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Posted by: paolot
« on: Yesterday at 12:26:08 PM »

...
...

It used to work that way, but I removed it and forced the manual colony creation we have now. Of course, I can't remember why :) but I assume it caused unexpected issues.

OK, thank you, Steve.
We can live with it, assigning the colony status, when needed (e.g. to perform a ground survey), and removing it eventually.
Posted by: Steve Walmsley
« on: November 07, 2024, 03:56:46 AM »

Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

Since ground units require a population to be at (unless on a ship), I think the best solution here would be to have an order to create a colony and unload ground units there.

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.

It used to work that way, but I removed it and forced the manual colony creation we have now. Of course, I can't remember why :) but I assume it caused unexpected issues.
Posted by: lumporr
« on: November 06, 2024, 09:39:06 AM »

Would it be possible to add a "Cost including parasites/templates" to the components tab of the Class Design screen when viewing a ship with assigned parasites/templates?
Posted by: Louella
« on: November 03, 2024, 03:36:03 PM »

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.

Oh that would resolve the thing I wrote here: https://aurora2.pentarch.org/index.php?topic=13464.msg171922#msg171922

captured alien colonists could then be used to create a species-appropriate colony.
Posted by: nuclearslurpee
« on: November 03, 2024, 03:22:23 PM »

Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

Since ground units require a population to be at (unless on a ship), I think the best solution here would be to have an order to create a colony and unload ground units there.

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.
Posted by: paolot
« on: November 03, 2024, 02:17:10 PM »

Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.
Posted by: nuclearslurpee
« on: November 02, 2024, 06:19:04 PM »

(See attached) Ground force HQs elements with capacities over 1 million should use at least one decimal place to indicate their capacity. At least for HQs with under 10M capacity.

This post inspired by a recent double-take I did which briefly caused me to think I'd mis-designed my high-level HQ unit.
Posted by: Louella
« on: November 02, 2024, 10:06:02 AM »

Small suggestion:

Standing order to stabilise Lagrange points

reason being that it's hard to locate unstabilised ones with ingame methods.
Posted by: skoormit
« on: November 01, 2024, 02:52:19 AM »

On the Events window, add a button to create a waypoint at the location of the selected event.
Preferably a named waypoint, so you'd get a popup to provide a name.
Maybe make the default name equal to the event type name.
Possibly add different buttons for different waypoint types.
Posted by: nuclearslurpee
« on: October 26, 2024, 04:00:32 PM »

In the Class Design window, it would be useful to have a filter for the components list to show commercial components only. This would make designing commercial classes easier as (1) it is clear which components are eligible for a commercial designation and (2) it's easier to find them without all the other components in the list (e.g., sensors).
Posted by: paolot
« on: October 26, 2024, 09:19:13 AM »

I don't remember if already suggested (or solved): in the Minerals window, the longest names of the bodies are often larger of the column width, so the mark (C) of being a colony is hidden.
Is it possible to highlight the designated colonies with a different colour?
Posted by: paolot
« on: October 25, 2024, 04:05:25 PM »

In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.

There is already a 'Populated Systems' option on the galactic map.

Thank you, Steve.
But I meant all the bodies marked as colony, not the populated ones only.
Posted by: skoormit
« on: October 25, 2024, 07:29:26 AM »

In the description text for sensor components, indicate the classification (commercial if 50t or less, military if over 50t).
This is primarily important in the Create Research Project window; new players often aren't aware of the 50t threshold.
Posted by: AJS1956
« on: October 25, 2024, 06:34:56 AM »

Hi,

I don't know if this will be difficult to add than is worthwhile but I would like it if, in the Ground Forces Window, formations in the list at the left are shown in a different colour if the HQ in the formation has a capacity smaller than the units it commands. How about orange if the HQ capacity is too small and red if no HQ is present.

Thanks,

Andy
Posted by: Steve Walmsley
« on: October 25, 2024, 06:19:28 AM »

Option (check box) to automatically scrap any modules at or below your tech level that result from scrapping a ship. This way you don't have to manually go through the resulting pile of components and scrap them all individually.

I've added a button to scrap all components, except for those you have researched and are not obsolete and those that can be disassembled.