Author Topic: C# Suggestions  (Read 271260 times)

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Offline xenoscepter

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Re: C# Suggestions
« Reply #885 on: July 25, 2020, 07:21:39 AM »
That's already been implemented via Rescue Shuttles. Also, the deliberate allocation of superfluous Spare Berths has been removed from C#, a feature I would sorely like back...

Thus, Ship A and Ship B will seldom if ever have enough spare room to store survivors. Instead, Cryo Berths are used for that purpose. Which kinda sucks... since it would be nice if we could integrated rescued crew, or daresay even commanders, into ships that had suffered casualties.

Also, being able to build out some extra Crew Quarters to stave off Life Support failure on account of battle damaged Crew Quarters would be nice. :)
 

Offline esavier

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Re: C# Suggestions
« Reply #886 on: July 25, 2020, 06:32:50 PM »
That's already been implemented via Rescue Shuttles. Also, the deliberate allocation of superfluous Spare Berths has been removed from C#, a feature I would sorely like back...

Thus, Ship A and Ship B will seldom if ever have enough spare room to store survivors. Instead, Cryo Berths are used for that purpose. Which kinda sucks... since it would be nice if we could integrated rescued crew, or daresay even commanders, into ships that had suffered casualties.

Also, being able to build out some extra Crew Quarters to stave off Life Support failure on account of battle damaged Crew Quarters would be nice. :)

I may have wrote what i meant incorrectly,
This is small ship that is ment to help both in boarding and rescue situations:
Code: [Select]
Byzantium class Pinnace      6'935 tons       79 Crew       1'027.6 BP       TCS 139    TH 330    EM 0
4758 km/s      Armour 6-32       Shields 0-0       HTK 33      Sensors 32/32/0/0      DCR 4      PPV 0
Maint Life 17.54 Years     MSP 8'370    AFR 96%    IFR 1.3%    1YR 51    5YR 771    Max Repair 136.125 MSP
Troop Capacity 1'000 tons     Boarding Capable    Cryogenic Berths 1'000    Cargo Shuttle Multiplier 5   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 96 months    Morale Check Required   

MD SCAM S0750 E0330 x055-025 TR50  (2)    Power 660    Fuel Use 4.58%    Signature 165.0    Explosion 5%
Fuel Capacity 150'000 Litres    Range 85 billion km (206 days at full power)

ASS-60-32 E4 R0050 S0050  = 0024M (1)     GPS 60     Range 24.7m km    MCR 2.2m km    Resolution 1
ASS-60-32 E4 R5000 S0050  = 0114M (1)     GPS 6000     Range 114.7m km    Resolution 100
TH-32 E5 S0050 [4/14/44] (1)     Sensitivity 32     Detect Sig Strength 1000:  44.7m km
EM-32 E5 S0050 [4/14/44] (1)     Sensitivity 32     Detect Sig Strength 1000:  44.7m km

This design is classed as a Military Vessel for maintenance purposes
now having 8 ships of that class in my temporary hospital fleet, i rescued around ~4000 survivors, but those are split between first two ships in the fleet. having them overcrowded while there is still spare space on another ships.

Still, sharing and refilling crew would be also a nice one to have.
 
The following users thanked this post: QuakeIV, mike2R, Dreadder

Offline Barkhorn

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Re: C# Suggestions
« Reply #887 on: July 25, 2020, 09:55:08 PM »
Maybe there's already a way to do this and I'm just missing it, but I would love a way to create a research project straight from a prototype.
 

Offline xenoscepter

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Re: C# Suggestions
« Reply #888 on: July 25, 2020, 10:00:39 PM »
The fix for rescue shuttles has been implemented in v1.12.0, the fix is not live yet.
 

Offline Froggiest1982

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Re: C# Suggestions
« Reply #889 on: July 26, 2020, 02:50:49 AM »
Maybe there's already a way to do this and I'm just missing it, but I would love a way to create a research project straight from a prototype.

