Author Topic: C# Suggestions  (Read 274784 times)

0 Members and 2 Guests are viewing this topic.

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1340
  • Thanked: 595 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: C# Suggestions
« Reply #855 on: July 17, 2020, 06:28:29 AM »
Can we get medal conditions based on ammount of researched projects?
I would love to give those for my best and most dedicated researchers. . .

I am quite sure there are already for 1 and 5 respectively condition number 26 and 27. You can find the list under mechanics and changelist 1.10
« Last Edit: July 17, 2020, 06:31:24 AM by froggiest1982 »
 
The following users thanked this post: esavier

Offline esavier

  • Petty Officer
  • **
  • e
  • Posts: 29
  • Thanked: 7 times
Re: C# Suggestions
« Reply #856 on: July 17, 2020, 07:46:34 AM »
Quote from: froggiest1982 link=topic=10640. msg138890#msg138890 date=1594985309
Quote from: esavier link=topic=10640. msg138889#msg138889 date=1594984025
Can we get medal conditions based on ammount of researched projects?
I would love to give those for my best and most dedicated researchers.  .  .

I am quite sure there are already for 1 and 5 respectively condition number 26 and 27.  You can find the list under mechanics and changelist 1. 10

sorry, just recently changed from 1. 9. 5, thank you!
 

Offline Marski

  • Commander
  • *********
  • Posts: 390
  • Thanked: 139 times
Re: C# Suggestions
« Reply #857 on: July 17, 2020, 11:11:28 AM »
"Renumber ground formation and/or subordinate formations" button
 
The following users thanked this post: serger, xenoscepter

Offline Stryker

  • Warrant Officer, Class 2
  • ****
  • S
  • Posts: 65
  • Thanked: 31 times
Re: C# Suggestions
« Reply #858 on: July 17, 2020, 07:21:04 PM »
Conditional orders

Condition when deployment time equals x%.

Orders
Refuel and Resupply (This is in the movement orders but not the conditional).
Refuel, Resupply and Overhaul.
 

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2839
  • Thanked: 674 times
Re: C# Suggestions
« Reply #859 on: July 17, 2020, 07:47:09 PM »
Conditional orders

Condition when deployment time equals x%.

Orders
Refuel and Resupply (This is in the movement orders but not the conditional).
Refuel, Resupply and Overhaul.

This is already pretty much confirmed to be implemented in 1.12.

Conditional order will be when deployment is exceeded and the new conditional order is Refuel, Resupply and Overhaul.
 

Offline QuakeIV

  • Registered
  • Commodore
  • **********
  • Posts: 759
  • Thanked: 168 times
Re: C# Suggestions
« Reply #860 on: July 18, 2020, 01:52:46 AM »
It would be really nice if banning a system from 'auto routing' meant that orders like 'refuel from hub(all)' and 'salvage nearest wreck' didnt cause ships to fly into that banned system, particularly when that system is gate camped and is massacring all of my survey ships.
 

Offline xenoscepter

  • Vice Admiral
  • **********
  • Posts: 1159
  • Thanked: 320 times
Re: C# Suggestions
« Reply #861 on: July 18, 2020, 01:59:09 AM »
Quote
It would be really nice if banning a system from 'auto routing' meant that orders like 'refuel from hub(all)' and 'salvage nearest wreck' didnt cause ships to fly into that banned system, particularly when that system is gate camped and is massacring all of my survey ships.

Damn the torpedoes! Full speed ahead!
 

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2839
  • Thanked: 674 times
Re: C# Suggestions
« Reply #862 on: July 18, 2020, 06:31:35 AM »
It would be really nice if banning a system from 'auto routing' meant that orders like 'refuel from hub(all)' and 'salvage nearest wreck' didnt cause ships to fly into that banned system, particularly when that system is gate camped and is massacring all of my survey ships.

They should not venture in there if you also set the system as Alien Controlled... but I'm not 100% sure.
 

