. The Germans built their infantry squads around the MG-34/42 and the riflemen were there just to support it. Eventually everyone else copied them to some extent. Yes, the introduction of assault rifles, ie automatic rifles shooting an intermediate cartridge that were affordable enough to equip every infantry soldier, seemed to change things but I would not go so far as to claim that the rifle is the primary weapon and the MG is the supporting weapon. This is an illusion conjured by the recent Anglo-American experiences. In other words, Afghanistan and Iraq massively distorted the understanding of war in both the US and in Britain. Yes, MGs were largely support weapons when 99% of combat is patrol and search missions in counter-insurgency operations among civilian populations. If you look at Ukraine, you'll see that the MG is the king of the battlefield, with artillery and drones coming up close seconds. There the assault rifle is just a support weapon, used only if other, more effective, weapons are not available.

And while I don't that Aurora should be a 100% realism-based game - far from it with our space mechanics and TN-minerals and all that jazz - I also do not want it to become one of those strategy games where the misguided search for 'balance' leads to yet another boring rock-scissors-paper game that is completely divorced from reality.

The second problem I wanted to solve, is artillery. Basically, front line being the shield, and backline being the cannon is the most fun dynamic way for things to be,
I disagree. Obviously the most fun and dynamic way for things to be is to have Godzilla and King Kong fight each other, with the 50-foot-tall woman as a surprise entrant to make it a 3-way fight.  ;D I'm exaggerating for comedic effect but you really shouldn't make such blanket claims. They are just silly.

And also, artillery is lethal but it isn't THAT lethal. The vast majority of casualties from artillery happen in the first 10 seconds of bombardment. No matter how much you shell someplace, most of the time doing it is wasted because the target takes cover. Even without trenches and bunkers, just lying down cuts down casualties by 80% and digging fox holes pumps that up to 90%. Air-burst shells change the situation a little bit but not massively so. Once proper fortifications are present, the number of shells required to kill even a single soldier jump by an order of magnitude. Or two. This topic has been researched massively by literally every first world army in the world, which is why everyone is moving from lot of dumb artillery to few pieces of smart artillery. And drones, of course. It's the same for air power as well. One smart bomb that can reliably hit its target is worth more than fifty dumb bombs, all of which are far more likely to just rearrange local farmlands than hit the enemy command post you were targeting.

So no, I don't think that the current ground combat mechanics need to be changed to solve a problem that does not really exist, especially by promoting ideas that are unrealistic and promote rock-scissors-paper gameplay where you have to have X and Y and Z, while running the risk of distilling all the flavour out of it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 20, 2024, 12:45:56 PM
if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons.
I disagree. They are more lethal, for sure, but there is a cost to be paid for that in increased tonnage and increased GSP use. That cost is IMHO about right currently.

To second this and expand: CAP is the most lethal against unarmored infantry, there is no contest here. However, CAP is much worse against armored units - not only because of the weapon damage and penetration, but more so because it is larger (12 tons vs 5 for PW), thus a group of CAP is easier for armored forces to chew through and reduce so they can more easily target your anti-armor units. This depends on your force composition but generally will hold up, basic PW infantry (or PWL if you go all-in on the meatshield role) is better for absorbing fire.

Quote
So no, I don't think that the current ground combat mechanics need to be changed to solve a problem that does not really exist, especially by promoting ideas that are unrealistic and promote rock-scissors-paper gameplay where you have to have X and Y and Z, while running the risk of distilling all the flavour out of it.

And equally as importantly, it is important to recognize that the current ground combat system, due to its relative simplicity, does an excellent job of supporting roleplay. While it may not be "realistic", a player may create a WH40K Imperial Guard regiment, a BattleTech 'Mech regiment, or a WWI-era infantry regiment, and all of these forces will perform reasonably well on the battlefield. You can argue that "realism" dictates that a modern force structure (with TN weapons, of course) utilizing combined arms doctrine should wipe the floor with these silly and/or outdated fantasy/historical formations, and if you make that argument you are not invited to my Aurora parties anymore because the "realistic" way is simply not as much fun.  ;)
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on January 20, 2024, 05:22:24 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.

I have been saying his for awhile that I think the idea of atmospheric air forces should be handled within the existing system as a capability with the AA component acting as a counter.  Also migrate the ground support skill over to ground commanders.

I really like the idea of what Steve was trying to accomplish with ground support fighters but right now I think the implementation of it really isn't fun.  The whole ground combat system exists as an operational/strategic level kind of game but then we have GSFs which are kind of a bolt-on interface with one foot in the space game and one in the ground game.  Every time I start a new game I try to work GSFs in but I always end up giving up because it is too much micromanagement and doesn't really effect the course of ground fighting very much at all. 

I'm not throwing darts at the game design here, I love Aurora and derive a lot of pleasure from it but I do think this is one misfire in what is otherwise a dream game for me. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 20, 2024, 05:58:45 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 20, 2024, 06:00:21 PM
And equally as importantly, it is important to recognize that the current ground combat system, due to its relative simplicity, does an excellent job of supporting roleplay. While it may not be "realistic", a player may create a WH40K Imperial Guard regiment, a BattleTech 'Mech regiment, or a WWI-era infantry regiment, and all of these forces will perform reasonably well on the battlefield.

Yes, this was the primary goal of the new ground combat system.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 20, 2024, 06:19:25 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
And now you have given me a reason to wait until starting the campaign that I want to do, since that sounds fantastic and I would not want to play without it.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on January 20, 2024, 06:19:56 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.

Thanks and apologies if I came across a pointedly critical.  I can't/don't code and I'm getting this product for free - given the amount of enjoyment I have received from it I would have paid 100USD+ for it without blinking.  I really like the current ground system and feel it is the right amount of abstraction and supports a wide range of head canon.  I really like the idea of atmospheric/aerospace play at the current level of ground combat abstraction.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 20, 2024, 11:10:16 PM
Loving the updates to the Empire Mining tab. Would it be possible to go further and group the Producing locations by system and provide a system total for each. E.g. show production of each body within Sol, then a total for Sol, each body within Proxima Centauri, then a total for Proxima Centauri, etc?

Typically minerals within a system are collected at one central hub colony, so this would be helpful when determining how to ship minerals between systems to keep a balanced distribution in the scenario where each system isn't fully independent from a mineral standpoint.
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 21, 2024, 01:06:13 AM
I've seen a few different proposals for 'geared' engines or more speed options, but while I think something along those lines would be useful and flavorful, there are innumerable ways to implement it, most of which I feel would be too complicated. 

So, I'll take a stab.  The current speed option is nice for tactical purposes, but has few other uses.  The real naval operations that serve as flavor inspiration for so many of our games - and plenty of the SF settings that do the same - feature ships that have efficient cruising speeds and inefficient combat/emergency/flank speeds.  If these are to be translated over, they could be an option that is not strictly better or strictly worse than the two extremes - having high-boost ships with plenty of tankers, or having long-range commercial-engined warships that use minimal fuel. 

This option, whatever it might be called, should give engines an additional operating mode where they run as though their power setting was lower - possibly a single tech that gives a 40% down-throttle, possibly a series of techs going from, say, 20% to 60%.  This mode should be toggleable on individual ships, and should work strictly for military engines with a base power setting of 100% or higher.  This implementation would avoid the need to change any formulas for engine power.  The cost could be added engine weight - likely around 10%.  Currently, a 20HS ion engine at 100% power outputs 250EP - with this design option, a 22HS engine would give either 250EP with higher fuel consumption or 125EP with the fuel consumption of the 50% power setting. 

I think this is the cleanest way I can find to implement the idea. 
Title: Re: Suggestions Thread for v2.4.0
Post by: zatomic on January 21, 2024, 10:23:25 AM
Well since you brought up engines, here's the version of that that's been kicking around in my head for a while.

Currently ships can only have 1 type of engine. My proposal is to allow 2 types of engine per ship. The more efficient engines (overall including fuel efficiency tech, size, and power modifier) would be the cruising engines. The less efficient engines would be boost engines.

Each ship then has a cruising speed (the speed attained with cruising engines at 100% power and boost engines at 0%, and a max speed (speed with cruising and boost engines at 100%). Summary can then show max cruising range/time and max boosted range/time.

If a ship only had one engine type (or I guess 2 types with exactly the same efficiency, though that could just be considered an error), then it's cruising and max speeds would be the same.

At the fleet level interface, there would be a choice to set the fleet to cruising speed which would be the slowest cruising speed of any ship in the fleet, or max speed, which would be the slowest max speed of any ship in the fleet.

This proposal would not require any changes to engine design and if you just designed all your ships with one engine type, would continue to work as is. It would require a little logic for each ship to calculate it's fuel usage and thermal signature based on a target speed based on using the cruising engines up to their capacity first, and then adding boost as needed if the target speed is above cruising speed.

This would probably be a boost to beam ships as currently they usually need higher speeds which comes at the cost of range and fuel use. This would allow beam ships to move around slowly and efficiently while still having a high speed for engagements. It also allows some design space around thermal reduction where the cruise engines are also thermally reduced but the boost engines aren't based on the idea that once your boosting into an engagement, stealth is no longer a concern.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 21, 2024, 07:27:59 PM
Hi All,

After reading the ideas about engines I thought I'd pile in my own concept, mostly because more the merrier right?

I liked ExecCrawfish's general concept but thought making a strictly formulaic version would be easier to implement in gameplay and UI.

So the concept:
Currently engine fuel consumption scales (^2) with the boosted power level, and linear with actual speed.

Fuel / Hour ~= (Fuel per EPH)*(Base EPH)*(Power Boost)^2*(Actual speed/max speed)

If we add in a power factor on the (actual speed/max speed), it would approximate a cruise mode being more efficient than full throttle.  This power factor could be controlled by a tech line called something like "Cruising Efficiency" and start at 0 (or 0. 1) and increase to something <1.

New fuel consumption formula would be:

Fuel / Hour ~= (Fuel per EPH)*(Base EPH)*(Power Boost)^2*(Actual speed/max speed)^(1+Cruising Efficiency)

It would probably need a lower limit to how much cruising could reduce fuel consumption.  I like the idea of having the maximum benefit be at half power, and going any lower just scales linearly.  So There would be a Max speed at 100% power and associated range, along with a Cruising range from traveling at 1/2 the max speed.

As far as drawbacks, adding mass for cruising seems like a good choice.  As long as the Cruising efficiency modifier is <1:
1) A cruising enabled ship will never be as fuel efficient as a ship using an equivalent HS of lower fuel consumption engines.
2) A cruising enabled ship will never be as power / HS efficient as a ship using dedicated high power engines. 

Or it could just be a freebie with no drawbacks, but that might not be as interesting design wise.

I like this concept overall because the existing set speed command is all that you need to access this new feature.  Though some QoL add ons to the UI would be:

In the design screen:

Display of Design's Max / Cruising.  Max range would be at 100% speed.  Cruising would be at 1/2 Max speed.

In the set speed command popup
1) "Set speed to max cruising speed" (sets the speed to the highest cruising speed of the designs in the fleet, or the max speed of the slowest design applicable)
2) "Set speed to min cruising speed" (sets speed to the lowest cruising speed of the designs in the fleet)

Thanks for reading.


Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 21, 2024, 08:58:56 PM
This is a small thing, but it would be nice to be able to see ruins and constructs on the galactic map -- either some way of highlighting them, or just copying over the Artifacts tab from the main screen. I keep having to switch between windows to figure out where they are.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 24, 2024, 05:15:32 AM
I suspect that this has already been proposed:

Properties of entire star systems:
- shields are disabled in this system.
- reduced/increased movement speed.
- hostile environment (damage or increased maintenance consumption)
- reduced sensor range.
- through background "noise" individual sensor types do not work
- nebulae which may have similar properties but are only present in some part of the system, something like Aether Rifts
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 24, 2024, 07:26:06 AM
We used to have nebulae, which did some of your suggestions (shields disabled and reduced speed... possibly reduced sensors?). I honestly don't recall them terribly fondly - being slow is annoying, and since (at least in the last version) they replaced empty systems, there was no reason to be in them. So you ended up just hoping that you didn't get any long realspace connections in a nebula, since it would slow your entire empire down if one ended up in the middle of your main corridors.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 24, 2024, 07:39:15 AM
We used to have nebulae, which did some of your suggestions (shields disabled and reduced speed... possibly reduced sensors?). I honestly don't recall them terribly fondly - being slow is annoying, and since (at least in the last version) they replaced empty systems, there was no reason to be in them. So you ended up just hoping that you didn't get any long realspace connections in a nebula, since it would slow your entire empire down if one ended up in the middle of your main corridors.

They worked better in a time when missiles were the clearly dominant weapon, since they provided an impetus for races to develop beam weapons. However, until 2.2 the opposite has been true in C# so nebulae would just be annoying without a mechanical rework.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 24, 2024, 02:17:37 PM
Don't know if it has been already suggested, but a button to replace a scientist with another who is currently researching would be nice. At the moment, you have to stop the research and pick up the new scientist, kind of annoying. That is especially useful when you have to manage many scientists, labs and project in long term campaign.
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 24, 2024, 09:14:16 PM
I often use sensor buoys in my games, and in my current game I want to delete a number of buoys for RP reasons. I was hoping to do this using the Missile Salvos screen. Unfortunately, there seems to be no way to actually identify which buoy is which from the screen: many buoys have the same launcher, and they all have no target. The Salvo ID that it lists isn't visible anywhere else that I can tell so I can't use it to identify missiles. This could be fixed either by adding a column for System to the salvo list, or by jumping to the location of the salvo when you click on it.
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 09:59:11 AM
Standing Orders Templates
Apply Standard Order Templates to all same Ship Hulls/Class

SJW: Fleets may have multiple class types
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 10:00:03 AM
Order Not Possible as a Condition for Standing Orders
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 10:26:23 AM
Auto Scrap Shipyard order for getting rid of early game survey fighter swarms/fighters period
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 25, 2024, 11:23:21 AM
Could we get a "Shipyards" button on the main console? (Ideally located in-between the "Mining" button and the "Research" button.)

