Recent Posts

Pages: [1] 2 3 ... 10
1
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by nuclearslurpee on Today at 07:38:21 PM »
I appreciate the new Fleet Waypoint concept, this is finally a way to issue orders "in place" to a fleet which has been an occasional need for me.
2
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on Today at 07:32:02 PM »
There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.

when you use genetic modification you end up with more then one on a system body and if you already have a bunch of colonies in a system before using genetic modification the new 'Race's' Colonies end up being so far down the line that it makes dragging a ground unit to the new race's colony impossible. maybe having them sort by name instead of creation order would be better?

We already have a system in the Economics window (image below, cropped and edited for size reasons) for displaying this information without an extra layer:



I would suggest:
  • Modify this scheme for the ground forces window to list each population preceded by the system body name (unless both are the same, of course)
  • Follow David's suggestion to sort by system body (perhaps optionally, as this could be toggled as it is in the Economics window).

Under these conditions, the ground forces display might look like:

Code: [Select]
[-] Sol
 |  [-] Earth
 |   |  [+] I. Corps
 |   |  [+] III. Corps
 |   |  [+] VI. Corps
 |  etc.
 |  [-] Luna - Genetic Research Base
 |   |  [+] 192nd Special Guard Brigade
 |  [-] Luna - Tranquility Base
 |   |  [+] Lunar Brigade
 |  [-] Mars - Cydonia
 |   |  [+] II. Corps
 |   |  [+] Martian Brigade
 |  [-] Mercury - Erebor
 |   |  [+] Inner System Brigade
etc.

It looks a little odd at first but would solve the issue without extra layers of information pretty neatly, and it could optionally be toggled if there's any space left in the ground forces UI to add yet another check box.
3
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by David_H_Roarings on Today at 06:39:16 PM »


There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.

when you use genetic modification you end up with more then one on a system body and if you already have a bunch of colonies in a system before using genetic modification the new 'Race's' Colonies end up being so far down the line that it makes dragging a ground unit to the new race's colony impossible. maybe having them sort by name instead of creation order would be better?
4
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Aloriel on Today at 06:36:34 PM »
Wow Steve! Looooove the standing order changes and fleet waypoints! As if 2.6 wasn't already awesome, you just kicked it up a notch! Can't wait!
5
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Today at 05:16:46 PM »
Replenish Standing Orders

The new "LG: Replenish at Colony" standing order will trigger a refuel and resupply from colony order, followed by a load ordnance order. The order will check for colonies with fuel, refuelling capability, supplies and supply capability. It will not check for for the presence of ordnance when the orders are issued, although the ordnance will be loaded if available.

The "LG Replenish Overhaul" order replaces the previous "Refuel, Resupply and Overhaul" order. It will trigger a refuel and resupply from colony order, followed by a load ordnance order, followed by an overhaul order. The order will check for colonies with fuel, refuelling capability, supplies, supply capability and maintenance capability. It will not check for for the presence of ordnance  when the orders are issued, although the ordnance will be loaded if available.
6
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 04:53:48 PM »
On the ground units Order of battle tab, can the hierarchy be: System>SystemBody>Population, Instead of what it is now: System>Population? It would make dragging units from one population to another a lot easier when you have a lot of colones in the same system thanks

There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.
7
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by David_H_Roarings on Today at 04:24:27 PM »
On the ground units Order of battle tab, can the hierarchy be: System>SystemBody>Population, Instead of what it is now: System>Population? It would make dragging units from one population to another a lot easier when you have a lot of colones in the same system thanks
8
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on Today at 02:52:56 PM »
Fleet Waypoints

A Fleet Waypoint is a new waypoint type that is associated with a specific fleet. A fleet can only have one Fleet Waypoint and if a new one is created, the one old disappears. The Fleet Waypoint will also disappear at the point of arrival, if the associated fleet uses a movement order with that waypoint as the destination.

A Fleet Waypoint can be created in several ways.
  • There is a new Create Fleet Waypoint movement order, that will create the waypoint at the selected destination.
  • On the military tab of the Tactical window, selecting a fleet and clicking 'Create Fleet WP' will create a Fleet Waypoint for that fleet at the fleet's current location.
  • On the same military tab of the Tactical Window, 'Set Fleet WP' functions in the same way as Normal WP on the waypoints tab. The cursor changes to a cross and clicking on the map will create a Fleet Waypoint at the clicked location.
  • There is also a 'Create Fleet WP' on the Movement Orders tab of the Fleet Window, although this doesn't immediately update the tactical map.
  • There is a checkbox called 'Set FWP' next to the Add Condition button (see screenshot below). If this is checked when a Condition is created, that condition will be flagged to create a Fleet Waypoint at the fleet's current location when triggered.
"MV: Fleet Waypoint" is a new standing or conditional order that will cause the fleet to move to its associated 'Fleet Waypoint'.

This new functionality provides a number of different options for fleet orders. For example, the fleet in the screenshot below has "MV: Fleet Waypoint" as its first standing order. Most of the time this will not trigger as no Fleet Waypoint will exist. If however, the fleet triggers the Refuel conditional order, that order will generate a Fleet Waypoint. Once the refuel order is completed, the first standing order will be checked and the Fleet will return to the location at which the conditional order was triggered. On arrival, the fleet waypoint will be removed.

Alternatively, a fleet with survey standing orders could add "MV: Fleet Waypoint" standing order after the survey orders, then use a movement order to drop a fleet waypoint at its entry location. Once there are no remaining survey targets, it will move to the fleet waypoint.

The "MV: Fleet Waypoint" standing orders works for multi-system journeys. If a Fleet Waypoint is created on a system body, or by a fleet in orbit of a system body, it will move with that body.

9
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Ghostly on Today at 10:26:14 AM »
I will be adding more standing order options and load ordnance will be included in a 'Replenish' order that is refuel, resupply and load ordnance, plus the Replenish Overhaul order.

I'll move the standings and conditionals into all increments and see how the performance goes.

Diplomacy is tricker, because there are time-related algos, but I agree about the problem. I take advantage myself to sneak through AI systems within the 5-day window :)  I'll look at how easy it is to change.

Agree on the class components. I have changed it to group class components only by summary type, without the intermediate component type. I've updated the post.
http://aurora2.pentarch.org/index.php?topic=13463.msg173389#msg173389

Great to hear, thank you! If all-increment standing orders don't quite work out, having them trigger in 1 or even 5-minute increments would still be great, honestly having the game run all that logic during shorter increments commonly seen in already performance-intensive naval combat would probably be too much. Also really hoping you'll manage to tweak diplomatic events as well.

How will the new standing order templates propagate through to both detaching subfleets and squadrons? I don't actually recall what the current functionality around propagation is though tbh.

That's a great reminder! Truth is, there is none currently, save for the "Divide Fleet into Single Ships" order which does inherit standing and conditional orders in full. I recall writing a wall of text about how great sub-fleets retaining conditional orders will be, this is partially moot given the arrival of standing order templates since manually re-setting them will now be easier, but having all those use cases become possible with sub-fleet standing order retention and a Detach Sub-fleet order is still the dream.
10
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Droll on Today at 10:05:28 AM »
How will the new standing order templates propagate through to both detaching subfleets and squadrons? I don't actually recall what the current functionality around propagation is though tbh.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk