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Topic Summary

Posted by: samitch0754
« on: Yesterday at 07:34:41 PM »

It would be nice if when selecting "Refuel" from a colony or hub, there was an option to select the number of Liters desired, similar to how you can set a minimum distance when selecting "move to".  Often I run into fuel shortages and trying to ration the production between all ships is pain because as it stands, when told to refuel ships will take the colony reserve down to zero.  You can then unload the fuel back down to the ships minimum set in the class designer, but that gets annoying quickly. 
Posted by: Louella
« on: Yesterday at 01:01:47 PM »

If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.

I think the last time this came up, the issue raised was how to configure the civilian AI so that the freighters aren't constantly running off to random rocks to pick up 25 tons of vendarite when you'd prefer them to ship 12,000 tons of gallicite from some important colony instead. One suggestion I made at the time was to give civilians a dedicated class of mineral haulers which are just small shuttles (say 5,000 tons capacity) instead of big hulking freighters, however this conflicts with the general trend to use larger ship types to reduce pathfinding/detection slowdown.

With the new colonist transport code, maybe something similar could be added for mineral shipping to resolve this, e.g., the payout for a mineral shipment is scaled by the fraction of the ship's hold that is filled, so civilians will only prefer to pick up minerals if there's enough of them to make a real profit.

Maybe have something in the colony management screens, where you can set a colony to export or import minerals, and thresholds at which point shipping lines would pick up minerals ?

Small asteroid mines, you'd set them to "no import/export" and just mass-driver the minerals off the asteroid.

Larger colonies, you'd set "export minerals" and when there are enough minerals (above the threshold) to fill a cargohold, one civilian line will send a ship to pick up the minerals and transport them to the nearest colony set to "import minerals"

That way ships shouldn't be going to pick up random tiny amounts, and would instead only be travelling to colonies where there's enough minerals to fill the ship ?
Posted by: Kiero
« on: Yesterday at 08:37:18 AM »

In terms of a genetic modification:

- Species resistance to dangerous gases as a new field of study?
Posted by: Froggiest1982
« on: June 04, 2024, 07:12:30 PM »

I know this may have popped from time to time, and a recent conversation has sparked again some sort of possible QOL work under the commander screen.

Would it be possible to grey out the commanders that have an assignment so that you don't have to find out the exact name and then scroll through the whole list?

I think this was a feature in VB6 already.
Posted by: Steve Walmsley
« on: June 01, 2024, 02:24:20 PM »

Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?

That would require a separate event type for each race, which isn't how event types currently work.
Posted by: Garfunkel
« on: June 01, 2024, 12:47:11 PM »

Please make "Show Civilian Lines" tick box remember its setting in the Fleet Window. When playing a game without civilian shipping lines, I want that first, automatically generated shipping line, to always be invisible. But since I always close the fleet window before progressing time, I have to untick that box every time.
Posted by: nakorkren
« on: June 01, 2024, 12:16:05 PM »

Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?
Posted by: Steve Walmsley
« on: June 01, 2024, 04:21:05 AM »

Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.

Added for v2.6
Posted by: Kaiser
« on: May 31, 2024, 01:35:30 PM »

Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.
Posted by: AlStar
« on: May 30, 2024, 01:23:00 PM »

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.
You bring up good points - I've never fooled around with multi-race or cohabitating with NPR starts, so didn't consider that.

Maybe just a warning in the log, then? "Ship XXX was fired upon by NEUTRAL alien race! We are currently holding fire as per rules of engagement." (or somesuch.)

I've been enjoying his AAR, but haven't read it in the last week or so; if he managed to get shot by filthy neutrals, then he's just another in the pile - I was actually reacting to a recent Reddit post.
Posted by: nuclearslurpee
« on: May 30, 2024, 12:26:13 PM »

Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"

I like the principle, but I think there's a lot of annoying "edge" cases where this wouldn't work.

Generally there are plenty of roleplay circumstances where you would want relations to remain nominally neutral after firing or being fired upon, which could range from warning shots fired at a scout or survey ship infringing your territory up to a conflict limited to only one or several systems but not a full-scale galactic war. In this case, automatically setting races to Hostile status can lead to some undesired expansion of the conflict, such as:
  • STOs in "non-involved" systems may fire on the now hostile ships.
  • Ground forces on shared bodies in non-involved systems will engage each other.
  • Mines (of the explosive variety) may trigger unexpectedly.
  • Specific to NPRs, but in "warning shot" situations additional unintended fire in other locations, for example from fire controls set to fire at will (e.g., "Oops, there goes the alien diplo ship"), will worsen relations and make it much harder to restore neutrality after firing said warning shots.
Note that shared bodies are particularly relevant in games with multiple player races, but also can be relevant in games with NPRs - particularly in cases with mixed player race and NPR starts in Sol, which is not an uncommon setup.

At the very least, it needs to be a toggled behavior which isn't something we have a lot of in the Aurora UI, and would likely cause just as many issues for the kinds of players who are likely to run into the above scenarios (e.g., NATO vs Soviet, "I shot at their survey ship, why are the Soviets invading Poland?" situations).

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.

P.S. Is this by any chance a suggestion motivated by recent events in the Blue Emu AAR @ Pdox forums? If so, I'd hesitate to draw a lot of conclusions from that experience, as Blue Emu is a great authAAR but really doesn't read the documentation very well and this is far from the first fairly basic error in understanding he's made in that AAR.
Posted by: AlStar
« on: May 30, 2024, 10:33:11 AM »

Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"
Posted by: Steve Walmsley
« on: May 28, 2024, 09:11:48 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..."

(N) moved to the start.

I've also gone through the tech system list and shortened any name that doesn't fit on the Research tab. For example, its now "Max Tracking Time vs Missile...".
Posted by: Steve Walmsley
« on: May 28, 2024, 08:46:21 AM »

I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, I have moved it to first,
Posted by: Jorgen_CAB
« on: May 28, 2024, 08:09:02 AM »

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, it would be best if this option was always first in the list... a bit confusing to have it listed in alphabetical order with everything else.