I, at the very least, would use such a thing far more than the existing "Wealth" button.

Wouldn't say no to an "Environment" button, either; although that's lower priority than being able to quickly look at my shipyards.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 25, 2024, 03:47:29 PM
In the Class Design window, would be great to see Maintenance needed when a specific component fails.

And an ability to filter out or show only alien designs.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 25, 2024, 08:52:23 PM
In the Class Design window, would be great to see Maintenance needed when a specific component fails.

Repair cost (in MSP) is the same as component cost (in BP). And of course 2x for battle damage.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 26, 2024, 02:23:10 AM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 26, 2024, 06:23:43 AM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.

There already is a range stat for ships.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 26, 2024, 11:14:46 AM
A "Commercial Hanger" or "Commercial Boat Bay" that can only be used to carry commercial vessels and doesn't make the mothership automatically a military ship (the way current hangers do). This would let us put small commercial sensor posts inside hangers on Jump Point Stabilization ships and drop them as they stabilize jump points, leave them near gas giants you suspect your enemies may stop by for fuel harvesting, leave them above prime colonizable worlds you don't have time/reach to claim yet, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 26, 2024, 11:29:54 AM
A "Commercial Hanger" or "Commercial Boat Bay" that can only be used to carry commercial vessels and doesn't make the mothership automatically a military ship (the way current hangers do). This would let us put small commercial sensor posts inside hangers on Jump Point Stabilization ships and drop them as they stabilize jump points, leave them near gas giants you suspect your enemies may stop by for fuel harvesting, leave them above prime colonizable worlds you don't have time/reach to claim yet, etc.

 --- My dude, what version are you playing? ;D We've had this exact thing since 1.0
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 26, 2024, 11:59:16 AM
Derp, just noticed that myself and came back to delete my request, but you were too fast. *facepalm* I'd never realized the potential there, so had never bothered to use them.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 26, 2024, 12:06:59 PM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.

There already is a range stat for ships.

I'm sorry if I'm just missing it, but I don't see a current range stat in the top of the fleet tab or anywhere in the ship list portion of the fleet tab (screenshot 095253 attached). It's available in the ship overview menu when selecting a specific ship (screenshot 095330).

It's helpful to see the total distance of movement orders when selecting a fleet, just would be nice to be able to see the fleet's current range in the same view.

SJW: Apologies - misread your post and I was pointing out the current range stat on the ship section.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on January 26, 2024, 04:45:47 PM
a toggle for whether a colony is use as a place for automatic overhaul orders or not like the one for automatic refueling would be appreciated
Title: Re: Suggestions Thread for v2.4.0
Post by: Kai on January 28, 2024, 02:36:55 PM
Reposted and edited from my reddit comment

I'd like to be able to award them things other than 'Medals'/Rinbons'.  Like an inventory of sorts, for whatever flavor-adding item I feel like, or a 'story/personal background item'; just a random picture I get to select that's bigger than the ribbon size [100x30, I believe].  Badges would be good too.  <edit> As a separate category of 'award' , more of a qualification, actually.
<edit> Any other image size I usually get an "out of memory" error.

I'd also like there to be some larger-ish windows where I could upload any image of a uniform I want [ just focused on the L&R chest, the L&R shoulders, and the sleeves ] which I would edit with whatever I decide are service stripes, Medals, and match ribbons that were awarded with the in game system, and badges.  Maybe even be able to switch between examining two uniforms; service uniform and dress uniform.

It would also be amazing for me if we were able to add pictures to ship classes/fighters at the class design screen, then again at the individual ship itself at Naval Organization, but with the ability to add markings/Squadron Nose or Tail Art.

I bet these sound kind of dumb, but it's just a bit more of cheap immersion for me.  If I need to explain better, i can.  Thanks for reading
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 29, 2024, 10:16:58 AM
1. It would be really nice to have a Fleet/Increment AMM PD Summary formatted like the Energy one that lists how many missiles and decoys you just killed.


2. On the Race Information -> Academy page where it confuses new players by listing the total crewmen available, also having some kind of replenishment rate information. Crewmen per year or whatever.

Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 29, 2024, 02:38:10 PM
Decoy missiles are expensive. I don't see why they should be roughly 4x costlier by size than regular missiles, except for balance purposes; but at the moment I don't think they're necessarily good enough to justify that outsize cost.

They're one factor in helping beam ships get into range and countering box launcher salvoes, but not, IMO, such an important part of that calculus that they need an 'artificial' balance factor in the form of cost. As an example, most NPR ship designs with decoy launchers will end up requiring nearly as much corbomite to fill those launchers as they require gallicite to build in the first place.

It's nice to have a use for corbomite, of course, but I think one or more of the below changes might bring things into line a little better.

Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on January 29, 2024, 09:38:42 PM
Naval Orginization Menu - If two fleets are in the same place, let us drag a ship directly from one fleet to another without the extra step of detaching.     

Option to start with a default medal setup and event log color scheme as part of the base game.     I played for a week before learning about the Medals aspect of this game.     I played another two weeks before learning I could download a file from the forums of fully defined conditions with beautiful medals.     Include this in the base game, let people have the option to use the default, but still let them edit it to their preferences if they like.   

When setting up an auto-assign planet governor, naval admin commander, etc, have the drop-down for minimum rank indicate somehow (highlight?) what the current minimum rank for the position is.     Alternately, offer an option to have the minimum rank selection increase to meet increased demands.     Do we *really* need to be bothered every time these people aren't high enough rank?

Towing asteroids into orbit around a different body.   

When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.     Just add it right under "Corundium 20" or whatever.     Possibly add research enabling fewer workers per installation, I bet all those slow-research rate RPers would like that.   

An in-game library of ship class designs using either the most basic, or currently researched, tech.     For instance, if you select Freighter for the class label, have a button to import a basic Freighter design from the library.     Not all classes would need examples in the library, but those that do could be highlighted in the drop down to let the player know an example exists.     This could even open the door to people sharing their own libraries of ships that they share.     

(other original suggestions continued to later comment post-edit)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 29, 2024, 09:55:21 PM
Naval Orginization Menu - If two fleets are in the same place, let us drag a ship directly from one fleet to another without the extra step of detaching. 

You can already do this.

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Option to start with a default medal setup and event log color scheme as part of the base game.   I played for a week before learning about the Medals aspect of this game.   I played another two weeks before learning I could download a file from the forums of fully defined conditions with beautiful medals.   Include this in the base game, let people have the option to use the default, but still let them edit it to their preferences if they like. 

Default medal setup would probably see very little use since there is no way to delete medals except one-by-one, and in most cases I'd prefer to use a medal set that is suited to my roleplay setting. It's not very difficult to import a CSV anyways.

Event log default colors I could actually see being rather useful, as there is no need for deleting colors to change them or set new ones. Again, it is only a few clicks to import a CSV, but for multiple player race games this adds up to a lot of extra clicks when I might just want to use the same colors for all races.

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Alternately, offer an option to have the minimum rank selection increase to meet increased demands.   Do we *really* need to be bothered every time these people aren't high enough rank?

99% of the time when there is a conflict of ranks it is due to a player error, at least in my case - so I'd rather have the notification to alert me. I think such an automatic rank change would also backfire since in most cases it would need to propagate up the chain of command, which would create awkward moments when your highest-ranking admiral is no longer qualified to lead the Navy.

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Towing asteroids into orbit around a different body. 

This one comes up a lot, in short it is not feasible with the game's towing mechanics since asteroids are many orders of magnitudes larger than any ship you might reasonably build. Towing an asteroid would mean flying around for centuries at a fraction of 1 km/s, not worth it.

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When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.   Just add it right under "Corundium 20" or whatever.

I would love to have this information in the game somewhere like we already have for shipping sizes. This would be a useful reference to remember worker requirements when trying to plan out a new colony.

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An in-game library of ship class designs using either the most basic, or currently researched, tech.   For instance, if you select Freighter for the class label, have a button to import a basic Freighter design from the library.   Not all classes would need examples in the library, but those that do could be highlighted in the drop down to let the player know an example exists.   This could even open the door to people sharing their own libraries of ships that they share.   

We have this feature in the most recent versions (http://aurora2.pentarch.org/index.php?topic=13090.msg165946#msg165946), albeit it cannot cross DB changes between major versions.
Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on January 29, 2024, 10:43:27 PM
Thanks for the reply nuclearslurpee! I'm very excited about the features that you mentioned. 

Here's a pruned version of my previous comment, considering your response: 


I only started playing after 2.   5, but I've been keeping notes on how I feel like the game could work better for beginners and thought I'd share them.     I was hoping to see a 2.   5.   0 version of this thread come out, but gee willickers, I decided to go ahead an share this stuff now.     

Please be kind, I only started playing after 2.   5, so I'm sure a lot of these have been said before and I hope you'll be forgiving.     I read the entire 2.    4.    0 thread we're in now and don't think I saw any of these mentioned here.   

Economics Menu:Civilian/Flags – if the player clicks on something in the left-side colony inventory column, then click add/edit supply/demand, let add based off the item I clicked on rather than the drop down menu in the supply or demand columns.     Consider enabling us to drag an item from the left column to the supply or demand column and have it prompt for the amount when we release the mouse button.   

When making move orders, a “Show Only Fleets” toggle that shows only fleets would be nice.   

When hovering mouse over menu icons at the top of the tactical map, include the current hotkey in parenthesis after the name popup.     For example, when hovering your mouse cursor over the “Open Events Window” icon it should say “Open Events Window (Ctrl-F11)”

User definable hotkeys.     For instance, I’d much prefer research to be F3 than Ctrl-F5.     And I’d love to define a shipyard or events log hotkey.     Maybe these exist already, but a user-definable hotkey section would be so nice.   

User-defined events/clock stoppage.     Maybe I queued up a lot of infantry units and don't want to be stopped at each one.     Or, maybe, I really do want to be notified when my Geological Survey ground units finish their work.   

Eco:Civilian/Flags Menu - a way to indicate preference or priority.     I might *really* want civilian shipping lines to ship some things before others.     Make it cost extra wealth to use the express option.   

User-defined maximums for civilian ships built.     Similar to Dwarf Fortress where you can define maximum population.     Two settings would be ideal: "Maximum # of Civilian Shipping Lines" and "Maximum # of Ships per Civilian Shipping Line"

Let us drag research we want to do to the top box.     Make it red if it needs a scientist or labs.     Then let us drag a scientist on it.     Bonus: If a Logistics research project is on-going, let us drag another Logistics research on top of it to have it added to the queue.   

Economics Menu:Civilian/Flags - Civilian shipping of minerals

Option to start with a default color scheme for the event log.  Obviously keeping the user-defined options.   

CSV in the /medals folder with each option defined.  Let players set reward values for each, if they want to set them above zero.  This would save countless clicks and there are already plenty of ribbon images available to allow this without additional files aside from the CSV.  Might not be worth the coding effort, but consider adding a pop-up whenever an officer does something potentially medal-worthy saying "Captain SlurpNuclearBro just discovered XXX, would you like to define a medal and reward for officers who do this in the future? (press [] to not see these pop-ups again)"

When setting up an auto-assign planet governor, naval admin commander, etc, have the drop-down for minimum rank indicate somehow (highlight?) what the current minimum rank for the position is.  Include an event log interruption whenever there is a change that requires these settings to be updated.

When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.     Just add it right under "Corundium 20" or whatever.     Possibly add research enabling fewer workers per installation, I bet all those slow-research rate RPers would like that.   

An library of ship class designs using either the most basic, or currently researched, tech.  Include templates for standard basic ship classes in the install.  NuclearSlurpee taught me that saving and importing templates is a recent addition and still being developed.  Eager to see how this develops. 

When issuing orders to a ship with specific modules, have targets subject to those modules be highlighted/bolded in the list.     For example, if you're issuing orders to a sorium harvester and are scrolling through system bodies, highlight those which can harvested.     Or, perhaps, put an H or S next to its name.     Some other modules which could benefit from this: orbital miners (oh, the asteroids!), jump stabilizers for LPs.   

The ability to sort things by clicking the column label… option to sort system bodies while making move orders alphabetically to more easily find that one weird asteroid; sort search results in the minerals menu with a single click.     That kind of thing.   

-----Make double clicking something default to centering on it.     Fleets in Naval Org, system bodies in Economics or System view, etc.     In the tactical window, change centering the map on a target to double-clicking.   

A mini-map of the Galactic Map.     If you click a system in the mini-map, the tactical map jumps to it.     Include a small, collapsible list of jump points (JP1: Sol, JP2: Proxima Centauri, etc).     When tactical map is the active window, pressing the corresponding number on your keyboard changes or clicking on the JP in the list switched you to that system.   

To add to the above, movement orders issued like so:

1.     Click to location on tactical map select fleet.     Click elsewhere to deselect, or select a different target.     
    1a.     If multiple fleets and system bodies exist at click location, show context menu allowing selection of desired fleet/system body.   
    1b.     From Naval Org menu, show the orders list for this vessel.   
2.     If needed, click to your desired system in minimap or press numbers on keyboard to show the system.   
Right-click target for context menu (Move to Location, Join Fleet, Refuel, etc).     Add selection to orders.   
3.     Repeat steps 2-3 until craft is deselected.   
This wouldn’t need to replace the Naval Org system of movement, just be an option.   