Click on the prototype component under the design window, on the bottom right a new button called reasearch proto should appear. Once clicked just go under the research tab and research the component. It will be there then.

Offline esavier

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Re: C# Suggestions
« Reply #890 on: July 26, 2020, 09:36:20 PM »
* Delivering survivors to a race's controlled planet should yield diplomatic points,
* Ships containing diplomacy module should be exemp from penalties of being in restricted system, (diplomacy module should be able to stay in restricted sysyem)
 

Offline esavier

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Re: C# Suggestions
« Reply #891 on: July 26, 2020, 11:38:16 PM »
multiple tugs should contribute to  hauling speed
( right now tug fleets are counterproductive )
 

Offline esavier

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Re: C# Suggestions
« Reply #892 on: July 26, 2020, 11:41:22 PM »
* there should be reverse filter in event window, working similary to "grep", i.e. you want messages only on specific topics (right now we can specify only one topic to listen to)
* there should be possibility to allow player to check what event to pause on
 

Offline Froggiest1982

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Re: C# Suggestions
« Reply #893 on: July 26, 2020, 11:59:53 PM »
* there should be possibility to allow player to check what event to pause on

There is already an approved mod for this

Online Andrew

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Re: C# Suggestions
« Reply #894 on: July 27, 2020, 05:29:46 AM »
Auto-delete Empty fleets.
A button to remove all empty fleets in the same way all empty colonies can be removed. Because when 80 fighters have been killed by close range beam and missile fire as they are damaged and drop out of formation they spawn a fleet each and then when they die that empty fleet remains and they clutter the fleet list a lot and need individual deleting
 

Offline mike2R

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Re: C# Suggestions
« Reply #895 on: July 27, 2020, 07:35:05 AM »
* Ships containing diplomacy module should be exemp from penalties of being in restricted system, (diplomacy module should be able to stay in restricted sysyem)

I believe there is a mechanic for allowing a diplo ship in a restricted system - from here http://aurora2.pentarch.org/index.php?topic=8495.msg118318#msg118318

Quote
NPRs deduct 10,000 tons from the tonnage of one Diplomatic Ship (see Part 8) per system for threat purposes if that class type has never fired weapons and the Diplomatic Ship is in a non-Core system. If the NPR only has one system, it is not treated as core for this purpose.
 

Offline Black

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Re: C# Suggestions
« Reply #896 on: July 27, 2020, 02:22:27 PM »
Something came to me as I was starting new game. We are near the default starting year of Aurora with no TN minerals in sight. Maybe Steve should set new default starting year, that is farther in the future.  ;D
 

Offline Barkhorn

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Re: C# Suggestions
« Reply #897 on: July 30, 2020, 10:45:52 PM »
I'm loving the new prototypes feature, but I think it could be even better.  I'd like to be able to create research projects for parts I don't have the tech for.  Currently, if you make a prototype using tech you don't have, like a twin gauss turret when you haven't researched the gun yet or an engine with fuel use 0.5 when you're only at 0.6, the part has (FP) next to it in the class design window, and the button to make a research project from it is hidden.  Even when you finish the necessary techs, that button never reappears.
 

Offline Froggiest1982

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Re: C# Suggestions
« Reply #898 on: July 30, 2020, 11:37:45 PM »
I'm loving the new prototypes feature, but I think it could be even better.  I'd like to be able to create research projects for parts I don't have the tech for.  Currently, if you make a prototype using tech you don't have, like a twin gauss turret when you haven't researched the gun yet or an engine with fuel use 0.5 when you're only at 0.6, the part has (FP) next to it in the class design window, and the button to make a research project from it is hidden.  Even when you finish the necessary techs, that button never reappears.

I am not sure you can prototype it, but there is a flag to see the next available tech though...

Offline Barkhorn

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Re: C# Suggestions
« Reply #899 on: July 30, 2020, 11:44:27 PM »
You CAN prototype it, I just did it.  I'm saying you can't create a research project from it even once you have the requisite techs.  The button never appears, so you have to design that part again.  Maybe it's incomplete or not working as intended.