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Topic Summary

Posted by: Kiero
« on: Today at 11:50:52 AM »

1) Some kind of Waypoint patterns would be great.
Exp. Evenly place X WPs at the radius of 7,7 m km starting at bearing 00.

or

2) Some "LOGO turtle drawing" for the order template. Where I could specify "Bearing" and a "Distance".
Exp.
Go at Bearing 00 for a Distance 7,7 m Km, then Launch Ready Ordnance.
Go at Bearing 1800 for a Distance 7,7 m Km.
Go at Bearing 1200 for a Distance 7,7 m Km, then Launch Ready Ordnance.
and so on...

So we could produce patterns like on bellow screen:

Posted by: skoormit
« on: Today at 10:47:31 AM »

On the Research tab, clicking the Assign New button will cause the project name to be appended with "(N)".

I suggest prepending it to the project name instead, to make it easier to find such projects when the list is long

Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."
Posted by: gpt3
« on: May 22, 2024, 10:34:28 AM »

Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.

I agree. As a workaround though: since research costs increase exponentially with tech level, the global and racial "research speed" settings are pretty good controls for which tech level you wish to play your game at. Unless You will always eventually settle into a multi-decade state where there's a "modern" tech, 1-2 levels of "legacy" tech, and an being-researched "prototype" tech.

For example, I personally have a soft spot for fission and slow games, so I've been pondering knocking research down to 5-10% so that majority of my game will be spent with nuclear pulse and gas-core engines, with fusion perpetually 30 years away. Humanity will most likely need to reverse-engineer alien tech in order to master these systems.

Alternatively, if you make research cheap, then you can battle spoilers using endgame tech like in Stormtrooper's COVID-19 campaign.
Posted by: Garfunkel
« on: May 17, 2024, 07:02:57 AM »

For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
How about the ability of any misc component to "house" any type of commander?
Posted by: Kiero
« on: May 16, 2024, 08:46:45 AM »

For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
Posted by: nuclearslurpee
« on: May 16, 2024, 05:21:18 AM »

Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.
Posted by: Kiero
« on: May 16, 2024, 04:59:21 AM »

Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?
Posted by: AlStar
« on: May 15, 2024, 01:05:42 PM »

Exactly like that!  ;D

Although (IMO) it'd be better if Steve integrated that functionality into the game itself, so we don't have to use a 3rd-party solution.

Maybe build it into the events tab - clicking on an event will let you change the text/background color (as now), and if it does/doesn't cause interrupts.
Posted by: skoormit
« on: May 15, 2024, 12:37:49 PM »

...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.

Like this?
Posted by: AlStar
« on: May 15, 2024, 08:49:35 AM »

It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.
Posted by: vorpal+5
« on: May 15, 2024, 08:00:50 AM »

And on the contrary (sorta...) entering overhaul will halt the time interval. Is it that important?
Posted by: skoormit
« on: May 15, 2024, 06:42:34 AM »

The Shore Leave Complete event does not stop auto-turns.
Usually, that is my preference.
Sometimes, though, I am waiting for a ship to complete shore leave before I give further orders.

It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
Posted by: paolot
« on: May 11, 2024, 08:27:48 AM »

I am liking the capacity of stabilization ships.
To further improve their value/ability, and have more Lagrange Points in a system, in Standing Orders would it be possibile to include the orders "Build Jump Gate at Nearest Terrestrial Planet", "Build Jump Gate at Nearest Gas Giant" and "Build Jump Gate at Nearest Superjovian"?
I think that a general order only (i.e. "build JG at nearest massive planet") would be limiting.
Instead, using these three ones, we can choose where to build new LPs, to have faster ships around.
Posted by: skoormit
« on: May 09, 2024, 12:03:28 PM »

Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.

Negative.
The issue persists after time is incremented.
Move orders given to such a fleet will be undertaken at 1km/s.
Posted by: AlStar
« on: May 09, 2024, 09:46:11 AM »

Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.