As part of the above, also allow clicking system bodies for similar effects:
1.     Click system body on tactical map to open Economics menu.     Click elsewhere to deselect, or select a different target.     
   1a.     If multiple fleets and system bodies exist at click location, show context menu allowing selection of desired system body or fleet.   
Title: Re: Suggestions Thread for v2.4.0
Post by: JacenHan on January 31, 2024, 02:15:55 PM
Suggestion - New "No Maintenance Cost" Game Rule

Currently in the game setup rules we have "No Maintenance Required", which disables all ship breakdowns, failures, overhauls, and ongoing MSP maintenance costs. I personally would enjoy a less severe version of this where ships still suffer maintenance breakdowns when away from a maintenance base and require overhauls, but there is no annual MSP consumption for ships at a maintenance base. This would allow for building larger standing fleets and make it less costly to keep obsolete ships, while still having the logistics challenge of building forward fleet bases and maintaining pickets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on February 01, 2024, 12:47:35 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 01, 2024, 06:14:40 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: Vandermeer on February 01, 2024, 09:35:09 AM
Suggestion - New "No Maintenance Cost" Game Rule

Currently in the game setup rules we have "No Maintenance Required", which disables all ship breakdowns, failures, overhauls, and ongoing MSP maintenance costs. I personally would enjoy a less severe version of this where ships still suffer maintenance breakdowns when away from a maintenance base and require overhauls, but there is no annual MSP consumption for ships at a maintenance base. This would allow for building larger standing fleets and make it less costly to keep obsolete ships, while still having the logistics challenge of building forward fleet bases and maintaining pickets.
Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.

I support the 'No Maintenance Cost' idea anyway, because since Aurora VB I have always fought for ways to work around paying tn-materials for harbored ships. Planetary hangars then, now orbital hangars. It would be nice if that wasn't necessary anymore, while I can still design my ships around efficiency and running times.
Title: Re: Suggestions Thread for v2.4.0
Post by: superstrijder15 on February 01, 2024, 10:19:10 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Consider looking at this piece of code I wrote last year. If you are able to write a bit of your own SQL and run python code, you can probably use this every now and then to get a map that is *kind of*  organized.
http://aurora2.pentarch.org/index.php?topic=13284
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on February 01, 2024, 11:10:09 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.
Title: Re: Suggestions Thread for v2.4.0
Post by: JacenHan on February 01, 2024, 12:09:10 PM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.
If you don't already know, you can see how much MSP a fleet is using in the summary above the ship list ("Annual MSP ###") to help you figure out how much you need. Non-commercial ships use 1/4 their cost in MSP per year, and MSP cost 0.25 minerals each, so after 16 years you have paid the ship cost again in maintenance. If you have keep an old ship around for ~30 years, you might as well have scrapped it to get some of its cost back and built two higher-tech ships instead.

Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.
I like this idea quite a bit - maybe we could call the option "Wealth-Based Maintenance" to make it more clearly different from "No Maintenance Required".
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 01, 2024, 01:34:08 PM
Could we increase the number of alien artifacts found at xeno dig sites by a factor of... like... 10x? We found a city-sized ruin - 900+ structures - and, by the end of the dig, we had a couple thousand artifacts. These were all absorbed right back into the local population over the course of just a couple years; I don't think that a civilian freighter even got a chance to take any back to Earth. It was rather anticlimactic, and certainly much less useful than the twenty research labs or dozens of other facilities that we found.

Alternatively, alien ruins should produce a steady production of artifacts (amount dependent on the size of the ruins) and the local population shouldn't demand them - a built-in bonus trade good for settlements on ruin worlds.

While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on February 01, 2024, 05:11:11 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.
Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on February 01, 2024, 07:06:43 PM
Back with some more suggestions.  Apologies if this is too many or, if like last time, I ignorantly suggest things that are already possible or present in a different form.   

--
QOL/UI

Naval Organization Menu: Allow shift-click or ctrl-click to select multiple fleets that we can then drag and assign to a new fleet.

Multiple Menus:  Allow resizing of column width.  I noticed I can't read which ELINT module I'm adding without clicking or hovering.  Might be an issue for others, as well.

Naval Organization Menu:  Ability to ‘pin’ or locations, fleets, etc to the top of Movement Orders list.  Could be implemented by allowing rt-clicking on an item in the Movement Orders list and selecting ‘pin’ from a context menu.

Naval Organization Menu:  Ability to edit items in the middle of a queue – such as quantities picked up/dropped off

Research Menu:

Intelligence and Foreign Relations Menu:  All the event log communications notifications with each species, and possibly other notifications, could be kept and sorted here.

Events Window:  Ability to assign custom color to Retirements and Commander Health announcement only if they have an assignment.

Class Design:  In the large right-hand window showing the current class build, add tool tips when you hover your mouse over different stats and components giving you more information about them.  Such as what PPV or TH means.  Additionally, if someone clicks on an added component in that window, have it be selected under the components window to the left – similar to selecting a Commander on the left after you’ve clicked a commander search result.  These tool tips could also be carried over to other areas of the game where the class build is shown, such as when you click on an individual ship in Naval Organization showing class data below.

Economics-Research:  When a technology research project is created, list any subsequent technology it will unlock in a different color below so that it can be queued for the same scientist.  If there is concern that this would be some sort of spoiler for new players, have a setting that seasoned players could select to enable this feature.

New Feature Suggestions

Economics-Civilian/Flags:  Conditional shipping contracts.  Allow setting conditions to add supplies or demands automatically.  For example, set a condition at Earth where if the number of DSTS > 100 then add any X DSTS to supply.  Would be even more useful if minerals, MSP, or fuel could be added to shipping contracts.

Complex Technology/Research:  Create some new technologies, and convert some old technologies, to be Complex Technologies.  Complex Research would require multiple scientists, and benefit from adding scientists from other specific fields.  A Complex Technology could have a primary field, and secondary/tertiary fields.  List the Complex Technology with its primary field, but after its Research Cost include a letter/indication for its other fields. 

As an example, to add flavor to why shields are self-powered, instead of:

“Alpha Shields    1,000”

you could list:

“Alpha Shields    1,000 P”

with P noting that a Power & Propulsion scientist is needed.  The supporting scientists could grant a fraction of their research bonus and labs.  To balance any old techs becoming Complex Techs and suddenly getting these potential bonuses, their costs could be adjusted.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 01, 2024, 08:32:46 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on February 01, 2024, 10:01:27 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.

Famously, blue emu's campaign at Wolf 294
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on February 02, 2024, 01:55:07 AM
I hesitate to report this in the bug thread because it's likely working as written, just in an unintuitive way. Currently, I'm staking out the far side of a jump point to an NPR system. For the past three game years they've been sending intermittent warships through, and occasionally gate construction ships. However, now that I've focused on capturing everything coming through the gate instead of destroying it... the NPR keeps routing civilian traffic through. There isn't even a gate on my side of the JP.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 02, 2024, 07:30:08 AM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.

Famously, blue emu's campaign at Wolf 294
While I think random spiciness is best for roleplaying reasons; perhaps as a nod to gameplay, if a ruin is chosen as "spicy", it would be the very first thing your construction teams unearth? That way the other ruins haven't been generated yet, so there's no worry about them being destroyed.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 02, 2024, 10:33:34 AM
While I think random spiciness is best for roleplaying reasons; perhaps as a nod to gameplay, if a ruin is chosen as "spicy", it would be the very first thing your construction teams unearth? That way the other ruins haven't been generated yet, so there's no worry about them being destroyed.

This would actually make a lot of sense and work pretty well...

...however, we basically already have this since planets with ruins "usually" have ground units defending them. So really the only difference would be if they are already there defending or pop out in a surprise attack. I don't think having both at the same time works very well, practically.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 02, 2024, 12:10:17 PM
This would actually make a lot of sense and work pretty well...

...however, we basically already have this since planets with ruins "usually" have ground units defending them. So really the only difference would be if they are already there defending or pop out in a surprise attack. I don't think having both at the same time works very well, practically.
That's fair - so far in my games I've seen defended planets and I've seen planets with ruins, but ne'er the two together. It makes sense that defended planets would/should be guarding something valuable.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 02, 2024, 04:47:01 PM
Yeah I would not like going back to old spoiler behaviour vis-a-vis ruins.

Please bring back SM-mode EDIT buttons for fuel and MSP amounts on a colony so we don't have to do via DB editing or by creating a 'scrap'-ship just to unload it at the colony for this purpose.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 02, 2024, 05:55:05 PM
QoL suggestion: Allow partial-HS sizes for magazine components.

Usually, when I am designing a missile ship I have in mind a specific number of missiles I want in each magazine. Due to the non-nice numbers that result from the magazine efficiency tech levels as well as adding armor layers, it is usually rather difficult to get a magazine which is a correct or often even a close match to the desired form factors. For example, in a current ship design I would like 4 magazines with 120 capacity each (5 reloads x 4 launchers x size 6 missiles; the number of magazines is set by a balance of roleplay and mechanics considerations), however I have the 85% efficiency tech which means I can have capacity-119 magazines at size 7 or go up to size 8 and waste a bunch of space (using that tonnage for extra armor layers just drives up the cost unnecessarily).

An alternative would be to implement an option to select a desired capacity, similar to the recent jump drive design change, but I understand this would be more challenging to implement due to the armor calculation so I'd be fine with just having some non-integer sizes to work with.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 04, 2024, 10:31:32 AM
I'd like the ability/option to run the mineral overview by total availability - give me a listing of the bodies that have the highest availability and most variety of minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 04, 2024, 05:48:01 PM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.

Oops!
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 04, 2024, 05:51:49 PM
Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.
I like this idea quite a bit - maybe we could call the option "Wealth-Based Maintenance" to make it more clearly different from "No Maintenance Required".

Yea, I like that idea too.

In fact, people are always suggesting adding some more recycling to the game (above and beyond scrapping old ships to build new ones). How about a recycling tech that replaces a fraction of the mineral costs with a wealth cost? The wealth is you buying recycled materials on the open market.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on February 05, 2024, 01:12:32 PM
The possibility in the class design window to get an extra tab "ship combat" the same as in the naval org. view to check how the disposition of the armament looks like before putting the ship in production.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on February 06, 2024, 08:05:07 AM
The possibility in the class design window to get an extra tab "ship combat" the same as in the naval org. view to check how the disposition of the armament looks like before putting the ship in production.
One step further.
It would be nice to do a standard distribution and settings for the Weapons and Fire Controls (especially PD settings), so that all ships of this class get them when they are finished building.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on February 10, 2024, 11:04:35 PM
Folks have complained in the past about how it was easier to gain ground forces attack value by researching plasma carronades since the tech was lower per caliber. I believe that has largely been fixed now, but while thinking about why that was an issue, I had a related idea:

Change ground forces attack to be based on the sum total of research points into all weapon caliber techs plus missile warhead tech, and ground forces defense to be based on the sum total of research points into armor and shield techs.

The benefit is there's no "gaming the system" by focusing on a single weapon type to get ground troop strength up faster, and no penalty for spreading your research across multiple weapon (or defense) types.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 17, 2024, 05:13:59 AM
- Ability to mark a character to be Retain in advance, before he/she would go to retire.
- On Map, the ability to mark a few systems at once and move them (with Ctrl.)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on February 17, 2024, 06:19:29 AM
- Ability to mark a character to be Retain in advance, before he/she would go to retire.
- On Map, the ability to mark a few systems at once and move them (with Ctrl.)

You can already do both.

The story character flag will prevent commander retirement. On the galactic map, you can use Ctrl, or shift-drag, to select multiple systems. Just make sure you don't click on one when dragging the group.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 17, 2024, 04:12:09 PM
...
The story character flag will prevent commander retirement...

Yeah, I was thinking more like let them retire but mark them to be Retain automatically. So You don't have to remember to do that manually.  8)
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 18, 2024, 01:27:36 PM
Is this the suggestions thread for current builds? I'm hoping so.

My suggestion is a Quartermaster's, Cargomaster's, NESCO's or Intendant's  (pick your noun) Command & Control module for ships, equivalent to Aux.  Control, that adds the Logistics bonus of an officer to the ship.

Surprised that's missing, actually, since that's usually a pretty big deal IRL.  Pork chops (supply officers) are two-three steps from God on a ship depending on its class. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 18, 2024, 06:57:15 PM
Is this the suggestions thread for current builds? I'm hoping so.

My suggestion is a Quartermaster's, Cargomaster's, NESCO's or Intendant's  (pick your noun) Command & Control module for ships, equivalent to Aux.  Control, that adds the Logistics bonus of an officer to the ship.

Surprised that's missing, actually, since that's usually a pretty big deal IRL.  Pork chops (supply officers) are two-three steps from God on a ship depending on its class.
They aren't added because using them would be a no-brainer. Every cargo vessel would have them, there's no decision making involved. You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top. It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 19, 2024, 11:21:25 PM
Quote from: Garfunkel link=topic=13404. msg168728#msg168728 date=1708304235
They aren't added because using them would be a no-brainer.  Every cargo vessel would have them, there's no decision making involved.  You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top.  It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.

Seems like this is an unpopular idea, considering all the thanks you're getting for shooting me down  :-[, but I feel compelled to disagree regardless.  First, so what if every cargo ship has one? Let it happen.  Every cargo ship (probably) has shuttle bays too, does that mean they're a nonsense concept? Same for CIC bridges on combat ships; that tactical bonus is an absolute no-brainer, on any ship larger than an FAC for 3 HS.  Are those too much, as well? After all, you get a pretty good Tactical bonus from setting up your Admin structure correctly there, too, if you emphasize the trait.  Why even have that, if that's an issue?

Second, if it's really a problem to have a named Cargo officer on every Naval cargo ship, instead of just implied. . .  then instead of dismissing the notion completely, let it be large or expensive enough of a module to have a tradeoff.  If it's, say, the size of a cargo shuttle bay, until you already have 4 shuttles, adding one or two more gives more than 25% logistics; you'd need a bunch of really good logistics officers to justify trading a shuttle bay for one in smaller ships.  That way, only your heavy freighters built out of extremely large shipyards merit the office.  Or same/same for large missile boats, stations, etc.  - those may have a cargo officer, but your family-owned small freighter doesn't have the dime for such fancy things.

Or you could set the tech to happen after Advanced Shuttles, where it's pretty much a moot point anyway, at least from what I've seen.  A small boost at that point for what's essentially RP value and officer experience, which is good but not unbalancing.

