Author Topic: C# Suggestions  (Read 272817 times)

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Offline EvadingHostileFleets

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Re: C# Suggestions
« Reply #360 on: April 27, 2020, 01:29:46 AM »
It feels weird when your industry increases its productivity, your speeds allow to travel to the other side of galaxy in matter of months, you ferry around millions of popsicle colonists, yet your lifepods have the same endurance as in conventional era.  Maybe  there should be some tech line concerning lifepod endurance, starting from 1 day, or as alternative option it could be tied in some way to reactor technology level.
 
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Offline mike2R

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Re: C# Suggestions
« Reply #361 on: April 27, 2020, 02:27:52 AM »
I think the overhaul order should also function as orders to refuel and resupply a fleet, and maybe rearm too.  Assuming the relevant facilities are available.

This would make automation so much easier, without needing any other new features (such as multiple orders from one conditional trigger).  You could set up eg a geosurvey jump ship to. 1) Survey next 5 bodies, 2) move to a system that needs geosurvey and Conditional1) if 40% fuel then overhaul.  And if you designed the ship so its maintenance requirements and fuel capacity were suitable, it should carry on surveying systems as they were discovered indefinitely.

It would also save clicks generally - I don't think I've ever issued an overhaul order where I didn't also order a resupply and refuel.  I can imagine situations where you wouldn't want them combined, but they are so much rarer that I think it makes more sense for the player to handle those as they come up.
 
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Offline TMaekler

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Re: C# Suggestions
« Reply #362 on: April 27, 2020, 08:45:26 AM »
It feels weird when your industry increases its productivity, your speeds allow to travel to the other side of galaxy in matter of months, you ferry around millions of popsicle colonists, yet your lifepods have the same endurance as in conventional era.  Maybe  there should be some tech line concerning lifepod endurance, starting from 1 day, or as alternative option it could be tied in some way to reactor technology level.
I think we had discussed that during development of C# at some point. Some kind of system where you can input "days of supplies for life pods" during ship design (similar to deployment time) would be nice. That way it depends on your philosophy and amound of ship size you want to use for life pods. Heck, you even can make it dependent upon your life pod rescue ships. If you planned for a decentral rescue network and can reach anything within 30 days, make your life pods last 35 days; or if you have one central rescue hub that would need 120 days to the outlying systems, let your life pods last 125 days... . It suddenly becomes a game decision how to play your empire.
« Last Edit: April 27, 2020, 08:47:28 AM by TMaekler »
 
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Offline TMaekler

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Re: C# Suggestions
« Reply #363 on: April 27, 2020, 11:24:04 AM »
The amount of wealth added (as in the economics window) could also be shown in the general game window next to the wealth.
 
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Offline swarm_sadist

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Re: C# Suggestions
« Reply #364 on: April 27, 2020, 11:38:29 AM »
In the industrial screen, have a toggle between number of assigned factories, and date of completion similar to the research screen.

A tab in the Ground forces screen to produce ground units.

A button in the research screen to design tech.

In the contact tab of the galaxy may, have clicking a contact highlight and select the system the contact is in. Double click have the tactical screen switch to that system, and bring the tactical view to the top.

A search feature in the galaxy map.

Sub-fleets above Task Group level.
« Last Edit: April 27, 2020, 11:46:34 AM by swarm_sadist »
 
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Offline TMaekler

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Re: C# Suggestions
« Reply #365 on: April 27, 2020, 11:42:18 AM »
A production queue for shipyards, identical to construction factories, so that you can do a longer production queue...
 
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Offline SpaceMarine

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New Terrain Types (Urban, Toxic, Wasteland, Planet-Cracked)
« Reply #366 on: April 28, 2020, 03:31:55 AM »
My suggestion would be to add terrain types that are less natural but instead effected by industry such as the follow:

Urban: After certain level of population density and or industry the world would be classified as an Urban or "Hive world" and that would effect combat accordingly.

Toxic: Worlds that are habitable but either through nuclear or natural disaster they have had their ecosystem and overall habitability ruined, this could effect logistics as well as how fighting takes place due to low visibility and specialised equipment.

Wasteland: Worlds that through high levels of fighting and damage have had the very landscape itself turned into a wasteland, such as Nuclear weapons firing from orbit or massive amounts of land warfare leading to ecosystem collapse as well as the destruction of the original terrain, this could be implemented based off how much fighting has occurred as well as the type and level of weapons used, this could either effect combat or mainly effect population growth and essentially scare the planet for generation to come.

Planet-Cracked: The next step after the wasteland essentially these types of worlds have either been bombed into submission in such a way that the planet itself has cracked and or that a natural disaster has caused terrible damage and made it uninhabitable, these worlds would be uninhabitable rocks with no atmosphere and reduced amounts of mineral deposits.

Overall I think new terrain types that you can effect through more then just terraforming that allow you to see how wars effect planets and the devastating costs of fighting prolonged drawn out wars with TN tech could be very interesting and enjoyable. So I hope this gets added eventually.
 
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Offline Droll

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Re: New Terrain Types (Urban, Toxic, Wasteland, Planet-Cracked)
« Reply #367 on: April 28, 2020, 11:23:56 AM »
My suggestion would be to add terrain types that are less natural but instead effected by industry such as the follow:

Urban: After certain level of population density and or industry the world would be classified as an Urban or "Hive world" and that would effect combat accordingly.

