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Posted by: hostergaard
« on: October 21, 2021, 12:14:18 PM »

Ups, meant to post it in the suggestion threat, I guess I clicked the wrong threat and did not notice haha
Posted by: Garfunkel
« on: October 21, 2021, 06:33:49 AM »

You should copy & paste this into the Suggestions sub-forum and thread.
Posted by: hostergaard
« on: October 21, 2021, 06:24:54 AM »

I really liked being able to subsidize civilian corporations as I enjoyed having a significant civilian sector. I hope it will return, my suggestion is related to that. Generally speaking I would enjoy seeing a more active and civilian sector able to handle various tasks automatically.


Suggestion: ability to subsidize the creation of civilian mining colonies.

One way would be to pay a given cost to have on created on a body immediately, but that might be too powerfull, instead I suggest that the player should be able to select a body in the system view screen and put a chosen amount of wealth on that body (without creating a colony or anything). This then affects the chance of a mining colony being established on the body, giving it a bonus depending on the wealth placed there. The player can add and remove the wealth as they please, but when a civilian colony is created that money disappears as it is paid out to the mining corporation established.  Similarly, one could consider being able to subsidize the expansion of mining colonies in a similar manner.


Suggestion: Civilian whatever

Generally speaking, there is a high level of entry to this game, and there is also people who enjoy them. To ease that and enable people to focus on parts they prefer, and also making larger empire management easier, make automated civilian solutions a thing so people can select what aspects they want to personally solve and work on and what they want the game to take care of.  It should not be too difficult as there is already a basis for it in the game, with how civilian mining colonies are created with armies, and you can generate ship design and armies at game start. To expand:


- Civilian security/Private armies

Simply like the armies generated for the mining colonies, a player can elect, for a wealth cost, to have civilian armies generated on the planet to take care of defending the planet and policing it. Of course, they are not so finely tuned as a player designed army could be, but at least you don't have to learn the system in its entirety to make viable armies. In the simplest form it could be a checkbox at the beginning in the game that decide for the entire empire that you can uncheck at any time, a checkbox for each colony under the ground units that decide if has a private army.


The exact details of balancing it of course needs to be tested. Fx, the armies don't just appear or disappear immediately but take some time to do so and while costing wealth to simulate time to hire/train/transport individuals. Perhaps there would be some mineral requirements. They player could let the game completely generate armies on their own, or you could give them an option to decide certain aspect on their own like, size, police strength, what they should be able to defend against, etc.

Or perhaps more simple, private security companies could generate various armies of different sizes according to colony size. Possibly then you could ship private armies from populated colonies to unpopulated colonies if necessary.

- Civilian Fleets

Similarly civilian fleets could be generated tough likely with both wealth and mineral costs. The level of control the player have needs to be balanced, either by selection on game start, trough science or the same. Furthermore, how much the player can control the design and at what granularity would have to be figured out, but basically its so new players can have the option of just generating fleets that work more like NPR fleets that works for the player. However, it can enable roleplaying and give the ability for the player to design empires with more interesting government types. An interesting consequence would be that privateer fleets could be generated, basically independent fleets, with no or little colonies, that can be given letters of marquee to raid enemies of civilisations. Or just good old pirate ships :D Tough, of course, a checkbox to generate such things or should be there at game creation like the spawning of civilian fuel harvesters.

--Civilian defence bases (or rather, civilian PPV)

More or less extension of the previous suggestion, but limited to creating fleets for defensive purposes of a planet/system to fulfil PPV. So probably just bases of various kinds.

- Civilian designed ships

Again to make things easier for new players who wants to make their own fleet, but not yet delve into designing ships, this is more of a functionally thing, they can have ship design be automatically generate classes of ships with current technology. And again, at various level of granularity ranging from, generate cruiser, to ant-ship destroyer to more exact specification like ship size, engangement range and so on.