I'm not convinced that's even really necessary - I always have too many officers to employ anyway, even with a large navy, so it seems like it's just a fun addition and RP aid, you really wouldn't miss much if you didn't add one, since the majority of time is spent between stops and this is just a different form of handling boost.  But if it's really too overpowered, there are answers for that besides "nah, it's a no-brainer. "
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 02:11:50 AM
Quote from: Garfunkel link=topic=13404. msg168728#msg168728 date=1708304235
They aren't added because using them would be a no-brainer.  Every cargo vessel would have them, there's no decision making involved.  You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top.  It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.

Seems like this is an unpopular idea, considering all the thanks you're getting for shooting me down  :-[, but I feel compelled to disagree regardless.  First, so what if every cargo ship has one? Let it happen.

It is important to recognize that one of the core design principles of Aurora (articulated by Steve himself) is that good gameplay features create interesting decisions. If adding a feature doesn't create an interesting decision for the player, it's just an extra button to click to get +X% bonus or whatever. This is the reason why the suggestion of additional officer modules for commercial ships has never happened, because it does not create any interesting decision besides "when do I spend 5k RP to research this?" and "How fast can I double-click to add this component?" -
or at least, we generally perceive this to be the case.

Quote
Every cargo ship (probably) has shuttle bays too, does that mean they're a nonsense concept?

Cargo Shuttle Bays present an interesting, if minor, decision in the choice of how many to add. Each additional one improves your ship's load/unload speed, but also increases build cost and ship size, so it is a proper decision to make about how many shuttle bays to have on a ship. Admittedly a minor decision but it is there and is not what most would call a "no-brainer".

Quote
Same for CIC bridges on combat ships; that tactical bonus is an absolute no-brainer, on any ship larger than an FAC for 3 HS.  Are those too much, as well? After all, you get a pretty good Tactical bonus from setting up your Admin structure correctly there, too, if you emphasize the trait.  Why even have that, if that's an issue?

The CIC isn't really a no-brainer, either. It might seem like it, but consider two extremes: on one hand, if a ship has only one weapon mounted, it is probably better to mount a second weapon to double effective firepower than to mount a CIC for a smaller boost to effective firepower (vis. hit rate). On the other hand, if a ship has 100 weapons, a CIC will almost surely provide a better effective firepower improvement than mounting the 101st weapon for a measly +1% firepower increase. These cases are quite obvious; the question is in-between, where is the optimum point where a CIC is better than an additional weapon (or other component)? This is not so trivial! We have to consider not only the above balance but also other factors, such as opportunity cost versus other components (that 3 HS could be used for, say, a Main Engineering, a bigger sensor, or some hangar space for a small scout shuttle) and expected benefit based on quality and availability of officers (if you don't even have enough officers to staff your ships with just Bridge + AUX modules, you may find many CICs going unstaffed! Of course this depends on how you design your fleet and how you manage your officers...), so this is not even a mathematical optimization problem but a true decision-making opportunity.

The same logical problems apply for the other existing command modules (ENG, SCI, etc.). If I only have 2-3 survey sensors on a survey ship, a SCI module may not give as much benefit as an additional sensor, for example. These are problems that would not really apply for commercial versions (giving bonuses to Logistics, Mining, Terraforming, etc.) - commercial ships are simply so large that a small officer module would be comparatively a no-brainer - what is 150, 250, or even 500 tons for a +10% or better boost to a 125,000-ton terraforming station, for instance? It's a trivial addition, unless the cost of the command module was so large as to break roleplay and immersion for the sake of "balance".

Quote
Second, if it's really a problem to have a named Cargo officer on every Naval cargo ship, instead of just implied. . .  then instead of dismissing the notion completely, let it be large or expensive enough of a module to have a tradeoff.  If it's, say, the size of a cargo shuttle bay, until you already have 4 shuttles, adding one or two more gives more than 25% logistics; you'd need a bunch of really good logistics officers to justify trading a shuttle bay for one in smaller ships.  That way, only your heavy freighters built out of extremely large shipyards merit the office.  Or same/same for large missile boats, stations, etc.  - those may have a cargo officer, but your family-owned small freighter doesn't have the dime for such fancy things.

This part is a valid counterpoint, however. Personally, I'm not sure there is much need since this functionality essentially duplicates the Cargo Shuttle Bay functionality with a variable for officer skill level, so I doubt Steve would ever feel inclined to add it - but at least if he does consider it, this argument demonstrates that it can be an actual decision unlike most of the suggestions we see for things like Mining or Terraforming officer stations.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 20, 2024, 10:14:07 AM
From what I understand, the deal is that Steve doesn't want to add things to commercial vessels.

Now, what he could do is give us a cargo transfer module (and terraforming/mining/etc.) that makes the ship military. As a tradeoff, perhaps we could make these modules super-effective, giving twice or three times the commander's bonus to the ship... but even then, I suspect that you'll not find many takers - but it would be a choice!
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on February 20, 2024, 01:47:27 PM
I previously mentioned that I would like additional officer positions, because I was coming at that argument from an immersion & consistency perspective. Consistency being a uniform "captain applies half bonus, specialist provides full bonus" across all commander bonuses. Immersion being that more positions leads to more varied & detailed careers for officer characters.

That said, I can appreciate how the gameplay effects, and decision-making qualities, mean that some things would always be used, because there are few reasons not to.

Plus, since not every officer rank is explicitly modelled, many positions would be held by junior officers, below the game's level of abstraction.
i.e. the lowest rank for naval officers is Lieutenant-Commander. A cargo ship might conceivably have a loadmaster, but that might only be a role for a Lieutenant, which would be one of the unnamed "junior officers" ingame. And even on a large cargo ship, is the loadmaster a senior enough position that it would be a billet for a Lt.Cmdr ?

That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt.Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module. (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it. It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then... another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers... do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 01:53:23 PM
That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt.Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module. (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it. It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then... another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers... do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?

I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 20, 2024, 02:29:51 PM
Quote from: nuclearslurpee link=topic=13404. msg168760#msg168760 date=1708458803
Quote from: Louella link=topic=13404. msg168759#msg168759 date=1708458447
That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt. Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module.  (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it.  It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then. . .  another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers. . .  do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?

I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.

I'll +1 this, but add that I wished the admin structure handled communications/diplomacy hand downs as well.  What I do is have one fleet admin designated as "State Department," and put diplomacy ships and, because it's pretty bare bones with just those, I put my orbital habitats there.

Speaking of those, the diplomacy bonus might be argued to be relevant to commanders of those habitats; maybe for something like restlessness? It would give them something to do besides the important but comparatively rare task of keeping aliens happy.

Similarly, Comms might be useful for civilian shipping somehow? A complicated insert would be something like good Communications officers allowing civilian shipping stopped there to plan and reach further out stations (with some use cases built in that ends up with trade stations with good Comms officers being a major boni to civilian trade income) or a simple add instead may just be a flat minor tax bonus on a roll if a 'Customs office' with a good comms officer is present somehow.

I mean, to my knowledge Communications only helps in translation, and then is forever more a useless trait.  Unless I'm missing something? Seems like it'd be better for it to have a job somewhere else as well.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on February 20, 2024, 02:37:59 PM
I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.

I'm not sure what the "Communications" skill even does. Old wiki pages suggest that it helps with fleet-wide orders.
If that's still the case, then a "communications officer" station, that helped with fleet commands such as selecting appropriate targets when on "Fleet fire at will" orders, or with "Synchronised Fire" orders, might be good.
There's a decision there about spending tonnage to make fleets more co-ordinated, without it being a no-brainer module for all warships, since you'd still have smaller warships that couldn't afford the tonnage, and solo warships that have no use for that bonus.


You can make an "Intelligence Ship" which then uses the intelligence bonus for auto assignment, but... if the ship has anything else on it, that overrides it, and there's no way to make a ship's ELINT modules more effective. An "intel Officer" station would help with that.
i.e. ship with only ELINT modules on it = intelligence ship = auto-assignment picks commander using the "intelligence" skill.
ship with ELINT modules and any kind of weapon on it = warship = intelligence skill is irrelevant to auto-assignment for that ship.

Which means unless you build dedicated intelligence ships, the "intelligence skill" is almost never used.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 02:45:10 PM
I'm not sure what the "Communications" skill even does. Old wiki pages suggest that it helps with fleet-wide orders.

It helps when establishing communications with a new alien race, but that's all it does sadly.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 20, 2024, 06:31:27 PM
But if it's really too overpowered, there are answers for that besides "nah, it's a no-brainer. "
Ah sorry friend, I did not mean to claim that your proposal is stupid or that you are stupid. I meant it as a "no-brainer design decision", as in, it's not a decision at all because as nuclearslurpee explained, it would always be added. In which case it might as well be automatic like the Bridge is.

And if you have too many officers, try running fighters and carriers, you'll run out of officers quick :P

One way to solve this issue would be by separating civilian and military commanders. I mean, generally it isn't the military officers running oil drilling platforms or mining excavations or planning logistics networks, though of course many veterans end up employed by companies in these fields. I'd love to have separate military and civilian admin systems and leaders - for example most players end up with a massive surplus of administrators unless you really go hard on creating little mining colonies everywhere. I'd love to have them run industrial and logistics admin commands - 'State owned corporations' - in addition to being governors of colonies and sectors. This would also help with the lack of leadership position between a colony and a sector, which has been asked quite a few times.

If there were separate civilian leaders/managers/specialists, it would make sense to have industrial leadership modules to add to commercial ships and the decision there would be whether you have invested enough in the leadership pipeline so that you have sufficient numbers of trained specialists to fill out all these roles, or whether you run 'poor leadership' ships & stations. Granted, somewhat minor decision but at least one that would require long-term planning.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 21, 2024, 01:59:33 AM
- An ability to take prisoners from a colony and transfer them to another.
- A facility that can convert prisoners to colonists or the ability to use prisoners to create forced labour camps and convert them back to prisoners or colonists of a particular race.
- A civilian administrative organization (similar to a naval organization) for RP purposes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on February 21, 2024, 05:27:54 AM


And if you have too many officers, try running fighters and carriers, you'll run out of officers quick :P

One way to solve this issue would be by separating civilian and military commanders. I mean, generally it isn't the military officers running oil drilling platforms or mining excavations or planning logistics networks, though of course many veterans end up employed by companies in these fields. I'd love to have separate military and civilian admin systems and leaders - for example most players end up with a massive surplus of administrators unless you really go hard on creating little mining colonies everywhere. I'd love to have them run industrial and logistics admin commands - 'State owned corporations' - in addition to being governors of colonies and sectors. This would also help with the lack of leadership position between a colony and a sector, which has been asked quite a few times.

If there were separate civilian leaders/managers/specialists, it would make sense to have industrial leadership modules to add to commercial ships and the decision there would be whether you have invested enough in the leadership pipeline so that you have sufficient numbers of trained specialists to fill out all these roles, or whether you run 'poor leadership' ships & stations. Granted, somewhat minor decision but at least one that would require long-term planning.


Expanding the Mil academies functions to add more slots for officers and admins would be a cool way to eat up unused admins, I make sure to have academies on each of my population centers.
RP wise I really like seeing the captains of my ships are from Mars, Nova Prime or Sirius. Etc instead of them all just being from Earth.

Game wise the leader spawning mechanic is good but if there was more to this is would add more useful roles to fill.
You could have a second slot for new leader generation so one for Mil and one for Admin, then after that the remaining just give bonus to different parts of the colony.
Maybe standard stuff like mining or wealth creation. But personally id like to see other benefits as those bonuses are already handled by Govs and Sector Govs. Or maybe the other slots will have some fixed bonuses for the colonies.

I am one of those people who assign Govs to all of my mining colonies. I really like the leader training and their assignment history and take the time to assign a good mix of skills to all the colonies. I also add every command module that fits the ship class I'm building and have as many officers assigned to a ships as possible.

Its mostly for RP/training reason. I understand adding more ship modules wouldn't create any more decisions but maybe as a counter point. More inbuilt modules like the bridge could be added creating more officer roles. It wouldn't be a decision it would just the default. Maybe based off tonnage like bridges are now. More tonnage more roles (that make sense). Id be happy with that,
Currently It feels unrealistic that without c&c modules there is only one officer aboard, at least for me anyway and thats why i add the modules.

For larger ships there could even be admin roles like ship councilor (Star Trek TNG) or something.
Then ultimately a players poor officer recruitment decisions or bad war planning will hurt them in the long run with officer numbers. but also all the extra positions will mean there is a healthy level of skill and ranks.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 22, 2024, 12:46:20 PM
An ability to rename ground forces organization nodes  ;)
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on February 25, 2024, 12:45:29 AM
A two-fold suggestion for the Class Design window, specifically sorting within the Ships in Class tab:
- The sort buttons are not in the same order vertically as the data columns are horizontally; it would be much smoother to locate the preferred sort method if they used the same order.
- The tab lacks a way to sort by Ammo or MSP; finding the ships that need to come home early due to poor maintenance RNG or lack of ammo would be much easier with those sort methods.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 27, 2024, 11:51:41 AM
Just a bit of fluff: if we could specify that an awarded honor is a medal rather than a ribbon - like the little awards under our usernames on the forums here.

I'd imagine that any medal would go to a separate part of the commander's page - maybe center-aligned, since the ribbons currently show up on the left side?

Edit: Since I don't want to double-post, here's another.

As far as I know, currently jump points currently only appear around the primary star in a system. I think it would be neat if there were possible JPs around every star in a system. That would make binary and trinary systems natural 'gateway' systems, since they'd have 2x or 3x as many nodes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Silvarelion on March 01, 2024, 06:36:25 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 01, 2024, 04:52:14 PM
Again with Civilian/Flags: could civilians produce all kind of installations, not only the Infrastructures?
I would like I can buy everything from them, not only their minerals, so I can have their help to let grow faster my colonies.
To build the installations I request, they could use some of the minerals they mine from their bodies in a system, and then sell the goods to me at higher prices than the minerals. So, they can earn some money, while I should be careful in the purchase to avoid to overspend.
There could also be some trade (or exchange) between the different corporations to obtain the goods they haven't and build what I ask.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 02, 2024, 08:54:22 PM
As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 02, 2024, 10:00:53 PM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.

Edit: How do you tell in the DB if a race is minor? On further inspection I now see that its got nothing to do with a race being marked neutral.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 03, 2024, 04:58:49 AM
A very minor request, split the "Commander Health" message category into "Commander dying" and the rest ... so we can color them differently.
Title: Re: Suggestions Thread for v2.4.0
Post by: DawnMachine on March 03, 2024, 05:30:37 AM
Perhaps it has already been suggested. A "Modify" button is required in the GU Training tab
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 03, 2024, 08:17:25 AM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.
Neutral and minor are two different things.

Neutral race is a completely passive population, usually on the same body as the actual player race. It exists to simulate non-aligned countries in multi-faction game and allows all active factions to utilize that population to simulate immigration to bring in extra colonists as needed. Neutral race has no AI code, cannot have any installations and will never do anything except grow its population.

Minor race is an alien race that is created when a player race enters a system, just like a normal NPR and it will grow and expand like a normal NPR, but it will never leave its home system. It exists to create an option between a full-blown NPR and a low-tech/conventional 'NPR' which will not do research or build industry - this last option exists to simulate low-tech alien populations that can be civilized through the power of superior firepower.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 03, 2024, 08:47:53 AM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.
Neutral and minor are two different things.

Neutral race is a completely passive population, usually on the same body as the actual player race. It exists to simulate non-aligned countries in multi-faction game and allows all active factions to utilize that population to simulate immigration to bring in extra colonists as needed. Neutral race has no AI code, cannot have any installations and will never do anything except grow its population.

Minor race is an alien race that is created when a player race enters a system, just like a normal NPR and it will grow and expand like a normal NPR, but it will never leave its home system. It exists to create an option between a full-blown NPR and a low-tech/conventional 'NPR' which will not do research or build industry - this last option exists to simulate low-tech alien populations that can be civilized through the power of superior firepower.

Yeah I realize that now, my suggestion still stands though, as there doesn't really seem to be a flag I can see (not on the GUI nor on the DB) to designate an SM created race as a minor NPR.
Title: Re: Suggestions Thread for v2.4.0
Post by: Migi on March 03, 2024, 09:48:41 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.

On a system by system level, you can get the mineral deposits in text form.
In the main window, in the left hand box, there is a tab called "Min Text", which has the body, mineral, and accessibility for the present system.
You can copy and paste the contents into a text file or spreadsheet.
Title: Re: Suggestions Thread for v2.4.0
Post by: RagnarVaren on March 04, 2024, 03:14:35 PM
Please add another check for civilian colony pick up after arriving at the source colony. 45 years into my game and the excessive amount of civilian colony ships means that the civilians can easily pick up all 30 million colonists in a colony and then I'm stuck for days dealing with "Pickup Failed" events since there aren't anymore colonists on the colony. 
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on March 04, 2024, 09:00:06 PM
It is currently impossible to make a turret in a multiple of five.

Could we get a quintuple turret option?
Title: Re: Suggestions Thread for v2.4.0
Post by: Silvarelion on March 05, 2024, 07:50:22 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

Well aware of this functionality.  The problem is when I want to bring the population up from 50 M to 60 M, for example.  Or if I want 10 M colonists picked up, but no more.  Right now, I can have a full blown industrial colony have all 50 M population set to "Source", wanting to move the extra 5 M pop that's there, and the whole 50 M pop will be resettled very quickly when there are too many civvies.  It would be awesome to have something a little more granular than what is already available.
Title: Re: Suggestions Thread for v2.4.0
Post by: Laurence on March 05, 2024, 11:24:43 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

Well aware of this functionality.  The problem is when I want to bring the population up from 50 M to 60 M, for example.  Or if I want 10 M colonists picked up, but no more.  Right now, I can have a full blown industrial colony have all 50 M population set to "Source", wanting to move the extra 5 M pop that's there, and the whole 50 M pop will be resettled very quickly when there are too many civvies.  It would be awesome to have something a little more granular than what is already available.

Maybe a reserve level for population would work?
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 05, 2024, 08:56:43 PM
Currently, when a body runs out of minerals, it'll throw a message "Deposits of X have been exhausted on [BODY]", which is great, if the colony on whatever body that just ran out of something's name hasn't been changed (either because it's a civilian mining operation or because you like naming things). If Ross 128's Asteroid #77 is actually called Bob's Mining Consortium, it can be a bit of a pain to locate.

My suggestion would be to change the message to "Deposits of X have been exhausted on [BODY] / [COLONY NAME]", and , in the possible situation where there's multiple colonies on a single body, have additional " / [COLONY NAME#2]", etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 06, 2024, 06:26:43 PM
As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.

On a system by system level, you can get the mineral deposits in text form.
In the main window, in the left hand box, there is a tab called "Min Text", which has the body, mineral, and accessibility for the present system.
You can copy and paste the contents into a text file or spreadsheet.
In case anyone was curious: this works, but actually getting the text into something that Excel can work with was rather a pain - nearly as much as the OCR route, although without the worries of incorrect characters (and with the bonus of getting an entire system in one shot, rather than 42 planets at a time).

I ended up breaking the mineral amounts and accessibility out into their own rows, then manually dragging down the name of each stellar body and combining that with the mineral name - so on each column I ended up with (for example) "Asteroid #100Sorium","3,025","1". After I finally got that working, it was a short VLOOKUP to populate my chart.

TL;DR: Being able to just export the entire Minerals window remains on my wishlist.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 07, 2024, 05:06:45 PM
In the Galactic Map, in the Overview tab, it would be nice to have also information about the Lagrange Points in the selected system: at least the number of them in the summary of the system bodies, and hopefully their positions in the mini system map, together with the JPs.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 08, 2024, 03:11:28 AM
Ability to delete prototypes tech (P) from Ship Design Window.
Title: Re: Suggestions Thread for v2.4.0
Post by: RagnarVaren on March 08, 2024, 07:40:03 AM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 09, 2024, 12:40:10 PM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.

That is the reason behind the suggestion.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 09, 2024, 01:10:23 PM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.

That is the reason behind the suggestion.

Prototypes can also be deleted in the Research window if you check the radio button for Completed projects.

However this is an annoying and unintuitive way to do it, so I would rather have a way to get rid of prototypes from the ship design window without having to mark as Obsolete and clutter the components list in the DB or when inspecting obsolete components.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 13, 2024, 05:02:13 AM
Since Genetic Modification Centres are now working, it might be useful to define the Species of Commanders and Ground Formations?

Genetic Wars....  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 17, 2024, 11:19:16 AM
Don't know if already suggested.
In the Galactic Map, it would be nice to see where the ground units are.
Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: Oafsalot on March 19, 2024, 05:14:57 AM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on March 19, 2024, 04:17:00 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 19, 2024, 05:50:49 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.

This would also be worthwhile for the "Autoroute" checkbox on the ship movement screen. It would be nice to be able to just type the name of the system I want the fleet to go to.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 20, 2024, 08:01:00 AM
A display option where civilian ships are shown only as blue dots, no writing at all, so we still get a feeling of a live universe, without much clutter.
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on March 20, 2024, 08:12:53 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.

This would also be worthwhile for the "Autoroute" checkbox on the ship movement screen. It would be nice to be able to just type the name of the system I want the fleet to go to.

You can actually sort of do this already: if you check "autoroute" then click into the box with the list of systems (it needs to be the section in focus) and start typing, the list jumps to the first system that matches the order of the characters you type. It's not a search box so has no real feedback for the user (nor does it announce that it can do so in the first place)

More importantly, adding a suggestion: autoroute currently selects the shortest route by jumps instead of the shortest route by distance and travel time; this results in some hilariously bad autoroutes. I have a black hole in my main pipeline that if I manually add two extra jumps to enter the black hole via a different jump point I can shave dozens of billions of kilometers (6-8 weeks at 5,000km/s) off the distance and travel time. Exhibit A:

Earth to Beta Antliae in-gate:
Autoroute: 5 jumps, 48.9bkm, 113 days at 5,000km/s
Manually via Proxima Centauri: 7 jumps, 25.0bkm, 58 days at 5,000km/s
Changes: +2 jumps, -23.9bkm, -55 days (-48.7% distance and travel time)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 20, 2024, 09:58:47 PM
More importantly, adding a suggestion: autoroute currently selects the shortest route by jumps instead of the shortest route by distance and travel time; this results in some hilariously bad autoroutes. I have a black hole in my main pipeline that if I manually add two extra jumps to enter the black hole via a different jump point I can shave dozens of billions of kilometers (6-8 weeks at 5,000km/s) off the distance and travel time. Exhibit A:

Steve has said in the past he won't change this as it adds too much complication for his tastes (pathfinding for one thing, but also dealing with things like Lagrange points). In I think v1.13 or 2.0, he did add the ability to restrict jump points so they won't be used for auto-routing because of these situations.
Title: Re: Suggestions Thread for v2.4.0
Post by: Sparkles546 on March 22, 2024, 08:37:20 AM
A target population option on the colony page where you set whether it's a source of colonist or not, or whether it stays stable.  Idea is when you select "destination of colonists", you can put in a target amount which when reached automatically swaps the status over to stable.  Could also put this box under the "source of colonists" option, with the number being a minimum population that when the colony reaches will swap the selection to stable again.  Would help avoid the issue of accidentally emptying earth or your bigger colonies when settling new planets with big population caps.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 24, 2024, 12:30:03 AM
Several suggestions related to the logistical Hub modules:

1) Reduce costs and sizes of Refuelling Hub and Ordnance Transfer Hub.

Currently, the costs and sizes of the Hub modules are ridiculously out of proportion to their benefits. The Refuelling Hub is 200 times as large, and 240 times as costly, as the basic 50,000 LPH Refuelling System, and the Ordnance Transfer Hub is similarly out of proportion with respect to the Ordnance Transfer System. Unless players are regularly trying to refuel or reload ~200 ships at once, there is no way these systems are worth their costs outside of a very narrow use case where a very large fleet must be refueled in a very big hurry, and even then it is probably more cost-effective to have a fleet of numerous small-to-medium tankers with regular Refuelling/Ordnance Transfer Systems.

If the size is desired to remain the same to limit these modules to space stations only (but why?), then the cost should still be reduced to make these kinds of stations economically feasible.

I currently reduce the size and cost of both Hubs by a factor of 10 and this at least makes them usable, if not necessarily economical.

2) Introduce a Cargo Shuttle Hub component.

This is a minor thing, but it would be neat to have a hub module for MSP transfer/resupply to match refueling and reloading. Could also be useful at DSPs for inter-ship cargo transfer hub stations.

3) Allow "Refuel at Refuelling Hub" conditional orders to function with Refuelling Systems.

The main motivation here is to enable smoother automation of survey ships. Survey ships are, I would guess, the primary users of the refueling conditional orders, and they usually operate individually, so it is silly that we cannot simply position a tanker at a suitable position in space to handle this. If suggestion (1) is taken the problem becomes less drastic, but it is still IMO very silly and even requiring a 10,000 ton module for tankers that are ~45,000 tons is not practical.

4) Allow Hubs to function like their associated smaller systems and transfer materials to colonies.

Per this comment. (http://aurora2.pentarch.org/index.php?topic=13492.msg168935#msg168935) Again, it is a rather silly limitation, albeit easy enough to work around for the cost of +10 BP and +500 tons on an already large vessel, so admittedly this one is not very urgent.
Title: Re: Suggestions Thread for v2.4.0
Post by: bean on March 24, 2024, 10:48:11 AM
Drawing on my recent analysis of the missile changes (http://aurora2.pentarch.org/index.php?topic=13521.0), I think there's some room to tweak how the new EW system (which I like quite a lot on the whole) works.  Specifically, as of right now, if the levels of systems are equal, one or the other is completely useless, and that seems kind of weird.  For beams, sensors and missile hit probability, there is no difference between having ECM at the same level as the ECCM and having no ECM at all, which somewhat disincentivizes the use of ECM.  For decoys of both kinds, there's no difference between having ECCM at the same level as the ECM and having no ECCM, which seems even weirder.  Level 5 decoys are just as effective against a level 5 ECCM as level 10 decoys are against a system without any ECCM?  If nothing else, this strongly disincentivizes putting ECCM on AMMs, because you are wasting space if the target either has no decoys or has decoys of equal or greater level.

My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 24, 2024, 07:48:41 PM
My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.

I do generally agree that the ECM/ECCM calculations could use a bit more nuance. I also think how to achieve that nuance is trickier than it seems. One simple change could be to leverage research costs to generate a "pseudo-balance" in ECM vs ECCM at the strategic level.

To wit: currently, ECCM costs twice as much as ECM for a given level, e.g., ECM-1 (2) costs 2500 (5000) RP while ECCM-1 (2) costs 5000 (10000) RP. While this doesn't solve all of the mathematical consistency issues discussed above and in previous suggestions, it does in principle create a strategic-level situation in which there is an advantage to having ECM since the ECCM of the same level is more expensive to research.

The catch is that this doesn't currently work out in practice, because we have three tech lines for ECM but only one for ECCM (not counting some of the techs in the Missile category, which alter some of the numbers but don't change the main point I'm making). So developing a complete set of level-1 (2) ECM capabilities costs 7500 (15000) RP which is more than the total RP cost for the same level of ECCM, so ECCM actually becomes more economical than ECM of the same level - which I don't think is the desired result.

So a suggestion to maintain a strategic balance where ECM is valuable is to have one corresponding ECCM line per ECM line. So Missile Jammer ECM is countered by a Missile ECCM line, Sensor Jammer ECM is countered by a Sensor ECCM line, and Fire Control Jammer ECM is countered by a Fire Control ECCM line.

