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Posted by: Erik L
« on: May 03, 2008, 02:07:22 AM »

de-stickying.
Posted by: Steve Walmsley
« on: November 03, 2007, 11:42:10 AM »

Quote from: "Pete_Keller"
2 suggestions:

1) On the galactic map, color the "WP Survey not complete" circle and the "jump gates in place" line in "WP Orange" from the system map.  Which will help to reinforce the WP stuff is orange.  (You might want to define the color as a constant then just use the constant, that way if you change your mind, you only have to change 1 color instead of searching for all the places you use it).  This is a low-priority suggestion.

I have changed the number icon showing the number of unexplored WP, the circle showing unexplored WP and the jump gate lines to "WP Orange".

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 11:26:32 AM »

Quote from: "Randy"
Why not HTML encoding of the ship list? That would be real sweet  :wink:

I have never used HTML, but if you tell me how I can take a look at it.

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 11:23:20 AM »

Quote from: "Erik Luken"
On the Ship text export button, maybe give an option to export with BBCode embedded, replacing the dashed lines with
Code: [Select]
[code][/code]
Good idea! I have added a question after you hit the button, allowing the BBcode instead. Here is the first result of that change, using a single cut and paste from the text file to this post:

Code: [Select]
Hugin class Geosurvey Ship    2800 tons     220 Crew     488 BP      TCS 56  TH 100  EM 0
1785 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/3     Damage Control 0-0     PPV 0
Replacement Parts 5    

Nuclear Thermal Engine  (4)    Power 25    Efficiency 0.80    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 96.4 billion km   (625 days at full power)

Geological Survey Sensors (3)   3 Survey Points


[code]Norrk
Posted by: Steve Walmsley
« on: November 03, 2007, 11:14:31 AM »

Quote from: "Laurence"
Add Terraformer Installations to the planetary SM mods page (sorry if I missed a reason why they aren't there posted on the boards).  :)
Quote from: "Randy"
Either include a sector command on the home world, or allow one to be added by the SM...

Both of these have been added to the SM Mods window for v2.4

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 11:05:04 AM »

Quote from: "Erik Luken"
Option in the Commander search by ability to show only unassigned officers.

Added for v2.4

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 10:46:19 AM »

Quote from: "Randy"
Quote
Population and Production -> Shipyard tab: Set the default fleet to Shipyard TG.

Pete

Better - allow us to designate a default fleet for each planet (or shipyard under the new rules). :-)

Once you have more than 1 planet building ships it'll get real annoying for the second one to always be trying to add new ships to the fleet in the first system (or no fleet at all...)

You can set a default fleet for each shipyard in v2.4

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 10:34:06 AM »

Quote from: "Erik Luken"
Put a limit to the distance on the potential colony screen. It's depressing to see a 0.2 cost colony 22,000 AU from the primary :(

I have added an "Exclude Planets over 100 AU" option.

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 10:18:44 AM »

Quote from: "Erik Luken"
Don't show Jump Gate components in the build queue until at least the first level of the construction component is researched.

I have added this to v2.4. A side-effect is that I have added code to restrict which planetary installations can be built, based on tech research. At the moment it is only jump gate components, which are linked to Jump Gate Construction Module 180. However, I could add tech requirements for other installations. For example, I think I will probably add an Improved Command and Control tech, which will be needed before you can build Sector Commands. I probably should link Fighter Factories to Fighter Design too but that will screw up the initial Create Race code.

Steve
Posted by: Steve Walmsley
« on: November 03, 2007, 10:04:56 AM »

Quote from: "Erik Luken"
Move the Geo Status button off the F9 screen. Mining tab of F2 would be nice :)

Its also on the System Map window in v2.3. I have added it to the F2 window for v2.4

Steve
Posted by: Erik L
« on: October 31, 2007, 10:02:47 AM »

Put a limit to the distance on the potential colony screen. It's depressing to see a 0.2 cost colony 22,000 AU from the primary :(
Posted by: Erik L
« on: October 31, 2007, 09:53:33 AM »

Very very low priority.

Have the game on New Game creation, select a random starting year between say 2000 and 2500. Of course, leave the field to be modifyable still.
Posted by: Pete_Keller
« on: October 30, 2007, 08:36:32 AM »

2 suggestions:

1) On the galactic map, color the "WP Survey not complete" circle and the "jump gates in place" line in "WP Orange" from the system map.  Which will help to reinforce the WP stuff is orange.  (You might want to define the color as a constant then just use the constant, that way if you change your mind, you only have to change 1 color instead of searching for all the places you use it).  This is a low-priority suggestion.

2) When a cybernetic team completes it's mission (there are no abandoned items left on the planet), fire an event off.  Also a low-priority suggestion.

Pete
Posted by: Erik L
« on: October 29, 2007, 11:22:26 AM »

Some sort of confirmation if your industrial production order is for more than... 1000 or so...

(I added 20,000 PDCs. That button works great  ;)
Posted by: Brian Neumann
« on: October 27, 2007, 02:57:07 PM »

Some way to limit the duration of an order for ships.  Here is the scenario that I have in mind.  I have a squadron of ships assigned to a forward base near a politically sensitive system.  I want them to be able to train as a squadron and have the admiral and staff aboard the ships.  I also have the mainenance capability on the planet to keep them from running up time on their overhall clock, and to replace spares.  What I would like to be able to do is set up two orders, one for fleet exercises that last 3 months, and one for staying at the planet for 9 months.  Then hit the button that would cycle the two orders.  This way I can have a fleet keep training without constantly having to micromanage the time spent training and at rest while the spares are replaced and the overhaul clock is rolled back.  Currently I would set them to train, have to remember to order them to stop training after a few months, then order them to resume training, ect.  This can be a bit tedious to say the least.

Thanks
Brian