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Posted by: AlStar
« on: Today at 01:23:00 PM »

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.
You bring up good points - I've never fooled around with multi-race or cohabitating with an NPR starts, so didn't consider that.

Maybe just a warning in the log, then? "Ship XXX was fired upon by NEUTRAL alien race! We are currently holding fire as per rules of engagement." (or somesuch.)
Posted by: nuclearslurpee
« on: Today at 12:26:13 PM »

Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"

I like the principle, but I think there's a lot of annoying "edge" cases where this wouldn't work.

Generally there are plenty of roleplay circumstances where you would want relations to remain nominally neutral after firing or being fired upon, which could range from warning shots fired at a scout or survey ship infringing your territory up to a conflict limited to only one or several systems but not a full-scale galactic war. In this case, automatically setting races to Hostile status can lead to some undesired expansion of the conflict, such as:
  • STOs in "non-involved" systems may fire on the now hostile ships.
  • Ground forces on shared bodies in non-involved systems will engage each other.
  • Mines (of the explosive variety) may trigger unexpectedly.
  • Specific to NPRs, but in "warning shot" situations additional unintended fire in other locations, for example from fire controls set to fire at will (e.g., "Oops, there goes the alien diplo ship"), will worsen relations and make it much harder to restore neutrality after firing said warning shots.
Note that shared bodies are particularly relevant in games with multiple player races, but also can be relevant in games with NPRs - particularly in cases with mixed player race and NPR starts in Sol, which is not an uncommon setup.

At the very least, it needs to be a toggled behavior which isn't something we have a lot of in the Aurora UI, and would likely cause just as many issues for the kinds of players who are likely to run into the above scenarios (e.g., NATO vs Soviet, "I shot at their survey ship, why are the Soviets invading Poland?" situations).

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.

P.S. Is this by any chance a suggestion motivated by recent events in the Blue Emu AAR @ Pdox forums? If so, I'd hesitate to draw a lot of conclusions from that experience, as Blue Emu is a great authAAR but really doesn't read the documentation very well and this is far from the first fairly basic error in understanding he's made in that AAR.
Posted by: AlStar
« on: Today at 10:33:11 AM »

Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"
Posted by: Steve Walmsley
« on: May 28, 2024, 09:11:48 AM »

On the Research tab, clicking the Assign New button will cause the project name to be appended with "(N)".

I suggest prepending it to the project name instead, to make it easier to find such projects when the list is long

Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."

(N) moved to the start.

I've also gone through the tech system list and shortened any name that doesn't fit on the Research tab. For example, its now "Max Tracking Time vs Missile...".
Posted by: Steve Walmsley
« on: May 28, 2024, 08:46:21 AM »

I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, I have moved it to first,
Posted by: Jorgen_CAB
« on: May 28, 2024, 08:09:02 AM »

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, it would be best if this option was always first in the list... a bit confusing to have it listed in alphabetical order with everything else.
Posted by: skoormit
« on: May 28, 2024, 07:38:43 AM »

I often have a ship that I want to wait for a period of time, and then execute an order template.

Right now, I must give it a waiting order (move to current location, with an order delay), and then, when the waiting order completes, apply the order template.

It would be nice if, when the Order Delay field contains a non-zero value when applying an order template, that value gets added as a delay to the first order in the template.
Posted by: skoormit
« on: May 28, 2024, 07:26:57 AM »

I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.
Posted by: Steve Walmsley
« on: May 28, 2024, 06:57:02 AM »

Something that I really have wanted in the game for a very long time is the possibility to say double click on a system in the galactic map which then open the system map with that system.

I really want to use the Galaxy Map to orient myself around the world and not have to remember the name of all the systems and selecting them from the drop down list. This really would be a huge improvement in quality of life for me and likely for other people as well.

Currently double clicking on the system opens up the system view. Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Likewise on the "Naval Organization" menu there is a "Select on Map" toggle switch... the issue I have with this is that it is not saved. Please make this toggle stick when I select it.

The best solution would likely be to add the same toggle to the "System View" menu as you have in the "Naval Organization" menu and make them stick when selected so it is automatically selected if you close the window if you selected it previously.

Both of these things would be a huge improvement for the navigation between windows for me.

I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909
Posted by: skoormit
« on: May 28, 2024, 06:41:18 AM »

...Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Or perhaps make it so that ctrl-click (or ctrl-doubleclick) focuses the System Map rather than opening the System view.
Posted by: Jorgen_CAB
« on: May 28, 2024, 05:40:26 AM »

Something that I really have wanted in the game for a very long time is the possibility to say double click on a system in the galactic map which then open the system map with that system.

I really want to use the Galaxy Map to orient myself around the world and not have to remember the name of all the systems and selecting them from the drop down list. This really would be a huge improvement in quality of life for me and likely for other people as well.

Currently double clicking on the system opens up the system view. Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Likewise on the "Naval Organization" menu there is a "Select on Map" toggle switch... the issue I have with this is that it is not saved. Please make this toggle stick when I select it.

The best solution would likely be to add the same toggle to the "System View" menu as you have in the "Naval Organization" menu and make them stick when selected so it is automatically selected if you close the window if you selected it previously.

Both of these things would be a huge improvement for the navigation between windows for me.
Posted by: nuclearslurpee
« on: May 27, 2024, 08:00:04 PM »

If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.

I think the last time this came up, the issue raised was how to configure the civilian AI so that the freighters aren't constantly running off to random rocks to pick up 25 tons of vendarite when you'd prefer them to ship 12,000 tons of gallicite from some important colony instead. One suggestion I made at the time was to give civilians a dedicated class of mineral haulers which are just small shuttles (say 5,000 tons capacity) instead of big hulking freighters, however this conflicts with the general trend to use larger ship types to reduce pathfinding/detection slowdown.

With the new colonist transport code, maybe something similar could be added for mineral shipping to resolve this, e.g., the payout for a mineral shipment is scaled by the fraction of the ship's hold that is filled, so civilians will only prefer to pick up minerals if there's enough of them to make a real profit.
Posted by: Kristover
« on: May 27, 2024, 07:50:03 PM »

If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.
Posted by: nuclearslurpee
« on: May 27, 2024, 10:41:31 AM »

QOL Suggestion:

Naval Organization window, Fleet -> Movement Orders tab
Double clicking any order in the list of the fleet's current orders should remove all orders after that one (perhaps with a confirmation prompt).


Sometimes I need to trim a long list of orders back to a specific point.
Repeatedly clicking the Remove Last button is the only way to do it currently.
Sometimes that's a LOT of clicks, and sometimes a user overclicks and then has to re-create the unintentionally removed orders.

Seconded as I actually run into this issue often when I repeat a set of orders many times and find I miscounted or the conditions changed.
Posted by: Steve Walmsley
« on: May 27, 2024, 09:59:57 AM »

Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.

Added for v2.6.