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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 06:47:59 AM »
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.

This is a great point.
Though perhaps the behavior should remain as it is now (loading colonists immediately, rather than waiting for a destination) if an empire only has one race.
As soon as an empire is home to two different races, the colony ships should wait to load until they know which race they will need to deliver.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on Today at 06:43:44 AM »
"Show Next Tech" checkbox does not affect the Engine Power dropdown.

On the Create Research Project window, with Engines selected as the type, there are five further dropdowns:

Engine Tech
Engine Power
Fuel Consumption
Thermal Reduction
Engine Size

My current tech is:
Nuclear Pulse
40%-200%
0.8LEPH
50% Thermal
60HS max

When I tick the Show Next Tech checkbox, the dropdown lists repopulate with the options that will become available when I complete the next associated tech.
Except for Engine Power, which still only has the options from 40% to 200%.

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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by ISN on Yesterday at 06:46:02 PM »
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.
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C# Bug Reports / Re: Typo Thread bugs
« Last post by ISN on Yesterday at 04:50:22 PM »
Not a typo strictly speaking but the United States name theme contains "Unavailable" as a last name, which I'm assuming is a mistake.
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C# Suggestions / I'm curious about something ... (material for improvement?)
« Last post by vorpal+5 on Yesterday at 12:26:05 AM »
It's "Fleet Range." At the top level, you see the total fuel in your fleet and the distance of all move orders. However, the information that's missing is the overall range the fleet could travel. To find this out, you currently have to expand the ship tree and check the range of each individual ship.

Admittedly, one reason for this might be the ability to transfer fuel within the fleet. But without considering fuel transfer, the current interface requires constant checking of individual ships to get an idea of the fleet's range.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on April 26, 2024, 11:43:56 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.
You can already do this. Give the order for overhaul and add "join fleet" after it.

That will cause the fleet to join the target only after the overhaul is complete.
I want the fleet to join the target immediately upon starting the overhaul.
(I'm trying to reduce fleet list bloat.)
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on April 26, 2024, 05:32:00 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.
You can already do this. Give the order for overhaul and add "join fleet" after it.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on April 25, 2024, 09:43:04 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.
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General Discussion / Re: How to reduce micro-managing with Grav surveys?
« Last post by skoormit on April 24, 2024, 03:19:05 PM »
Enter system.
With the fleet selected on the Naval Window, click the Launch All button.
Select the new "Strikegroup" fleet.
Configure the standing orders for this fleet that you want to apply to your survey ships.
Give an order to "Divide Fleet into Single Ships", targeting the JP that the fleet is sitting on.
Advance time 5 seconds. The fleet divides into single ships, each with a copy of the standing orders you configured.
Advance time as normal with an increment of at least 1 hour (I think? Maybe has to be 3 hours) for the ships to apply their standing orders.
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General Discussion / Re: How to reduce micro-managing with Grav surveys?
« Last post by AlStar on April 24, 2024, 03:02:43 PM »
If you're determined to use shuttles/fighters for surveying, I think you're pretty much SoL as far as reducing clicks, unfortunately.

The most hands-off survey ships are full-out exploration ships - massive fuel tanks and maintenance supplies with both sets of sensors. You give them a standing order to explore the next 3 points of interest, give secondary orders to make sure they return to base when low on fuel or over their deployment counter, then all you need to do is move them around whenever they run out of things to scan and you pop them through the next unexplored JP and let them do it all again.
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