Offline TheTalkingMeowth

  • Captain
  • **********
  • T
  • Posts: 494
  • Thanked: 203 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: C# Suggestions
« Reply #863 on: July 18, 2020, 09:52:55 AM »
If you have set the "no alien controlled" tick box on a fleet, the conditional orders will avoid systems set as alien controlled.

I use this to block my survey fleets from taking long routes back to refuel (since the autoroute doesn't find the shortest path).
 
The following users thanked this post: QuakeIV

Offline QuakeIV

  • Registered
  • Commodore
  • **********
  • Posts: 759
  • Thanked: 168 times
Re: C# Suggestions
« Reply #864 on: July 18, 2020, 12:18:25 PM »
Well thats useful.  It was in fact set as alien controlled.  I'll use that at least...
 

Offline xenoscepter

  • Vice Admiral
  • **********
  • Posts: 1159
  • Thanked: 320 times
Re: C# Suggestions
« Reply #865 on: July 18, 2020, 10:22:18 PM »
Bumping the change to Jump Squadron Mechanics.

Link to my full topic in the Suggestions Board:
http://aurora2.pentarch.org/index.php?topic=11754.0
 
The following users thanked this post: QuakeIV

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: C# Suggestions
« Reply #866 on: July 19, 2020, 11:12:25 AM »
Would it be possible to get an option to restore original name of the system for real stars game? I captured some aliens and they gave me info on system but it has non real star name, so I have no idea what system it is.
 
The following users thanked this post: serger

Offline Cobaia

  • Warrant Officer, Class 1
  • *****
  • C
  • Posts: 88
  • Thanked: 16 times
Re: C# Suggestions
« Reply #867 on: July 20, 2020, 06:22:57 AM »
In Ground Unit training it would be nice to have a create x times button.

My Ground Unit formations start at Squad level so a Platoon has 3 squads a Company has 5 Platoons a Battalion has 5 Companies so this adds up to several clicks when creating units.
 

Offline mike2R

  • Lieutenant
  • *******
  • m
  • Posts: 180
  • Thanked: 117 times
Re: C# Suggestions
« Reply #868 on: July 21, 2020, 08:48:42 AM »
I've been using automated fuel harvester ships this game, with the conditional order: fuel tank full -> harvester transfer and return.  This works well, but there are a couple of niggles.

You get warning events when the fuel tank is above 90%.  Which basically means you need to hide that event because it just spams repeatedly.  I normally use these events to manage fuel harvester stations - sending a tanker out to the FHS fleet whenever its needed.  So I can only use one type of fuel harvester or the other. 

Suggestion: Suppress the fuel over 90% event for fleets that have a conditional order with a fuel tanks full trigger.

The harvester fleets still generate Order Complete events when arriving back at their gas giants, which is a mild irritant when I've got many FH fleets - I pay attention to Order Complete events for managing my fleets generally, so seeing ones that don't require me to take action is a distraction.

Suggestion: Suppress order complete events for a ship which has a conditional order set with trigger: fuel tank full, and action: harvester transfer and return, that has arrived at a gas giant with sorium.  Maybe get really fancy and if a ship with that conditional order finishes its orders anywhere that is not a gas giant with sorium, generate a "Cannot Mine Here" event, which would be handy for spotting when sorium is depleted.

Bonus Suggestion: I think harvester transfer and return is an 'S' order, so can only find a colony within that system to transfer its fuel to.  Personally I'd like it to be an 'A' order, so I could mine in systems I don't have a suitable colony in - be handy for keeping fuel on hand at a colony in a system without gas giants.
 

Offline Kirkegaard

  • Warrant Officer, Class 2
  • ****
  • K
  • Posts: 64
  • Thanked: 5 times
Re: C# Suggestions
« Reply #869 on: July 21, 2020, 10:34:06 AM »
Currently all drop down menues requires that the user either pick the desired options or write an exact text match to chose an option.

I suggest adding the option to match on partial text strings, so in "environment" a "O" will default to Oxygen, since it is the only one starting with an O and "C" will default to "Carbon Dioxide" since it is the first with a "C" and so forth.