Not sure if this is what you meant by this (as some on the Discord think), and I'm sure some of this stuff will already be fixed simply by the code rewrite, but:
- Missile Tracking Bonus doesn't work at all.
sounds like something I would fix right away i'm leaving this broken for now, to match Aurora 7.1.
- PD not firing within first tick of missile launch (ie. at point blank)
sounds like an order of operations thing, but it sounds annoying, I'll see what I can do low priority to change this fixed
- Docked ships calculate deployment time based on time since launch from hangar, letting hangars essentially reset morale clock instantly.
sounds like a missing check for recreational modules? I just saw
http://aurora2.pentarch.org/index.php?topic=4819.msg48844;topicseen#msg48844 Leaving as-is for now until I gather more info.
- PDCs and Orbitals are not scrappable via industry, only shipyard. PDCs can be refitted, but Orbitals can't. Which means your Orbital is stuck as it is until you can get a shipyard large enough to accommodate. This is not really practical when Orbitals are frequently >1mton. You're also stuck with PDCs where they are forever as well, even if you can keep them up to date.
I'll keep this in mind. Would like to know why it is currently this way.
- PDCs also can't store MSP at all. This means they can't repair docked ships (which may be a design choice), but it also means they can't Damage Control themselves either. Since PDCs can't be repaired via industry either, this means repairing PDCs is essentially impossible.
No DC or repair sounds super annoying, and doesn't make sense. My guess is it's just more development time that never made it to the top of the list? Unfortunately not something I would change right away, in interest of saving time
- The Tractor Train bug - Ship A tractoring Ship B tractoring Ship C makes the whole thing ignore Ship C's mass when calculating speed. Same with Ship C and D and E... This means that you can have two FACs with tractor beams pull a multi megaton station around at thousands of km/s.
Will fix this one the minute I get to this fleet order, and sounds like an easy fixIt doesn't appear that A4X intends to support tractor trains, unfortunately. In Q4X I've made it so that trains should be impossible to create.
- Tug Fuel bug - Tugs use fuel when attached as if they were not. This means that when a tug loses 95% of it's speed due to pulling a giant station around, it will also use 95% less fuel as if it's throttle was set to 5%, when it should be at 100%.
Will fix as soon as i get to tugs, and sounds easy Fixed!
- A few problems encountered when ships have zero fuel capacity, like PDCs and Orbitals without any fuel tanks. Specifically anything related to them moving around.
Will keep in mind.
- Ships restocking crew losses will sometimes pick up too much crew, resulting in life support failures. This problem has proven impossible to fix without deleting and respawning the ship.
Will fix / prevent as soon as I get to this point, and sounds easy to fix
- Releasing a shipyard from a tug while away from a colony = very bad juju. Shipyards should be able to exist away from colonies (even if they can't work), and also be picked up and moved again later.
Will fix as soon as I get to this point From the database structure in A4X, it's clear that shipyards aren't intended to be released in space. In Q4X, I've made it impossible to release a shipyard anywhere other than at a friendly population. Shipyards are destroyed if their tug is destroyed.
- Related to the "slow missile flying backwards" bug,
Will fix, and sounds funny, can't wait to see this
- two-stage missiles seem to calculate the release point based on the distance to intercept point, but the intercept point seems to be based on the carrier stage speed and time on target. This means that if your carrier stage is very slow and a fast ship is the target, then the intercept point could be a lot closer than the separation distance, resulting in some really dodgy separation windows (like a 20mkm terminal stage with a 18mkm separation distance separating 140mkm away from the target).
- Will try to fix if at all possible!
- More annoyance than bug: opening the component design window without having any levels in all the Active Sensor techs throws an error at you that you don't have the required tech (because Active Sensors are the default option).
Oh that got annoying real quick. Already changed, this is how it works now:
- Not being able to queue the next level of the tech that your scientist is working on eg. queuing Mining 14 immediately after Mining 12 for the same scientist. You have to queue another tech first, then either wait for that tech to finish, or cancel the research and put the one you want in, losing any other queued techs in the process. Related: Not being able to switch out the current research without cancelling the entire job, which means losing your research queue for that scientist.
nice to have but will delay for now
- Planets with Ruins do not have Relics available as an export good for Civ shipping.
nice to have but will delay for now (and need to research it more)
- Not being able to flag a colony as "not for population use", resulting in civs shipping colonists to that 0-cost colony you just created... on the enemy homeworld so you could land your invasion force.
sounds like an easy fix to the civ ai, when i get to that point
- Being unable to manually set colony categories. Especially egregious for orbital mining colonies, which are considered "other colonies" by the game.
has bothered me too, but will delay for now
- Automated Assignments will auto-assign Leaders (which is great!). It will also fire anyone without a job for 6 years, and anyone over 65 without a job. This is crippling when you're just starting to build your navy and just DON'T HAVE enough ships to give them all jobs, but have too many ships to allocate officers manually, resulting in mass layoffs (or many, many lost officers gathered from before you started building a navy). Even worse: This will can scientists as well! That 65% PP guy you have a break to because you needed all labs on a different project? Retired now!
probably won't change, but we'll see
- No ability to pick up POWs from your colonies once dropped off (or do anything else to them for that matter).
will research further when i get to this point
- SM Jump Points: While the buttons all work, a lot of the Jump Point modifications done via SM don't update the displayed JP information unless you press other buttons (like linking a JP doesn't show that link unless you press
"enter/explore JP" afterwards.
might actually be a non-issue already but either way my philosophy is to make the refresh button irrelevant. I want every window to be correct at every point in time. Currently, the refresh button is still often necessary but that's because the program is still rapidly growing. Implementing magical auto refresh will be a phase down the road. Most likely i will just have every user input trigger the global refresh since it's so fast anyway, with optimizations here and there for any noticeable UI lag (F9 is probably the only window with any noticeable UI lag). You can already see how fast Refresh All is, all the animations I post have a global UI refresh after every frame.
- There's a HW Minerals button that runs the HW mineral generation process, there's an ALL Minerals button that rerolls the entire system, but there's no "This Body" button that rerolls just that one planet naturally. I would request this button.
That struck me as odd. will most likely add since it's useful for testing, its very easy to add, and there's room for it This has been added, the button is called SB Minerals
Thanks for the input! For any new input just keep in mind that nice-to-haves will be put on the back burner. Changes that reduce workload AND prevent future bugginess are the juicy ones I'm looking for, like the elimination of auto-colonies.
Edit: might be changing some responses as more information becomes available to me. I'll mark edits with
strikethrough. Not going to bother with any sort of official organization for now since I'm in creation mode and these are just things I'm keeping in mind