Posted 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.
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?
...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.
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.)
Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.
I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.
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.