Recent Posts

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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Panopticon on Today at 04:15:41 PM »
I'd be interested in seeing civs build more expensive ships, and be reactive to what is going on in the empire, so if Raiders are popping up, maybe they build a light escort or armed freighter, if your empire is doing a lot of terraforming perhaps building those.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by kks on Today at 03:20:14 PM »
Is there any way to transfer a population to an NPC?
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Kiero on Today at 09:23:42 AM »
Maybe some kind of Cargo / Passangers licence system (that CLS would need to buy), overall (Cargo and Passangers separately) and/or for a specific system?

or
CLS shipyards licence - how many slipways they can have and what ship size they can build?
This one is more complex to predict long therm effects.

That would give CSL some other way of spending money, therefore limit their growth.

Licence would be on overall tonage of CSL for Cargo and Passanger separately and size of a ships allowed in to a system?

Edit: system licence when set up high might result in small high speed luxury passanger ships that would have high cost to produce.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Kiero on Today at 08:46:45 AM »
For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Today at 05:21:18 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?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.
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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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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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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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