Author Topic: C# Suggestions  (Read 272848 times)

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Offline Garfunkel

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Re: C# Suggestions
« Reply #2430 on: February 11, 2022, 07:43:55 AM »
For the small, it could be combined - so a fighter tugging a fighter is all you can do. Then the larger would allow FAC tugging a FAC or even bigger. But it might be easier to just restrict them at per ship as that's the sort of limits used elsewhere.
« Last Edit: February 11, 2022, 07:45:46 AM by Garfunkel »
 

Offline TMaekler

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Re: C# Suggestions
« Reply #2431 on: February 12, 2022, 01:13:20 PM »
A Quality of life improvement.   Templates for setting Mineral reserve amounts for colonies.   Or at least a set reserve for all minerals button.   Unless I'm missing this already.
I think you can set a planetary reserve level for each mineral by double-clicking on the number in the reserve column in economics - mining tab. Is that what you are searching for?
 

Offline Geeptoon

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Re: C# Suggestions
« Reply #2432 on: February 12, 2022, 04:39:29 PM »
I was wanting a way to set the planetary reserves faster so you don’t have to click on each mineral on each planet.
 

Offline RaidersOfTheVerge

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Re: C# Suggestions
« Reply #2433 on: February 12, 2022, 08:51:16 PM »
Could we have 2 "Move to" items in the movement order list?
1) Move to 0 - always moves to 0 km distance to the target selected
2) Move to distance - this uses the distance in the minimum distance box

thanks
 

Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2434 on: February 13, 2022, 12:01:14 AM »
Could we have 2 "Move to" items in the movement order list?
1) Move to 0 - always moves to 0 km distance to the target selected
2) Move to distance - this uses the distance in the minimum distance box

thanks

Why? We already have this behavior, case (1) is what happens if you set the distance to zero which is the default. Why have two orders when one already does the job perfectly?
 

Offline Migi

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Re: C# Suggestions
« Reply #2435 on: February 13, 2022, 05:21:40 PM »
Could you make it so that "hide fleets in orbit" only hides fleets that have no orders?
That way ships which are doing a survey don't disappear while they are in orbit, but busy.
 

Offline chrislocke2000

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Re: C# Suggestions
« Reply #2436 on: February 13, 2022, 05:31:39 PM »
A couple of suggestions

- In the system display tab add a button to allow the highlighted body to have a waypoint added to it. Very helpful when picking through which planets you want to fire a sensor probe towards without then having to go to the map and create the waypoint from there

- Add an escort order which acts as a follow order but will also follow target ships through a jump point if they can jump. Can see that being very useful when escorting civ shipping and you don't want to attach the military ship to the civ task group
 
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Offline Migi

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Re: C# Suggestions
« Reply #2437 on: February 13, 2022, 08:18:32 PM »
- In the system display tab add a button to allow the highlighted body to have a waypoint added to it. Very helpful when picking through which planets you want to fire a sensor probe towards without then having to go to the map and create the waypoint from there
I like this, but what if there was an option to target bodies directly?
Simply add a checkbox called "Target System Bodies" in the Ship Combat tab, it hides all contacts, then displays all system bodies and jump points, and you just assign them the same way as normal?
You might still need to use waypoints in systems with a bazillion asteroids.
 

Offline ArcWolf

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Re: C# Suggestions
« Reply #2438 on: February 14, 2022, 05:46:01 PM »
With 1.13 you added miscellaneous components, While i have not use them much, they are great for RP. So can we expand this?
1) Miscellaneous Buildings: Designed like a component, you can chose the size (for transport) the amount of population they use, and how many can be built per planet. This way we can RP things like Planetary Administrations, etc.

2) Miscellaneous Techs: Same premise, you 'design' them like a component, giving it a name, category & RP value and they you can research them.

I know both can be done through a DB edit, however having them available, even if only in SM mode, without having to worry about DB edits would be great.
 
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Offline Kristover

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Re: C# Suggestions
« Reply #2439 on: February 14, 2022, 09:48:04 PM »
With 1.13 you added miscellaneous components, While i have not use them much, they are great for RP. So can we expand this?
1) Miscellaneous Buildings: Designed like a component, you can chose the size (for transport) the amount of population they use, and how many can be built per planet. This way we can RP things like Planetary Administrations, etc.

2) Miscellaneous Techs: Same premise, you 'design' them like a component, giving it a name, category & RP value and they you can research them.

