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Topic Summary

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.
Posted by: Steve Walmsley
« on: October 25, 2024, 06:17:15 AM »

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.
Posted by: Kiero
« on: October 25, 2024, 03:24:12 AM »

Will it be possible to unload prisoners into a colony and then take them from there and transport them to another colony?
Posted by: Steve Walmsley
« on: October 22, 2024, 05:19:23 AM »

The "SM Part Refuel" button allows us to set the fuel level of a ship.
I often want to add or subtract a specific amount, so I have to find the current amount, do the mental math, remember the result, go back to the Misc tab, and use the button.

Suggestion: a new button "SM Add Fuel Amt" that allows us to skip the math part. Just add a given amount.
Respect max capacity of ship.
Allow negative input (but don't set current amount below zero, obviously).

This existing change for v2.6 will allow specific refuelling of fleets..
http://aurora2.pentarch.org/index.php?topic=13463.msg171244#msg171244
Posted by: skoormit
« on: October 22, 2024, 05:02:15 AM »

The "SM Part Refuel" button allows us to set the fuel level of a ship.
I often want to add or subtract a specific amount, so I have to find the current amount, do the mental math, remember the result, go back to the Misc tab, and use the button.

Suggestion: a new button "SM Add Fuel Amt" that allows us to skip the math part. Just add a given amount.
Respect max capacity of ship.
Allow negative input (but don't set current amount below zero, obviously).
Posted by: skoormit
« on: October 22, 2024, 04:53:20 AM »

A contact update event will interrupt for a hostile contact, but not for a neutral or friendly contact.
I often have current contacts for a given NPR (whom I don't consider hostile) that are updating so often that setting the NPR to hostile would cause interrupts every single increment.
At the same time, I would like to closely watch some subset of those contacts, and be able to respond immediately if any of them change.

So, not really a solid suggestion here, just me expressing a wish that we had some way to specify individual contacts as interrupting if they change, regardless of the NPR relationship setting.
Posted by: Antonin1957
« on: October 19, 2024, 05:59:06 PM »

Could agriculture someday be added to the game as a strategic commodity that can be transported and used to stimulate colony population? I see that the "summary" tab in "Economics" shows the percent of the population doing agriculture and environmental jobs.

Every time I re-read the first three books of Asimov's "Foundation" series, I'm always intrigued by the lines:

"Sergeant Mori Luk made an ideal soldier of the ranks. He came from the huge agricultural planets of the Pleiades where only army life could break the bond to the soil and the unavailing life of drudgery..."

And of course:

"Twenty agricultural worlds were granary of Trantor."

And in real life history, as the Roman Empire grew, Rome itself came to depend more and more on grain shipments from Africa.

Just a thought...
Posted by: skoormit
« on: October 18, 2024, 08:33:13 AM »

Currently, transponders can only be activated or deactivated as a movement order.
So, if you want to change the transponder status of a moving fleet, you have to clear the current orders, make a waypoint, execute the transponder order, and then restore the original orders.

Suggestion: Add buttons to change transponder status (per ship and/or per fleet), similar to the one for toggling active sensors.
Posted by: lumporr
« on: October 14, 2024, 06:46:29 AM »

The ability to "unchart" jump points would be nice, in order to replicate the temporary loss of certain jump routes, which must be rediscovered via survey. This would help with setting up certain RP scenarios in which rediscovery is a theme, and I think it can be accomplished by setting the Explored and Charted columns in the RaceJumpPointSurvey table to 0 for the desired jump points, but that's a little cumbersome.

Specifically, I'd like to be able to mechanically represent the "Shadow in the Warp" effect of the Tyranids in 40k by temporarily removing jump point access to certain systems, without having to access the DB during gameplay or houserule it using military restricted/alien controlled flags and manually removing any orders to or from the system in question.
Posted by: Alsadius
« on: October 13, 2024, 07:20:38 AM »

Just saw this in an old wiki article, about VB6. Can we get this feature back for C#? (At least, I don't see it anywhere in the F4 fleet info window.)

> On individual Ship Summaries {{key|F6}}, the Annual Failure Rate and IFR will be based on the ship's actual maintenance clock.