- Civilian racial tech

I remembered I made a similar suggestion once, so I found the link here:

http://aurora2.pentarch.org/index.php?topic=9630.msg103714#msg103714

- Investing in Civilian companies

This more for roleplaying sake than anything, let be able to buy stocks in the companies. Owning a company completely would give you all of its profits, and costs. This way, players with communist civilisation could use the system, but not have it conflict with their roleplaying. Then its more civilian iniatives rather than companies.

- Civilian government of planets

The idea for me at first was roleplay, its a common trope for galactic civilisations to have planets sold or governed by private companies. So you could offload various responsibilities to a civilian government, ranging from specific responsibilities like constructions to everything like armies, PPV fleets and so on. You could set various targets for them to meet at various level of granularity, say, pop size, construction ability and so on and they will try to meet them with the recourses available. One could expand this to also be defined on a system and sector basis

- Subject Empires

At this point if you have entire, planets systems and sectors be civilian controlled with civilian armies and fleets, you are reaching a point where they are basically non-player vasal empires. So why not give the player ability to make them independed actual vasals empires if they so choose. The level of independence could of course be defined of various level of granularity, from near independed paying a tite of wealth and minerals possibly, to near integrated where they player can direct colonies, armies and fleets more or less as they please. This would also allow you to concur enemy races as have them become vasals instead of being completely destroyed.
Posted by: Droll
« on: June 17, 2020, 09:19:33 PM »

So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.

No, the advanced spoilers are disabled.

EDIT: Might it be because I checked the option to 'Generate New Races and NPRs" at the start of the game that a race generated despite putting the number of Non-Player races to 0?

The edit doesn't explain the fact that your crab friends are spontaneously combusting. If you still have the DB it might be interesting to look at because I've got no clue why their homeworld is a graveyard. You might try SM building a ship with sensors to see if there are any contacts above their homeworld.
Posted by: Borealis4x
« on: June 10, 2020, 11:19:23 AM »

So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.

No, the advanced spoilers are disabled.

EDIT: Might it be because I checked the option to 'Generate New Races and NPRs" at the start of the game that a race generated despite putting the number of Non-Player races to 0?
Posted by: Droll
« on: June 10, 2020, 05:58:03 AM »

So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?

Do you have any form of advanced spoilers enabled and how into the game are you? Do any of your ships have fire controls set to fire without targets?

50 Light years does not mean 50 jumps im pretty sure.
Posted by: Borealis4x
« on: June 10, 2020, 02:05:10 AM »

So I encountered a bunch of crab people just outside Sol, and they seem pretty advanced with their ships going over 6000 km/s. They parked at Mercury and are now slowing my game to a halt by making it go at 5 second intervals cuz they're supposedly firing at me. Only problem is they aren't, they're just sitting there. Menacingly....

How do I get my game to speed back up?

EDIT:
I think their engines are exploding from lack of maintenance. I occasionally see nuclear explosions going off in their fleet. Maybe I can just wait it out...

EDITEDIT: Its very strange; first of all I made it so no random NPRs would spawn in the first place and second of all I made it so the closest would spawn 50 light years away (which I assume means 50 jumps away). Yet here are these super-advanced aliens with a huge navy right at my doorstep. They don't seem like Ancient Threats or whatever. They certainly aren't Precursors and the Reaper-things aren't turned on. I think the game is punishing me for increasing the amount of minerals on Sol by 1000%...

EDITEDITEDIT: I turned on SM to look at their home system, and there are so many wrecks above what I assume to be their home world that they can't all fit on screen. I assume they are freshly killed cuz life pods are still alive. Wtf is going on?
Posted by: Jorgen_CAB
« on: June 09, 2020, 03:52:36 PM »

I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.

Ehhhh, that's kinda smeg. Unit in training should automatically take a break to refuel, resupply and have a shore-leave if they are above a planet that can support them. There is no reason the player should have to manually take them out of the training Admin whenever they complain about deployment times or maintenance equipment.

Honestly, there should also be a standing order for the ship telling it to take a shore leave until moral is restored when it exceeds deployment.