I know both can be done through a DB edit, however having them available, even if only in SM mode, without having to worry about DB edits would be great.

I'll double down on this one.  I personally would like to have some more 'vertical' options for developing colonies but in the absence of that, this seems like a nice low cost/effort way to satisfy the roleplayers among us.  I already make good use of the misc. components to add 'flavor' to my ships.  This seems like a logical progression.
« Last Edit: February 15, 2022, 09:18:17 PM by Kristover »
 

Offline Garfunkel

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Re: C# Suggestions
« Reply #2440 on: February 16, 2022, 05:02:27 AM »
Oh, and Steve, back before the release of C#, we talked about being able to export/import ground forces, designs and OOBs, for the purpose of creating historically accurate national armies and sharing them with other players. Is that functionality something you could add to 2.0 or is it too complicated? If complete OOBs are not possible, would just unit designs and formation designs be possible to import/export? Would be grand if possible!
 

Offline Steve Walmsley

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Re: C# Suggestions
« Reply #2441 on: February 16, 2022, 05:22:57 AM »
Oh, and Steve, back before the release of C#, we talked about being able to export/import ground forces, designs and OOBs, for the purpose of creating historically accurate national armies and sharing them with other players. Is that functionality something you could add to 2.0 or is it too complicated? If complete OOBs are not possible, would just unit designs and formation designs be possible to import/export? Would be grand if possible!

This is something I have been pondering the last few days. I think it is possible, but it would done at the component level and use whatever tech was available, rather than having exact copies.
 
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Offline Desdinova

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Re: C# Suggestions
« Reply #2442 on: February 16, 2022, 12:12:06 PM »
Oh, and Steve, back before the release of C#, we talked about being able to export/import ground forces, designs and OOBs, for the purpose of creating historically accurate national armies and sharing them with other players. Is that functionality something you could add to 2.0 or is it too complicated? If complete OOBs are not possible, would just unit designs and formation designs be possible to import/export? Would be grand if possible!

This is something I have been pondering the last few days. I think it is possible, but it would done at the component level and use whatever tech was available, rather than having exact copies.

Having new-built units automatically be constructed with the current armor and weapons tech would be a great QOL feature. You could increase the initial research costs for each unit to compensate.
 
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Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2443 on: February 16, 2022, 09:26:33 PM »
Oh, and Steve, back before the release of C#, we talked about being able to export/import ground forces, designs and OOBs, for the purpose of creating historically accurate national armies and sharing them with other players. Is that functionality something you could add to 2.0 or is it too complicated? If complete OOBs are not possible, would just unit designs and formation designs be possible to import/export? Would be grand if possible!

This is something I have been pondering the last few days. I think it is possible, but it would done at the component level and use whatever tech was available, rather than having exact copies.

Having new-built units automatically be constructed with the current armor and weapons tech would be a great QOL feature. You could increase the initial research costs for each unit to compensate.

This would be a big disincentive to develop new unit types, as not only would the research cost be more expensive but the existing unit classes would be upgraded freely so it becomes silly to develop replacement classes. Additionally from a roleplay standpoint if GU classes automatically upgrade I couldn't have incremental models (Mark I, II, III...) unless I wanted to spend a bunch of extra RP for zero in-game benefit (again - at the new, higher cost).

What would make sense is some ability to select an existing class and create a research project for a class with the same configuration but the latest armor and attack techs. This would eliminate a lot of the micromanagement involved in upgrading ground units but still preserve the existing mechanics and research costs for upgrading. Ideally, this could be folded into a revamped, automatic Unit Series mechanic which I've suggested elsewhere so that new classes can be generated from templates in the Unit Series tab.
 
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Offline Scandinavian

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Re: C# Suggestions
« Reply #2444 on: February 17, 2022, 04:52:04 PM »
Personally, the top of my ground unit QoL wishlist is the ability to design formations with subordinate formations and stance and support relationships baked in. So I can design my divisional structure in the formation planner and have the individual elements slot into the ToOE as they are constructed.

On the mechanics side, I'm very much in favor of converting ground unit training into a system that works more like industrial production, but with minimum training times for specific units (similar to how the build queue works in Hearts of Iron). As it is now, using multiple GFTFs to train a large formation involves breaking down the formation template into individual sub-formations and fiddling with the construction costs until they are about equal, then training them separately and combining at the end. This is tedious and error-prone, and makes IMO only limited sense.
 
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