Author Topic: C# Suggestions  (Read 272805 times)

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Offline Aloriel

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Re: C# Suggestions
« Reply #585 on: May 13, 2020, 05:13:16 PM »
Charts.

I would like charts showing the decline or growth of various resources. Both on a single planet, and over the entire empire. Just a simple line graph where you can see the current quantity of Corundium, or any other mineral or wealth, on Earth over the past month, 6 months, year, 5 years, and 10 years. I'd like to know the trends, and immediate numbers do not give that kind of information.
Sarah
Game Developer in Unity and UE4 and 5
 
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Offline Cobaia

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Re: C# Suggestions
« Reply #586 on: May 13, 2020, 06:38:38 PM »
Hello,

Thank you for sharing this awesome game.

I didn't read the whole thread so here it goes:

Regarding ship components building. We can create the names for the manufacturer of the component. We can create the components by allocating CF.

My suggestion is:
Why not allocate CF to the manufacturers and when you commission a new ship the components are built with the construction rate that was allocated to the manufacturer, it makes more sense since it's not an empire wide task. It is a specific task and the empire should just allocate the CF they want to the private company.

Thank you!
 

Offline Droll

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Re: C# Suggestions
« Reply #587 on: May 13, 2020, 07:44:31 PM »
I use 100s of fighter sized defence satellites in order to provide PPV and AMM defence for my colonies. Of course each one can have an LCR as its commanding officer.

This is problematic because automated assignments considers command assignments a priority above bridge crew assignments (eg Tac Officer). This means that despite having higher officer priority my heavy cruisers and such are being starved of LCR rank tac officers and chief engineers. A workaround is to have senior officer checked but I don't want every cruiser captain to be a commodore - that I want for big boy ships like fleet carriers.

I propose that a - give the player more control over the minimum rank a ship can have, instead of it being the racial minimum have it be the user defined class minimum with the racial minimum as default with all other rules being the same and b - add a checkbox "exclude class from automated assignments" in my case I would do this for my defence satellites and they would never swallow up all my minimum rank officers. Only one of these proposals would be needed to solve the issue I highlighted but they need not be mutually exclusive.
 
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Offline QuakeIV

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Re: C# Suggestions
« Reply #588 on: May 13, 2020, 10:32:57 PM »
I suggest that there be a 'change field' button for scientists in the research window in addition to the commander window.  It would make life a lot easier I think...
 
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Offline hostergaard

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Re: C# Suggestions
« Reply #589 on: May 14, 2020, 05:03:10 AM »
Designate skill priority for automated assignment

So automated assignment only work for a few things, like warships. But not for for example civilian administrators or naval admin commands. Now, I get that for many of those, it's very situational so it can't automatically assign like it would for example for a terraformer ship where it would just pluck whoever is free with the highest terraforming ability (except, it should be able to figure out it needs to assign administrators with high mining to civilian mining colonies).

But often, while its a per game to game basis, I find that in those games I usually assign the same type to a given assignment. So why not give us an ability to customize automatic assignments? So I can I can tell it to automatically assign whoever have this and this skill to that assignment. Like, say I am terraforming Mars, so I want it to automatically assign administrators with high terraforming skil. Or this academy, I want whoever naval officer with high crew training and so on. Maybe also have a field where we can add a priority number so when there is too free assignment and one commander with the required skills it will choose the assignment with the highest priority.


Have Academy names displayed when selecting academy commandants

Just a minor annoyance. I love the feature that the commandants influence who graduates, and I want to specialise but it quickly becomes a PITA to keep track of. Like, I want my academy on Io to have a ground commander as the leader. Simple enough when I just keep 4 academies. One for each type of leader. But if I want it to specialize into say, ground combat offence it quickly gets impossible to keep track of if I get too many specialized academies. So I noticed I could rename academies and thought "Sweet! I can just name them according to specialization! Awesome! ". But turns out when going into selecting commanders window it display the name of the planet its on, not the name of the academy which makes it somewhat useless. If I could see the name of the academy in the commander window when selecting commandant's that would be nice.


Display what is considered dangerous gasses

As written, I have to kinda guess at what the game consider is dangerous or not and at what level. Having it displayed, say, in the environment tab would be immensely helpful. If not all, then at least the ones actually in the atmosphere of the planet.
« Last Edit: May 14, 2020, 05:22:22 AM by hostergaard »
 
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Offline Inglonias (OP)

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Re: C# Suggestions
« Reply #590 on: May 14, 2020, 03:17:40 PM »
The ability to add build a freeform industrial project that does nothing might be handy for role play purposes. You would be allowed to decide what sort of resources would be required to build this project, and be notified when it was done. Other than that, it wouldn't do anything. Handy if you want to RP building something a little weird.
 
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Offline amram

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Re: C# Suggestions
« Reply #591 on: May 14, 2020, 05:41:47 PM »
A nice simple QoL suggestion.

When entering a fleet speed via the set speed button, would be great if it automatically unset the use max speed checkbox when you apply the new speed, ensuring that you do actually get that speed in the next increment - even when the user forgets the checkbox exists, as I had.
 