Toxic: Worlds that are habitable but either through nuclear or natural disaster they have had their ecosystem and overall habitability ruined, this could effect logistics as well as how fighting takes place due to low visibility and specialised equipment.

Wasteland: Worlds that through high levels of fighting and damage have had the very landscape itself turned into a wasteland, such as Nuclear weapons firing from orbit or massive amounts of land warfare leading to ecosystem collapse as well as the destruction of the original terrain, this could be implemented based off how much fighting has occurred as well as the type and level of weapons used, this could either effect combat or mainly effect population growth and essentially scare the planet for generation to come.

Planet-Cracked: The next step after the wasteland essentially these types of worlds have either been bombed into submission in such a way that the planet itself has cracked and or that a natural disaster has caused terrible damage and made it uninhabitable, these worlds would be uninhabitable rocks with no atmosphere and reduced amounts of mineral deposits.

Overall I think new terrain types that you can effect through more then just terraforming that allow you to see how wars effect planets and the devastating costs of fighting prolonged drawn out wars with TN tech could be very interesting and enjoyable. So I hope this gets added eventually.

A couple things I'd like to add - the urban modifier should stack with existing terrain so "jungle urban" temperate forest urban" or "urban jungle mountain", a planet that is sitting right at the population capacity "with some margin for error" should have "ecumenopolis" (think coruscant). The Planet-cracked modifier should not have reduced resources - it should have the opposite, since the depths of the crust/ upper mantle are likely to be more exposed the accessibility/availability of any minerals should increase not the other way around.

It would also be interesting for terrain to affect units depending on their base type. An urban environment should reduce the likelihood that infantry can avoid hits whereas heavy vehicle base types should have a reduced hit chance on their attacks. Deserts could improve the hit chance of armoured units while not affecting infantry that much. It would add some interesting force composition choices to invading planets with difficult terrain beyond just bringing even more stuff.
 

Offline Droll

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Re: C# Suggestions
« Reply #368 on: April 28, 2020, 11:30:18 AM »
Some suggestions for the civilians shipping orders mechanic.

1. Allow the player to specify supply and demand of minerals. This should preferably be in multiple of 1 thousand minerals to make it easier to set up.
2. Allow supply orders for installations that don't exist yet. When checking for supply to assign to a civilian check if that installation exists and then reserve it instead of failing to pickup when it doesn't exist. Current functionality makes it necessary to constantly update the supply when new installations are built for example when building terraforming installations at Earth would be nice to simply set supply and let the civilians check if it exists yet.
3. Allow civilian shipping of maintenance supplies and fuel (with the required new civilian designs). This will make it easier to manage outposts.


Again, these largely amount to "remove any remaining need for government-owned shipping" and I, for one, would like to see shipping lines move in other direction -- that of becoming less useful.

I have to disagree with this - allowing the government to contract out transport of minerals not only makes sense from a realism perspective, it is a massive reduction on micromanagement requirements as I can set up construction on every planet with less hassle - and having functional construction facilities on every major colony is also realistic.
 

Offline DoctorDanny

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Re: C# Suggestions
« Reply #369 on: April 28, 2020, 01:56:37 PM »
This has probably been suggested once allready.

I'd like the ability to save designs (ship/ground) externally.
That way I'd be able to import designs instead of designing the (more or less) same ships every new game.
Thinks like fuel harvesters, tugs, survey ships and the like are same in most of my games.

I realise that the designs use components that are also unique to that specific session so it will porably not be an option.
 
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Offline Black

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Re: C# Suggestions
« Reply #370 on: April 28, 2020, 02:56:23 PM »
Would it be possible to have message show up when a location with Maintenance Facilities is running low on maintenance supplies (something similar like when ship is low on fuel)? I got in trouble several times because my fleet base was out of maintenance supplies and I only realized it after ships started to acumulate damage from lack of maintenance.
 

Offline Graham

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Re: C# Suggestions
« Reply #371 on: April 28, 2020, 03:38:54 PM »
Currently, unless I am going blind which is possible, there doesn't seem to be a way to modify either mineral stockpiles or racial wealth using SM in C#. This isn't so much of an issue in a lot of games, but it's a relatively small thing that adds a lot of utility to multi faction RP heavy games.
 

Offline smoelf

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Re: C# Suggestions
« Reply #372 on: April 28, 2020, 03:56:29 PM »
Currently, unless I am going blind which is possible, there doesn't seem to be a way to modify either mineral stockpiles or racial wealth using SM in C#. This isn't so much of an issue in a lot of games, but it's a relatively small thing that adds a lot of utility to multi faction RP heavy games.

You can set minerals it in system view. Just activate SM and click on the body and then 'Specify Minerals' (see attached screenshot). Don't know about wealth, though.
« Last Edit: April 28, 2020, 03:58:13 PM by smoelf »
 

Offline Graham

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Re: C# Suggestions
« Reply #373 on: April 28, 2020, 03:58:10 PM »

I don't mean mineral deposits, I mean the mineral stockpile of an empire. being able to SM mod mineral stocks and wealth makes RP trades between player empires possible.
 

Offline smoelf

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Re: C# Suggestions
« Reply #374 on: April 28, 2020, 04:00:07 PM »
Ahh, right. I misunderstood.

Yeah, that would actually be a really nice feature.