Again, this doesn't address the mathematical consistency issues, but it may be a simpler change which creates much of the desired effect in practice. Then Steve and the good math nerds of this forum can hash out the other problems at a leisurely pace.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 25, 2024, 03:12:08 AM
A request: when producing ground units, instead of having a hidden counter that the game uses to determine what numeral to use, expose it as an edit field. For example, if I build 16 construction brigades but then update them to a better model, the game will restart at 1st while I want it to continue to 17th. With an edit field, we could change that.
Title: Re: Suggestions Thread for v2.4.0
Post by: bean on March 25, 2024, 08:04:27 AM
My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.

I do generally agree that the ECM/ECCM calculations could use a bit more nuance. I also think how to achieve that nuance is trickier than it seems. One simple change could be to leverage research costs to generate a "pseudo-balance" in ECM vs ECCM at the strategic level.
Yeah, that would work fine.  If ECCM is actually about twice as expensive as ECM, then it's reasonable to assume that you'll generally have a 1-level advantage in ECM, and the problem goes away, at least for jammers.  I'd still like something else to be done with decoys, because 5 v 5 and 10 v 0 looking the same is kind of absurd.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on March 27, 2024, 09:56:51 AM
I love miscellaneous components, but currently I find the minimum size far too large
5 tons is a lot when you're trying to minmax your designs against swarm 2 tech tiers ahead of you, and more than that it means fighters can't use misc components, which I'd very much like for them to be able to do.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 29, 2024, 02:18:39 AM
That's exactly what I thought! We need 1 ton and 0.1 ton misc components! I actually prefer using them to achieve a rounded weight instead of having a fuel capacity of 213,000 liters ;D

New suggestion:
Do not clear current orders when adding a new Template order batch. This would allow for "modular building" of orders. Say Template 1 is to load 1000 of each mineral on Earth, while Template 2 is to unload all on Ceres, then Mars. Template 1 could then be used for different locations afterward.

And ideally, it would be nice if most orders could include an option to "perform task at current location". Instead of "Load minerals on Earth", it would be "Load minerals at current location", and voilà, Template orders would be significantly more versatile.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 29, 2024, 01:13:05 PM
That's exactly what I thought! We need 1 ton and 0.1 ton misc components! I actually prefer using them to achieve a rounded weight instead of having a fuel capacity of 213,000 liters ;D

New suggestion:
Do not clear current orders when adding a new Template order batch. This would allow for "modular building" of orders. Say Template 1 is to load 1000 of each mineral on Earth, while Template 2 is to unload all on Ceres, then Mars. Template 1 could then be used for different locations afterward.

And ideally, it would be nice if most orders could include an option to "perform task at current location". Instead of "Load minerals on Earth", it would be "Load minerals at current location", and voilà, Template orders would be significantly more versatile.
Sorry dude but Steve has shot these sort of suggestions down multiple times in the past. Sure, they work wonders for the experienced user who is very careful but for everyone else, they are a major source of faulty bug reports and frustration because the player messed something up. And Steve does not want to have to code bajillion layers of security-code to prevent players from doing stupid smeg.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 01, 2024, 11:34:27 PM
In the Naval Organization window, Ship List tab, we currently have columns showing the percentage of fuel, ammo, and MSP embarked on each ship.

It would be neat to also have a column showing the percentage of ground forces capacity embarked. This would make the ship list a useful way to see which ships if any have understrength boarding companies, or if transports in an invasion fleet have room for one more regiment.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 02, 2024, 08:16:21 AM
In the Economics window, Shipyard tab, Current Activity column, I think a message should appear when a shipyard is building a ship, like "Building ship(s)" or "Slipway(s) busy".
I feel the "No Activity" caption a bit misleading, in this case, because building a ship IS an activity of a shipyard, and the "0" (zero) in the Avail column is not always apparent.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on April 04, 2024, 02:38:24 AM
I would like to see random abandoned ships, stations etc. (military or commercials) scattered in the universe with the possibility to bord them and take control.

They would be not wrecks, but actual abandoned ships (or even not abandoned but unable to move due to engine damage), belonging to other NPR, humans, precursors, invaders etc.

To take control of the ship, you would need to actually board them with a marine team (and maybe fight the occupants maybe not) and then tug it to your shipyard.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on April 07, 2024, 01:38:47 PM
In addition to the "Mineral Exhausted" warning that's currently given when a body runs out of something, it would be handy if there was also a "All Minerals Exhausted" warning when all minerals reach 0.

While I realize that it's something of a failure on my part, since I should be checking on my mines; sometimes far-flung automated asteroid mines get forgotten.

And/or if "Mineral Exhausted" also told you "deposits of x have been exhausted on y; z deposits remain."
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on April 12, 2024, 07:40:13 AM
I'd love a "create path to system" command for stabilization ships that works the same way as autoroute by system - you pick a system from your full list of discovered systems, then your ship travels to it along a shortest-length path, stabilizing both sides of any JPs it comes across along the way.

(This came to mind when looking at my Survey Sites tab, noting that I couldn't reach some of the sites with my transports, then having to pull up the galactic map and figure out where the heck those systems were.)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 18, 2024, 08:55:38 AM
Suggestion: Make it possible to override the interrupt for "Orders Completed" on a per-fleet basis.
Bonus: give the option to override permanently for this fleet, or just for the fleet's current order list.

Vague design thoughts:

On the Movement Orders tab, three radio buttons directly beneath the order list pane:
Stop Automated Turns on Completion (default)
No Stop (one-time)
No Stop (persistent)

In code, at fleet order list completion event, get selected radio value.
For the No Stop options, treat the event type as a non-interrupt.
For the one-time option, also reset the button value to default.

Split fleets should not preserve the setting (I think).

Bonus wrinkle:
Add the button setting to the Order Template object.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 18, 2024, 08:59:58 AM
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.
Title: Re: Suggestions Thread for v2.4.0
Post by: Pedroig on April 18, 2024, 09:08:52 AM
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.

And/or have Boat Bays and Hanger Decks all in the same tech, like what is done for Troop Transport Tech (including Boarding and Drop Techs)
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on April 21, 2024, 06:46:46 AM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on April 21, 2024, 09:44:39 AM
Reducing cryogenic transport would be really annoying. Instead you could just fit 1/10 the number of cryogenic modules and if you really want the bulk fit some custome components to fill your ship with useless space
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 21, 2024, 11:23:45 AM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on April 21, 2024, 12:19:17 PM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
To be fair it's more from a preference point of view than a mechanical one, from a mechanics point of view colonization/population transport mechanics in this game are perfectly fine. I personally just find how quickly you can shift hundreds of millions and then billions of people and think it would interesting if settling the stars was a long drown out process over the course of centuries instead of TN tech get's discovered tomorrow and before I even retire Earth is ghost town type timeline you see in the game.

Also how quickly you can match your homeworlds pop growth rate depends on how distant the colonies your trying to settle are, for example, if you wanted to settle Luna (since colonies get a boosted pop growth rate compared to the Homeworld 9% vs 2%) a single ~100,000ton 250,000-300,000 thousand colonist capacity colony ship can match or even overmatch the pop growth of a HW with 1 billion people.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 21, 2024, 01:31:26 PM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

If I understand well what you are asking, imho it depends on the way one builds the ships.
In my current game, I am using one single colony ship, having 3,000 (three thousands) berths capacity, to start the colonies.
Civilian lines do the rest (infrastructures and people), with the only attention, from my side, to supply low gravity infrastructures where needed.
Even more, the controls for the colonists flow in the Civilian tab help a lot to avoid large and fast build up of population.
After 96 years, I have about 5.3 billion of people in 14 worlds in 9 systems. Not so fast, imho.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 21, 2024, 03:24:26 PM
Personally (and this is only my own experience/opinion), if I want to slow down colony growth I turn off the civilian shipping lines. This usually has a pretty powerful effect, especially since even if I have a large fleet of people-moving ships I may not have the fuel production to run them at 100% duty cycle.

That said, I like Andrew's suggestion which is better than what I was going to say about modding the conventional cryo units (as modding the normal ones interferes with the NPRs). This is exactly the kind of thing miscellaneous components are for, similar to how we have SM mode to expand beyond what the basic game rules allow in many cases.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on April 21, 2024, 10:54:02 PM
Back during the development of C# Aurora, Steve was going make wrecks towable. The idea was to use tugs to move wrecks to a safe location where a salvage station would dismantle them. However, that never happened. I would love to see this become possible - I'm imagining fast tugs rushing into a contested system to snatch up wrecks and your fleet having to guard them as they make their way home. It would also remove the unfortunate problem of running out of cargo holds and thus losing out possibly valuable components - maybe it's just me but I have really hard time calculating how much cargo space salvage ships should have with them. Having a salvage station orbiting a colony, where the components would be immediately stored for dismantling and/or usage, would be great. So if this is code wise feasible without too much a hassle, I'd love to have it as a feature!
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 25, 2024, 09:43:04 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on April 26, 2024, 05:32:00 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
You can already do this. Give the order for overhaul and add "join fleet" after it.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 26, 2024, 11:43:56 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
You can already do this. Give the order for overhaul and add "join fleet" after it.

That will cause the fleet to join the target only after the overhaul is complete.
I want the fleet to join the target immediately upon starting the overhaul.
(I'm trying to reduce fleet list bloat.)
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on April 27, 2024, 06:46:02 PM
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 28, 2024, 06:47:59 AM
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.

This is a great point.
Though perhaps the behavior should remain as it is now (loading colonists immediately, rather than waiting for a destination) if an empire only has one race.
As soon as an empire is home to two different races, the colony ships should wait to load until they know which race they will need to deliver.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on April 29, 2024, 12:19:06 AM
Add a "Total Fleet Range" feature to display the combined potential travel distance based on the fleet's fuel reserves and individual ship ranges (using as a base the ship with min range), simplifying logistics by eliminating the need to check each ship separately.

This could mirror the current speed display, incorporating the smallest ship's range.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on April 29, 2024, 09:50:27 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
A bit late to the party but since you've recently started back up posting AAR's after starting your nomadic life I figured now may be a good time to start throwing ideas at you. While there have been many many suggestions for an aircraft unit type, not many actually go in depth on how to actually implement them besides broad strokes "GSF but less micro and mo' better", which is an alright start but we could definitely go deeper. The main topics to discuss is what separates an Air vehicle from a ground vehicle in terms of design and how they interact with ground units, Anti-Air, and each other in regards to the ground combat phase.



First we need to discuss the actual physical characteristics. In game the size of unit base types and components is supposed to roughly correspond to not just the physical weight of an individual unit but the overall logistical support equipment needed to operate and transport it. With that in mind, aircraft should be very very large in comparison to ground units with the same weapon capabilities. Just simply speaking from personal experience as a RQ-7 shadow pilot, in order for my platoon to operate our 4x drones (which together weigh less than a ton) we need close to 20 tons of equipment, fuel, and spare parts, not including our dozen vehicles and the ~30 personnel with all of their individual needs. The helicopter squadrons I work with are even larger and have an incredibly large logistical train. The upkeep is even more strenuous; fuel, ammunition, and spare parts chewed through at incredible rates and should be represented by significant GSP costs.

Secondly in regards to physical attributes, aircraft are incredibly difficult to hit when flying around, just from the combination of speed, distance , and altitude that they operate at. Even slow moving and low flying aircraft like helicopters are notoriously difficult to shoot down with unguided weaponry. This should be represented by a very low To Hit modifier. Conversely, they are very fragile. If you can hit an aircraft it doesn't take much to bring it down. It is also extremely difficult to armor anything on aircraft based on simple power-to-weight ratios, bigger aircraft do sometimes have the spare weight to armor only the most vital of areas like the engines and cockpit, but this is pretty minimal to the ability to armor up ground vehicles.

Thirdly, what components shall aircraft utilize. For now I'm only going to talk about what they should have, but further down I intend to detail how these will be used in the actual combat phase as I believe aircraft need some special rules, similar to bombardment. I believe aircraft should be able to equip CAP, Auto Cannon, and Anti-Air weapons as they are now (might need tweaking to AA weapon parameters), AA components obviously being for use against hostile air units, while CAP and AC would be a sort of dual purpose weapon targeting both air and ground units. For attacking ground targets I am split between giving aircraft access to Anti-Vehicle and Bombardment weapons, or giving them a new Air-to-Ground component that blends the 2 together, again I'll detail out the +/- further in the Air Combat Phase. Moving on though, non-combat equipment, FFD is a must. It is only the the first and foremost job of aircraft to be a scout/reconnaissance force and to direct friendly fires, from the first scout aircraft of the 1910s, to modern unmanned drones. Logistics equipment should also be available with new rules detailed down below.

Lastly, the first true special rules for aircraft is how they truly do not benefit from the terrain and can not physically dig in fortify their position, because well, there is no dirt in the sky. Sure they land on runways and can be stored in protected hangars, but in its hangar it is all but useless for actual combat. Their domain is above the surface with all of its helpful concealment and cover, thus they should have no ability to fortify whatsoever, to include terrain fortification bonuses. Aircraft don't care if they are flying over a desert, ocean, jungle, or mountain, and are practically speaking equally vulnerable to ground fire from all terrains. However, they absolutely should still be affected by environmental factors. High Gravity worlds need stronger engines, propellers and jet engines don't work if their is no atmosphere, cant fly if your fuel would boil in the extremely high temperatures. I believe the easiest way to implement would be to give all aircraft a permanent but hidden capability trait (boarding, jungle, etc) that gives the inverse bonus/malus of all terrain types from desert all the way to jungle mountains.

Lets take these notes and layout our base unit types with some sample parameters.  - Disclaimer, all values should be subject to change for balance and playtesting, I tutored calculus a decade ago but I am by no means a mathematician

Air Unit Base Types
Base UnitSizeHPSlotsTo Hit ModMax FortArmorAvailable Components
Ultra-Light Air Vehicle721.0-1.510.051.0Unarmored (1.5x)CAP, HCAP, LAC, MBL, LAV, LAA, LAG, FFD, LOG
Light Air Vehicle1201.5-2.520.11.0Unarmored (1.5x)CAP, HCAP, LAC, MAC, MBL, LAV, MAV, LAA, MAA, LAG, MAG, FFD, LOG?
Medium Air Vehicle2402-430.151.0Unarmored (1.5x), Armored (2.0-2.5x)CAP, HCAP, LAC, MAC, HAC, MBL, HB, LAV, MAV, HAV, LAA, MAA, HAA, LAG, MAG, HAG, FFD, LOG?
Heavy Air Vehicle3603-540.21.0Unarmored (1.5x), Armored (2.0-2.5x)CAP, HCAP, LAC, MAC, HAC, MBL, HB, SHB, LAV, MAV, HAV, SHAV, LAA, MAA, HAA, LAG, MAG, HAG, SHAG, FFD, LOG?