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Offline SpikeTheHobbitMage

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Re: C# Suggestions
« Reply #592 on: May 14, 2020, 06:46:27 PM »
A nice simple QoL suggestion.

When entering a fleet speed via the set speed button, would be great if it automatically unset the use max speed checkbox when you apply the new speed, ensuring that you do actually get that speed in the next increment - even when the user forgets the checkbox exists, as I had.
An alternative would be to grey-out the speed box when Maximum Speed is enabled as a visual cue to the user that it is enabled.
 

Offline stabliser

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Re: C# Suggestions
« Reply #593 on: May 14, 2020, 08:27:39 PM »
I'd like it to be easier to see what body the Cives have setup a CMC on. Once they change the name. its not easy to tell if its a comet or an asteroid or a moon. A knockon effect from that makes it harder to prioritise administrators.
 

Offline consiefe

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Re: C# Suggestions
« Reply #594 on: May 14, 2020, 09:21:47 PM »
I'd like it to be easier to see what body the Cives have setup a CMC on. Once they change the name. its not easy to tell if its a comet or an asteroid or a moon. A knockon effect from that makes it harder to prioritise administrators.

You can click one of the bottom chechboxes to enable system body name next to CMCs.
 
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Offline firsal

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Re: C# Suggestions
« Reply #595 on: May 14, 2020, 11:53:58 PM »
It would be great if Commander Auto Assignments could be set to fill all positions, regardless of the commanders having the necessary skills for that position. For example, a commander with no survey bonus can be assigned to a survey ship if this setting is enabled (however, it would prioritize those with survey skills for assignment, as well as respecting officer rank requirements). This would avoid having idle officers loafing around on your homeworld as well as having commander-less ships.
 
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Offline punchkid

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Re: C# Suggestions
« Reply #596 on: May 15, 2020, 05:20:57 AM »
With left click on any system body you can center the view on that body. However the center point is calculated by screen size, not the size of the window. Would be nice if it would center the view dependent on the size of your window.

This would be particularly nice for 4k or super wide monitors,
My current workaround is to change my resolution to the size I want the main window(1440p for instance) and then start the game.
After the game has started you can change it back and resize the main window to in my case half my superwide monitor and it will work with the center and zoom etc.
 

Offline Second Foundationer

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Re: C# Suggestions
« Reply #597 on: May 15, 2020, 01:33:09 PM »
I could find several tangential suggestions, but not quite what I'm thinking of. My apologies if this has been posted before. I would wish for the following tweak to conditional refuelling:
     Make a conditional refuel order kick in only if the next non-transit order in the manual order list is not already: refuel (or refuel & resupply) including tankers/stations. Analogously for conditional resupply.
This would make my way of using survey ships much more convenient. And I don't think it would interfere with other ways to use manual and conditional refuel orders. (But if it does: shout 'stop!'.)

Memory may already be failing me as I enjoy C# Aurora more with every version; but I think: this was also the VB6 behaviour.
 

Offline SpikeTheHobbitMage

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Re: C# Suggestions
« Reply #598 on: May 15, 2020, 05:35:29 PM »
When assigning weapons in the Naval Organization window there are several UI limitations that can make life difficult if you have a large number of weapons on a single ship:

It is not possible to assign targets/PD modes to groups of fire controls.  Instead each control must be assigned a target individually.  This gets tedious when there are more than a few fire controls to set up.

It is not possible to assign multiple weapons to the same fire control at once.  Instead each weapon must be assigned to the control one at a time.  This gets painful when you have a large number of weapons to assign.
Suggestion:  Allow multiple weapons to be selected together so they can be assigned to a control in one drag-and-drop action.

It is not possible to assign missiles to multiple launchers at the same time.
Suggestion:  When dropping a missile onto a weapon, if the shift key is being held then assign that missile to all launchers of the same type in the same group.  Alternatively, dropping a missile onto a fire control should assign that missile to all launchers under that control.

It is not possible to assign missiles to launchers that are not bound to a fire control.
Suggestion:  Allow missiles to be dropped into the Unassigned Weapons list.  Combined with the above it would be easy to set up a large number of launchers at once before assigning them to fire controls.

The weapon list scrolls to the bottom on every drop.  If the list is long then it means that you have to scroll to the top again every time.
The list of Unassigned Weapons opens on every drop.  This is especially tedious when the list of Unassigned Weapons is longer than the screen.
It is not possible to scroll the weapons list while dragging.

Dropping a target, mode, or weapon on a fire control must be on the fire control itself.  It would be more convenient if dropping on anything assigned to a control also counted.

Edit: Show the PD mode as a prefix in the fire control name when its sub-list is hidden.

This came up while assigning weapons on a missile cruiser with 10 MFCs and 100 launchers.  In VB aurora this class was trivial to configure.  Not so in C#.
« Last Edit: May 15, 2020, 05:49:23 PM by SpikeTheHobbitMage »
 
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Offline SpikeTheHobbitMage

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Re: C# Suggestions
« Reply #599 on: May 16, 2020, 12:44:44 PM »
On the tactical map, when civilian fleets are hidden they still show up in a body's right click menu.  It would be better if they are not listed in that case.
 
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