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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post 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 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.)

I've been enjoying his AAR, but haven't read it in the last week or so; if he managed to get shot by filthy neutrals, then he's just another in the pile - I was actually reacting to a recent Reddit post.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post 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.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post 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?"
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General Discussion / Re: Removing commanders
« Last post by vorpal+5 on Today at 03:13:44 AM »
Perhaps a checkbox before the ship name would make you jump to the commander?
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General Discussion / Re: Removing commanders
« Last post by Kiero on Today at 02:17:35 AM »
On the bottom right you can search for commanders by their skills.
So you can limit your search to LCDR's and pick an ability for that specific position on a ship.

But yes searching for commanders should be audited  ;D
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General Discussion / Re: Removing commanders
« Last post by vorpal+5 on Yesterday at 11:44:51 PM »
And how do I know who is commanding what?
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General Discussion / Re: Removing commanders
« Last post by Kiero on Yesterday at 01:13:59 PM »
Can't you just retire him or her?

They will disappear after the game load.
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General Discussion / Removing commanders
« Last post by vorpal+5 on Yesterday at 11:29:28 AM »
What would be the best way to remove these commanders?
The problem is that I find no way to focus the left tree on the commander to remove.

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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by serger on Yesterday at 05:58:11 AM »
Hal Clement's Cycle of Fire, cool. :)
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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Droll on May 28, 2024, 01:08:02 PM »
I know this is sort of a lend them a hand, lose the entire arm situation I'm causing here, but it would be nice if the tactical view option (esp. the "Open Tactical Map" one) somehow was differentiated visually. Even simply forcing Open Tactical Map to be always on the top of the list would be very nice. I can see it getting buried in systems with a lot of fleets.

The above was mentioned and remedied in the suggestions thread.
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