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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Today at 04:59:21 AM »
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Yesterday at 07:29:37 PM »
Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂
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Gothic III - Conventional / Re: Gothic III - Comments Thread
« Last post by Garfunkel on Yesterday at 07:27:01 PM »
Those XB upgrades were pretty smart but are you really short of wealth or was it more to speed up the upgrades?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Yesterday at 01:05:42 PM »
Exactly like that!  ;D

Although (IMO) it'd be better if Steve integrated that functionality into the game itself, so we don't have to use a 3rd-party solution.

Maybe build it into the events tab - clicking on an event will let you change the text/background color (as now), and if it does/doesn't cause interrupts.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 12:37:49 PM »
...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.

Like this?
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Geoffroy's 4X project / Re: (Antimatter) 2023-2024 Video Devlog
« Last post by Kiero on Yesterday at 09:35:21 AM »

Also I will be explaining soon the distinction between private ownership and control over organisation's assets which explain even more how these two scope connect.

Space for corruption cooperation I mean.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Yesterday at 08:49:35 AM »
It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Yesterday at 08:02:40 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by vorpal+5 on Yesterday at 08:00:50 AM »
And on the contrary (sorta...) entering overhaul will halt the time interval. Is it that important?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Yesterday at 06:42:34 AM »
The Shore Leave Complete event does not stop auto-turns.
Usually, that is my preference.
Sometimes, though, I am waiting for a ship to complete shore leave before I give further orders.

It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
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