Possible Air-to-Ground component attributes
Component NameAbbreviationSizePenetrationDamageShots
Light Air-to-GroundLAG202-32-33-4
Medium Air-to-GroundMAG404-64-62
Heavy Air-to-GroundHAG80881-2
Super-Heavy Air-to-GroundSHAG12010101



So, what does that leave us with. Aircraft would be oversized equivalents to ground units that while they are more difficult to hit, (though with no ability to fortify) they are otherwise very squishy and easy to kill. Honestly, they don't sound too appealing as is with a lot of downsides with only 1 minor upside. We need something more to actually make them interesting and competitive. I think the 2 key features of aircraft should be based on their freedom of movement. First, they ignore the target weighting of elements and formations in Support and Rear Echelon positions and non-combat status. This creates a dynamic of cutting down enemy logistics and HQ, crippling the frontline units ability to fight. While this is already somewhat possible with current breakthrough mechanics, this should be the core feature of aircraft. Second, they can resupply any unit globally, rather than just internal of a specific unit and its parent formations. Not only would this be a huge boon allowing resupply laterally and independently of the normal supply chain, we could also implement a new feature where if an intermediate formation is destroyed, it would cut off the supply chain from higher units to lower ones, which would be more likely with aircraft attacking the backlines. Air logistics would therefore be the only way to resupply the frontlines until reorganization happens. Also opens up an important function of one of my bonus suggestion.

Now for the nitty gritty of how Air-to-Air, Air-to-Ground, and Ground-to-Air combat works. I think it best to implement semi-separate Air Combat phases that precede the Direct combat, Support Fire, Ground AA, and Resupply phases already in place. I don't think we need any additional field positions, the current ones 4 will suffice to more than adequately replicate all IRL combat.

How I propose the Air Combat phase to resolve is as follows:

Direct Air combat
1.) Aircraft in Frontline Attack with AA weapons select an Air element to engage, LAA can target Frontline Attack and Frontline Defense, MAA can target Support, and HAA can target Rear Echelon.
2.) Aircraft in Frontline Attack with AV, B, or AG weapons select a ground element to engage. No position range limitations like AA.
3.) Aircraft in Frontline Defense with AA, CAP or AC weapons select an air element or with AV, B, AG, CAP, or AC select a ground element to engage. Like ground vehicles, frontline defense can still only target other frontline units.
4.) In the regular direct combat phase, Ground based AA in frontline positions can target aircraft with the same range restrictions listed above
5.) All other ground elements can potentially target aircraft with any weapon to simulate attacking grounded aircraft at an airfield.

Air Support
1.) Aircraft in Support of another formation with FFD engage the same target if able with the appropriate weapons. i.e. supporting a ground element in the form of CAS, or if supporting an "Air Scout" with FFD engages the air or ground targets in the form of Fighter Direction or SEAD like missions.
2.) Aircraft in Support of another formation without FFD engage elements targeting the supported formation, range does not matter so can be used as counterbattery fire as well. CAS again or if supporting an air element this could be your fighter escort.
3.) Regular ground and orbital Bombardment support follows

Anti-Air (pretty much just duplicating current AA rules, but adding CAP and AC)
1.) Units with AA, CAP, or AC can engage air-targets which targeted them.
2.) Units with MAA or HAA not directly attacked can engage if they are the parent formation
3.) Units with HAA can engage any air target regardless of parent/daughter formation

Air Resupply (the only Air phase which resolves after the ground part)
1.) Like normal, unit checks parent formation(s) for LVH-LOG or pulls from integral INF-LOGS
2.) If a unit has no more internal LOG or can not pull from higher echelons, it picks a random air unit to draw on.
[Note, I did opt to have all aircraft sizes able to equip LOG components, though easiest implementation of course would just to let ULAV but I have another bonus suggestion below]



In summary
In real life, the defining characteristic of aircraft is their freedom of maneuverability. Their ability to fly over complex terrain that would otherwise halt ground movement, their ability to fly beyond the frontlines to spot and engage the enemy, and using their flight to keep safe distances from the ground making them difficult to hit. However, once they are hit, gravity's everlasting pull will take advantage of even the slightest bit of damage, and all of it comes at a very high logistical cost. We represent these factors in-game by giving them the ignorance of fortification and terrain bonuses, allowing them to engage support and rear echelon units without weighted hinderance, but all at a significant size cost and very low defensive capabilities making them easier to destroy.

I know this suggestion isn't above criticism, I do have concerns myself. #1 What the hell should the 3/4 letter acronym be!?!? I used ULAV above but LAV/MAV/HAV could be confused with Anti-Vehicle, as well another common shorthand for Aircraft being AC which would be confused with Auto-Cannon. Do we just accept another scenario like MSP and MSP (Missile Size Points and Maintenance Supply Points) or try to shoehorn another less-intuitive letter combination? I'm partial to just do AIR or AR for UAIR/LAIR/MAIR/HAIR or ULAR/LAR/MAR/HAR, but my brain just doesn't want to accept it. Could also go along the lines of what I actually fly, the US Army calls its drones UAS, Unmanned Aircraft System, so we could have ULAS/LAS/MAS/HAS.

But more seriously, I can't decide whether Aircraft should utilize Anti-Vehicle and Bombardment weapons separately to engage ground targets or to combine the 2 into a new Air-to-Ground weapon which kinda blends them together. I see merit to both, AG (I think) simplifies coding to not have to worry about the special rules of B in combat when AV lack them. On the other hand separating makes it easier of not needing to make a new weapon type to have to try and balance as well as giving more design and roleplay choices to have AV represent large bore cannons or guided anti-tank weaponry versus general purpose bombs.

With current GSP cost being based solely on components rather than base unit types, we can't really replicate the heightened logistical cost of aircraft besides making them very big tonnage wise. We kinda get it with AA weapons being able to fire a second time in the Anti-air combat phase, but its really just shooting again rather than costing twice as much. Ideally, base unit type should be a partial factor in GSP cost, maybe along the lines of INF-1x, LVH-1.5x, VEH-2x, HVH-2.5x, SHV-4x, UHV-6x, ULAR-2x, LAR-4x, MAR-6x, HAR-8x. I dunno, just spitballing as a precursor bonus suggestion.

The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#, as well may be a P.I.T.A. to code. I do think that what I've suggested is minor enough bend in the rules to keep things interesting and in the same vein as bombardment and counter-battery fire, and GSF mechanics.



But that's pretty much all I got for the main suggestion of ground unit aircraft and how they'd fit. So on to the Bonus Suggestions that semi-correlate to the above new mechanics.

1.) Special Forces Infantry - Being able to directly target Support and Rear Echelon troops without the weighting is a big deal for aircraft, but I don't think it should be completely exclusive to them. I think giving Infantry (and maybe Light vehicles) a capability trait called "Unconventional Warfare" or "Special Operations" or something else along those lines would be pretty neat. Thematically I imagine sneaking in a company or battalion onto a heavily guarded planet with drop pods to try and take out STO units (which tend to be very large and set to Rear Echelon and non-combat) before bringing in your main invasion force. The problem though is even if you made the capability absurdly expensive, whats to stop you from just adding it to all infantry which would be absolutely broken. Realistically, Infantry fighting behind enemy lines are pretty much cut off from the friendly supply chain unless they get an air drop, so I think the best way to dial them back is to give them an exception to the normal resupply mechanics. Infantry with the UW/SO tag would be unable to resupply from LVH-LOG of its parent formations, I'm iffy about INF-LOGS but as they could be given the tag I think it would be fine, but when the formation burns through its INF-LOGS it should only be able to resupply from air logistics. However, this also leaves open the question of how to defend against Special Forces Infantry which leads me into suggestion #...

2.) In addition to the Anti-Air phase, there should be a "Self-Defense" phase that enables ground units with offensive elements in Support or Rear Echelon to retaliate against breakthrough attacks and (if added) Special Forces attacks. This is something that has been brought up before, in that currently in-game it is completely and utterly wasteful to put weapons other than Bombardment or AA in the back line as they will never ever actually shoot. It's not that big a deal mechanically now since the backlines will only ever get attacked when the front is mostly broken and victory is all but inevitable. But if we make the rear vulnerable from aircraft and (possibly) Infantry, we should give them a chance to pucker up and defend themselves. The simple rule would just be ff a unit is attacked while in Support or Rear Echelon, any offensive elements within the unit may target the attackers. I don't think we need to get to crazy with parent formations and supporting units engaging as well, besides the current Anti-Air rules. This opens up massive design considerations of how much weaponry to you allocate to defend your units, or do you forgo it all together to concentrate firepower on the frontlines and much more.

3.) In regards to letting larger vehicles with multiple slots also carry Logistics components. Overall, I'm not a huge fan of LOG units simply disappearing when used up, but changing that up would require its own separate suggestion to rewrite the baseline mechanics. But working with current mechanics I think multiple LOG components as well as mixing LOG and offensive components could be viable and interesting. Similar to bonus suggestion #2, having your rear line units able to defend themselves would be necessary with my mechanics changes, and simply putting a HCAP on a VEH an addition to a LOG component would make that supply factor be more survivable when attacked. However, if we were going to have a Heavy Cargo Aircraft (HAS-4x LOG) it would be incredibly tonnage inefficient for a negligible increase in survivability in comparson to 4x LVH-LOG (560t vs 248t), and if it gets consumed, thats a not insignificant vendarite and wealth cost that disappears with it. In order to make larger vehicle logistics more viable, it give them a scaling effect that decreases their chance to be consumed. Using the example in the original ground combat supply post. We have a combat element which requires 1200 GSP and we have 4 groups of logistics vehicles 3x LVH with 500 GSP Each, 2x VEH with 1000GSP Each, 1x SHV with 1500 GSP and a UHV with 2000 GSP. As per the original mechanics, the first group would consume 2x LVH and a 40% chance of consuming the third. For the 2nd group lets give 2x LOG modules a 10% reduced chance to being consumed, so the First vehicle would have a 10% chance to survive even if all its GSP is "used" (1000/1000x1.1) and the second would have a 22% chance to survive (200/1000x1.1). 3x Log modules could give a 25% bonus so the 1x SHV would have a 100% chance to survive (1200/1500x1.25) and the UHV a 50% bonus for a 90%? chance to survive (1200/2000x1.5) [numbers need tweaking, like I said before, I'm no mathematician]. I think it's a pretty decent trade off if we are considering our supply lines to be more actively be engaged, sacrificing raw total logistical tonnage for better protection and an increased chance to get some "free" supplies as well.

4.) Last Bonus Suggestion, Low Orbit AIrcraft Insertion - This would be the most complex thing to add, but giving air units a capability trait like boarding combat but rather able to launch from troop transports to the surface without drop transport bays. This could be expanded with air units with LOG components increasing the (un)loading rate assisting the ships cargo shuttles. Though this is probably too much coding effort for something thats practically already down with just Drop bays but limiting it to only specific units.



To wrap everything up, we should also consider what we are doing with Ground Support Fighters with their Fighter Pods. In my opinion, I think we could forgo and elliminate the GSF concept all together if we were to add ground air units. Just have fighters follow the same orbital bombardment support mechanics already in place, which are already simplified to apply to fleets as a whole rather than individual GSF's. Orbital Bombardment also becomes more effective when using Airborne FFD units (and possibly Special Forces FFD) to be able to better target Anti-Air or STO units which would have higher chances of being selected for engagement.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 29, 2024, 11:59:26 PM
words

This is quite an effortful post and deserves far more credit than I can give it. As it happens, I shall have to suffice with a simple reply.

I'll not wade too deeply into the mechanics here, and keep my comments to a relatively high level. In short: I like the ideas, but I think it is rather too complex for the fidelity and mechanics of Aurora's ground combat as it currently stands, and I'd prefer to keep that simplicity where possible. Furthermore, I think we can accomplish a lot of this by simply repurposing the existing ground support fighter (GSF) mechanics in terms of targeting, combat, etc. so that we are adding a minimum of new mechanics and rules to the system.

A couple of mechanics notes:
Quote
I believe aircraft should be able to equip CAP, Auto Cannon, and Anti-Air weapons as they are now (might need tweaking to AA weapon parameters), AA components obviously being for use against hostile air units, while CAP and AC would be a sort of dual purpose weapon targeting both air and ground units. For attacking ground targets I am split between giving aircraft access to Anti-Vehicle and Bombardment weapons, or giving them a new Air-to-Ground component that blends the 2 together, again I'll detail out the +/- further in the Air Combat Phase.
Note that GSFs currently have access to LAC, LB, and LAA-like components as fighter pod loadouts, so there's not really a reason to preclude aircraft from using bombardment components.

Quote
Moving on though, non-combat equipment, FFD is a must. It is only the the first and foremost job of aircraft to be a scout/reconnaissance force and to direct friendly fires, from the first scout aircraft of the 1910s, to modern unmanned drones.
Note that FFD only works in a frontline formation, AFAIK, so recon aircraft are limited to organic assets in frontline formations unless we change that mechanic - which we could, but I'd prefer to keep things simple and keep the impact on existing ground unit mechanics minimal.

Quote
we could also implement a new feature where if an intermediate formation is destroyed, it would cut off the supply chain from higher units to lower ones,
This functionality already exists in the game if you use LVH logistics. However, this conflicts with INF logistics managed through the replacements/unit series mechanic, which is population-based and does not depend on the order of battle. I don't think it is worth reworking this mechanic and making it much less convenient in the general case to support this specific case - destruction of headquarters already has enough benefits to be worthwhile, I think.