And I full agree with this... I sort of complained about this to Steve too when he announced the feature and that it would be a bit too much micro management otherwise. I actually do think it is too much micromanagement and I simply have not used training admins all that much. Since I tend to have 6-12 month deployment on most capital ships I have to switch them out and in too often and overhaul them to bother with it.
Posted by: Borealis4x
« on: June 09, 2020, 12:14:39 AM »

I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.

Ehhhh, that's kinda smeg. Unit in training should automatically take a break to refuel, resupply and have a shore-leave if they are above a planet that can support them. There is no reason the player should have to manually take them out of the training Admin whenever they complain about deployment times or maintenance equipment.

Honestly, there should also be a standing order for the ship telling it to take a shore leave until moral is restored when it exceeds deployment.
Posted by: Jorgen_CAB
« on: June 08, 2020, 03:35:07 PM »

I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.


Putting your ships in a training admin does not mean they consume MSP... the effect if that the maintenance clock and deployment clock goes twice as fast. I think they also burn some fuel even if they stand still. This mean that you will have to tale them of training after a while and overhaul the fleet and give the crew some RnR.

While the ship is training they don't get any benefit of maintenance facilities and you can't overhaul them, you need to take the fleet into a different admin command to do any of that or benefit from maintenance facilities.

It really is as simple as that.
Posted by: UberWaffe
« on: June 08, 2020, 02:52:44 PM »

I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.
From my own mucking about with training, it appears that training always consumes MSP (and fuel) even while in orbit of a planet with maintenance depots.

After a while of training (in orbit of my planet with maintenance depots) the fleet will complain about deployment times, MSP will be below max, and fuel will be below max (despite not being ordered to 'move' anywhere).
I'm pretty sure this is because the fleet is carrying out maneuvers and mock combat for training.

I have not tried training on fighters. But I assume the same applies.

Off-Topic: show

30 days ago that fighter pilot was told to start training. His fuel tanks are nothing but fumes, his engine is on fire, there are a bunch of blaring lights, and the muck in the cockpit has spawned at least 3 new virulent diseases.
But he hasn't received the order to stop training yet, and come hell or high water, he is going to complete his 745th barrel roll.
Posted by: Borealis4x
« on: June 08, 2020, 03:15:44 AM »

I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
I can confirm that the production bonus applies to construction vehicles working as industry.  I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.

Bombardment pods are for attacking ground forces.  Anti-air pods are for attacking other fighters.

Whoops, I meant what advantage d bombardment pods have over auto-cannons?

I can answer that myself: Bombardment does more damage but auto-cannons pierce more armor.
Posted by: SpikeTheHobbitMage
« on: June 08, 2020, 01:01:42 AM »

I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
I can confirm that the production bonus applies to construction vehicles working as industry.  I can't find anywhere in game that shows how it affects fortification, but if it doesn't then that would seem to be to be a bug.

Bombardment pods are for attacking ground forces.  Anti-air pods are for attacking other fighters.
Posted by: Borealis4x
« on: June 06, 2020, 08:39:21 PM »

I'll do that, thanks.

Does the production bonus for ground leaders apply to construction vehicals fortifying units?

And what advantage to bombardment fighter pods have over anti-air pods?
Posted by: SpikeTheHobbitMage
« on: June 05, 2020, 05:46:08 PM »

Is there a way to scrap and repair fighters and stations without using a shipyard?

You're not seriously intended to use yards made for capital ships to repair one lousy fighter when you have hundreds of fighter factories, do you?

Also, said fighters keep having maintenance problems despite being in a fleet orbiting a colony with sufficient facilities.
Presently shipyards are the only option.

Have you run out of MSP to run the maintenance facilities?

No, it just during training some of the fighters randomly explode.

Why are civilians transporting my automines to a colony where I don't have any automine demands?
I haven't done much with training yet, but are any of the other ships in the fleet suffering maintenance failures or increasing their maintenance clocks?  Do the fighters have maintenance clocks rated less than 5 days?  Do the fighters carry enough MSP to repair an engine failure?

They what?!?  Did you have automine demands there at one time?  If you have a database showing that then you might want to post it in the bug thread.