----

As far as my more general thoughts:
Quote
Air Unit Base Types
Base Unit   
Ultra-Light Air Vehicle
Light Air Vehicle
Medium Air Vehicle
Heavy Air Vehicle

I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.

Quote
Lastly, the first true special rules for aircraft is how they truly do not benefit from the terrain and can not physically dig in fortify their position, because well, there is no dirt in the sky.

Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.

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Now for the nitty gritty of how Air-to-Air, Air-to-Ground, and Ground-to-Air combat works. I think it best to implement semi-separate Air Combat phases that precede the Direct combat, Support Fire, Ground AA, and Resupply phases already in place.

As mentioned, I would simply take the ground support fighter rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Air_to_Ground_Combat) (including the following ground-based AA fire rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Ground-based_AA_Fire)) and paste them onto the new Flight capability. Since those rules are already written out in sufficient detail for discussion purposes, I won't rehash them here.

One simplification here is that, since we can't set orders for ground units in the UI, I would probably use existing mechanics for bombardment and AA targeting to make this work. In short, aircraft formations can be assigned to support frontline formations or left unassigned. In most cases, regardless of assignment they have the same targeting options as HB units (aside from eliminating the target size reduction for support/rear formations, as you stated). The exception would be AA components which fire as AA weapons following the targeting rules for HAA.

This does mean the bombardment components are a tad lackluster since they won't have any special ability making up for their inflated sizes, but I think that's fine as not every component needs to be equally useful in every situation.

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Second, they can resupply any unit globally, rather than just internal of a specific unit and its parent formations.

I would actually prefer to keep the same rules, as this makes it easier to control the flow of supplies. I suppose an alternative would be to have airborne supply distributed last in the resupply order, which would ensure it ends up where it is needed while maintaining the special flavor, but I'm not sure if that mechanic would see a lot of use in practice. Resupply is already a big enough cost that I don't see airborne supply being very cost-effective - and Aurora doesn't really model the kinds of tactical situations where airborne supply is most useful (e.g., formations aren't getting surrounded and cut off tactically, Aurora simply does not model this).

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#1 What the hell should the 3/4 letter acronym be!?!?

I'd settle for an '(A)' following the unit base class abbreviation, e.g., "LVH(A)" or "VEH(A)". Should be easy enough to pick out of a lineup.

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The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#,

This is another major reason why I prefer to work within the existing mechanics as much as possible by treating flight as another capability and repurposing the existing GSF rules. We could keep GSFs as they are but I personally see no reason to, space-to-ground fighters can use regular weapons and rules like everybody else IMHO.

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Again, great post, and I hope this doesn't come across as being overly critical, my goal is really more to look at how we can best mesh new air units with the existing mechanics without upsetting the bucket too much and still get a satisfying flight mechanic that promotes strategic decisions and roleplay openness in equal measure.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on April 30, 2024, 02:43:19 AM
words

This is quite an effortful post and deserves far more credit than I can give it. As it happens, I shall have to suffice with a simple reply.

I'll not wade too deeply into the mechanics here, and keep my comments to a relatively high level. In short: I like the ideas, but I think it is rather too complex for the fidelity and mechanics of Aurora's ground combat as it currently stands, and I'd prefer to keep that simplicity where possible. Furthermore, I think we can accomplish a lot of this by simply repurposing the existing ground support fighter (GSF) mechanics in terms of targeting, combat, etc. so that we are adding a minimum of new mechanics and rules to the system.

A couple of mechanics notes:
Thank you, probably could merit its own individual suggestion thread, but I already had open as just a reply when I first started about ~60 hours ago. And don't worry I got pretty thick skin and after my last effort post forever ago try to reel back on my own abrasiveness. You do bring up some good and valid points, and I think we are both trying to think of the best and most simple ways to do this. I'd say my suggestion is focused more on using existing ground vehicle mechanics with some minor/major tweaks to replicate GSF mechanics, whereas you are trying to mesh GSF mechanics into ground combat. Ultimately its up to Steve to decide which way he wants to go
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Note that GSFs currently have access to LAC, LB, and LAA-like components as fighter pod loadouts, so there's not really a reason to preclude aircraft from using bombardment components.
Yep, I had a lot of the Changelog mechanics posts open for reference while typing everything out. The problem with the bombardment pod is that it is treated as always long range/heavy bombardment, ignoring the mechanics of the short range bombardment weapons, which if we give aircraft access to those will it require extra tuning and coding? ALso GSF also don't have a direct AV equivalent so do you not allow aircraft to equip them and will the range properties of them need to get changed up? Its why I'm partial to creating a new AG component thats a blend of both, but I don't know the code well enough to say which would be easier to adapt and why I listed both options.
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Note that FFD only works in a frontline formation, AFAIK, so recon aircraft are limited to organic assets in frontline formations unless we change that mechanic - which we could, but I'd prefer to keep things simple and keep the impact on existing ground unit mechanics minimal.
I shoulda/coulda/woulda clarified, though this was assumed. It is Forward Fire Direction after all, not Backward Fire Direction.
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This functionality already exists in the game if you use LVH logistics. However, this conflicts with INF logistics managed through the replacements/unit series mechanic, which is population-based and does not depend on the order of battle. I don't think it is worth reworking this mechanic and making it much less convenient in the general case to support this specific case - destruction of headquarters already has enough benefits to be worthwhile, I think.

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Good catch, the replacements strategy was only half way in my mind thinking. Again, in my post in the bonus suggestions, I do have a slight disagreement with how resupply works with units being "consumed". It may be a future effort post topic for a revamp of the system to actually track its supply usage which is already done in some form with combat units tracking their 10 combat cycles before needing resupply.
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As far as my more general thoughts:
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I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.
I'm not opposed to the idea of flight being a capability, I think what you suggest would be far more convoluted to implement as currently all capabilities only affect the To-Hit and Hit Chances when fighting in different terrain/environment (and boarding allowing a new "environment" which is kinda iffy as it only works for offense since all ground units work defensively on board). Adding new mechanics for size/GSP/HP multipliers I would think would be significantly more code intensive rather than adding new Base Unit Types. There's plenty of space in the Ground Unit Design window for 4 more.

-edit, forgot about HP modifier of infantry genetic enhancement. But Size/GSP/Armor constraints still might be an issue
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Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.
Valid points, I could concede on my suggestion for the permanent hidden aircraft capability reducing the terrain factor rather than negating it outright. And while I understand the want to have aircraft protected in hangars able to be fortified, again in headcannons, you may also have to worry about your actual runways being damaged and not all your aircraft being stowed away at the same time. I think its a good trade off with aircraft essentially being glass cannons for all intents and purposes
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As mentioned, I would simply take the ground support fighter rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Air_to_Ground_Combat) (including the following ground-based AA fire rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Ground-based_AA_Fire)) and paste them onto the new Flight capability. Since those rules are already written out in sufficient detail for discussion purposes, I won't rehash them here.

One simplification here is that, since we can't set orders for ground units in the UI, I would probably use existing mechanics for bombardment and AA targeting to make this work. In short, aircraft formations can be assigned to support frontline formations or left unassigned. In most cases, regardless of assignment they have the same targeting options as HB units (aside from eliminating the target size reduction for support/rear formations, as you stated). The exception would be AA components which fire as AA weapons following the targeting rules for HAA.

This does mean the bombardment components are a tad lackluster since they won't have any special ability making up for their inflated sizes, but I think that's fine as not every component needs to be equally useful in every situation.

Like I said above, I had those open for referencing. I do feel like you are kinda repeating what I was proposing though. I probably should have added some more examples in my post. Currently as stands for GSF, they can be assigned to Provide Ground Support to units with fire support as bombardment does, Search and Destroy which just gives them open range on all ground units (though I'm not clear in the wording of the rule saying they can target any formation regardless of position if it factors in positional weighting), or Flak Suppression to directly target ground AA. All of these can be replicated just with the current positional, support, and FFD functions already in place for ground forces. Search and Destroy is the easiest, its just aircraft set to Frontline Attack. Ground support is also simple with setting an air formation to support. Flak suppression is a little tricky, while there are no current mechanics for GU to target specific elements, it can be pretty simply be represented by air units supporting another air unit. If the front-line aircraft are targeted (preferably those equipped with FFD) by surface to Air ordnance, then the supporting unit can engage the attacking units in the same manner as Counter Battery fire mechanics. We also have another function that GSF's lack to simulate Escort Fighters, aircraft with AA weapons supporting air units with AV/B/AG weapons and "counter battering" enemy aircraft targeted your bombers.

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I would actually prefer to keep the same rules, as this makes it easier to control the flow of supplies. I suppose an alternative would be to have airborne supply distributed last in the resupply order, which would ensure it ends up where it is needed while maintaining the special flavor, but I'm not sure if that mechanic would see a lot of use in practice. Resupply is already a big enough cost that I don't see airborne supply being very cost-effective - and Aurora doesn't really model the kinds of tactical situations where airborne supply is most useful (e.g., formations aren't getting surrounded and cut off tactically, Aurora simply does not model this).

I did state that Air logistics should be resolved last vs internal and parent supply draw. Though like you had mentioned above, the replacement unit tactic does kinda negate the benefit of aircraft logistics being able to resupply any formation regardless of hierarchy. Once again, the consumption of whole units as supplies is a bit of a bore.
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#1 What the hell should the 3/4 letter acronym be!?!?

I'd settle for an '(A)' following the unit base class abbreviation, e.g., "LVH(A)" or "VEH(A)". Should be easy enough to pick out of a lineup.
That would be acceptable if flight was a capability trait, though not a fan of it for base unit types.
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The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#,

This is another major reason why I prefer to work within the existing mechanics as much as possible by treating flight as another capability and repurposing the existing GSF rules. We could keep GSFs as they are but I personally see no reason to, space-to-ground fighters can use regular weapons and rules like everybody else IMHO.

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Again, great post, and I hope this doesn't come across as being overly critical, my goal is really more to look at how we can best mesh new air units with the existing mechanics without upsetting the bucket too much and still get a satisfying flight mechanic that promotes strategic decisions and roleplay openness in equal measure.
I do feel like we are both are trying to reach the same goal just from different starting points. We both want to make a dagger, one of us is elongating a knife while the other is shortening a sword. And agreed, GSF's are just a bit too clunky for my taste (which is almost universally agreed on), and while the concept of trans-atmospheric fighters is appealing, I don't think there is a really good way to bridge the very different gameplay mechanics of Naval Combat and Ground Combat. Its best to just let fighters operate under the already existing orbital bombardment mechanics.

The only exception that I think would be pretty fantastic but would actually be a newish, utilize the GSF's ability to not be targeted by STO's with a new order similar to Flak Suppression that specifically targets STO units. That would be fantastic for setting up invasions trying to run fighters in from a carrier to destroy some of the batteries preventing the full scale invasion without the excessive collateral damage and atmospheric dust build up of general orbital bombardment
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 30, 2024, 08:51:46 AM
I wish we could separate the Research Speed game setting into two settings: one for technology research, and the other for component design.

I play with research speed 20%, because I like stretching out the time between tech eras.
But I don't like that it also takes five times as long to design each new component.
Title: Re: Suggestions Thread for v2.4.0
Post by: Pedroig on April 30, 2024, 09:09:07 AM
Wow lots to digest here, in no particular order:

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I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.
I'm not opposed to the idea of flight being a capability, I think what you suggest would be far more convoluted to implement as currently all capabilities only affect the To-Hit and Hit Chances when fighting in different terrain/environment (and boarding allowing a new "environment" which is kinda iffy as it only works for offense since all ground units work defensively on board). Adding new mechanics for size/GSP/HP multipliers I would think would be significantly more code intensive rather than adding new Base Unit Types. There's plenty of space in the Ground Unit Design window for 4 more.

Adding as a capability would seem the easiest, also give Infantry a "Jet Pack" option. 

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Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.
Valid points, I could concede on my suggestion for the permanent hidden aircraft capability reducing the terrain factor rather than negating it outright. And while I understand the want to have aircraft protected in hangars able to be fortified, again in headcannons, you may also have to worry about your actual runways being damaged and not all your aircraft being stowed away at the same time. I think its a good trade off with aircraft essentially being glass cannons for all intents and purposes

Terrain modifiers being ignored or amplified would be most appropriate.  Air units have trouble seeing/attacking folks in dense forest and in caves, pretty easy time for those out in the open.

In order for an airbase to have appreciable fortification, it must cost something.  It's just not the planes, its the ordance, fuel, parts, etc that are about.  At a bare minimum, it should cost TIME to DEPLOY, so they provide nothing to damage output of the unit until X number of ticks, with the X being reliant upon the fortification level.  Overall, these assets should be in the way back with the STO's and have no need for fortification.  For Jump Infantry, they get could get a modifier/perk which ignores this, or reduces it.

There is no practical way of fortifying an airbase in today's world, versus trenchworks, pillboxes, and Hesco walls. (Encircling an airbase with any does little to nothing to protect it from air/arty attack.

One thing that perhaps is being overlooked, why not simply have a tech which allows for pure ground based fighters, which would have a base defense characteristic based upon engine tech, and then an inverse relationship with anything added to it, with LAA and no armour being the baseline of zero, and then an inverse relationship between defense proportional with added/reduced weight.

Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on May 06, 2024, 08:04:18 PM
I've noticed that if an NPR fleet with jump-capable ships gets spooked and flees through a jump point, it will often not make a squadron transit even in cases where I'm pretty sure at least some of the ships could. I don't know if this is a bug or WAI -- I have no idea what factors the NPR code takes into account when deciding when and how to flee, whether to squadron transit, etc. -- but this particular behavior makes it really easy to exploit them (even if you're not trying to) and I feel like some better logic here would be a big improvement.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 07, 2024, 06:31:05 PM
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 08, 2024, 04:45:21 AM
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.

Added for v2.6.