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Posted by: JustAnotherDude
« on: Yesterday at 05:05:14 PM »

C# has had a bunch of QoL changes that makes certain things a lot easier, but I think a big on is allowing conditional orders to use order presets (i.e go to planet X, moon Y and asteroid Z, transit to system A and refuel at station B) and also, as you considered earlier in the changes list, adding ship level conditional orders. This would let you, say, bring fuel from your homeworld to FoB once it reaches a certain level automatically. One can already have the ship making the trip 24/7 but this would give it some extra finesse and flexibility.
Posted by: Desdinova
« on: Yesterday at 04:34:49 PM »

In the other thread, people are talking about trading ship components between player races.

I know that the planned diplomacy system is a long ways off, but I'd like to suggest:

Making it possible to trade technologies between NPRs. Currently, you can set it so newly discovered technologies can be shared between friendly/allied NPRs, but it'd be nice to have an option to trade previously discovered technologies with allies or exchange knowledge with neutral races.

Making it possible to trade ship components directly, or to grant a "production license" allowing a race to build components they wouldn't normally have access to.

I'd also like to suggest making it possible to steal component technologies through espionage. This is currently possible with missiles, but not other components. If a race has the prerequisite technology to build it, it should be possible to steal the plans for a component.
Posted by: Steve Walmsley
« on: February 14, 2019, 06:54:09 AM »

Double clicking on a system in the galaxy view only brings up the "F9" (System Generation and Display), and not the System Map, the thing im suggesting.

Ah, terminology confusion. F9 to me is the System View and what you call the system map is the tactical map (as opposed to the galactic map).
Posted by: procdrone
« on: February 14, 2019, 04:23:05 AM »

Quote from: Steve Walmsley link=topic=9841. msg112804#msg112804 date=1550137045
Quote from: procdrone link=topic=9841. msg112799#msg112799 date=1550116549
This is but a simple UI improvement suggestions. 

1.   Add a button to galactic map, which allows jumping straight to the currently selected system view. 

2.   In Task force UI, remove selecting Task forces from the dropbox(which I find greatly inconvenient, given number of various TFs you gather later in the game), and make a combo box with a full list on the left side of the TF window. 
To be fair, the systems list in the system view could be similarly treated.

1) You can double-click on systems (in VB6 too) to open the system view. 

2) The fleet window is completely different in C# (check the changes or screenshots threads) and has a fleet hierarchy, not a dropdown.

Double clicking on a system in the galaxy view only brings up the "F9" (System Generation and Display), and not the System Map, the thing im suggesting.
Posted by: Steve Walmsley
« on: February 14, 2019, 03:37:25 AM »

This is but a simple UI improvement suggestions.

1.  Add a button to galactic map, which allows jumping straight to the currently selected system view.

2.  In Task force UI, remove selecting Task forces from the dropbox(which I find greatly inconvenient, given number of various TFs you gather later in the game), and make a combo box with a full list on the left side of the TF window.
To be fair, the systems list in the system view could be similarly treated.

1) You can double-click on systems (in VB6 too) to open the system view.

2) The fleet window is completely different in C# (check the changes or screenshots threads) and has a fleet hierarchy, not a dropdown.
Posted by: procdrone
« on: February 13, 2019, 09:55:49 PM »

This is but a simple UI improvement suggestions.

1.  Add a button to galactic map, which allows jumping straight to the currently selected system view.

2.  In Task force UI, remove selecting Task forces from the dropbox(which I find greatly inconvenient, given number of various TFs you gather later in the game), and make a combo box with a full list on the left side of the TF window.
To be fair, the systems list in the system view could be similarly treated.
Posted by: MarcAFK
« on: February 13, 2019, 08:04:54 PM »

That should be an option, if a roll is made for CMCs and the body is suitable for asteroid miners then an equivalent batch of miners could be assembled and launched.
Posted by: DEEPenergy
« on: February 13, 2019, 05:53:01 PM »

Civilian asteroid miners. Along with the ability to ban them from bodies/systems  :)
Posted by: MarcAFK
« on: February 08, 2019, 07:09:06 PM »

Seems reasonable.
Posted by: QuakeIV
« on: February 08, 2019, 02:10:59 PM »

That seems like a good way to do it to me.
Posted by: sublight
« on: February 08, 2019, 01:56:29 PM »

I always assumed Small tank prices were such to avoid making internal HTK too cheap, but that did leave the Standard fuel tanks feeling over priced. It's nice to see those costs revisited.

The new Tiny/Small/Standard costs look great, but I'm concerned that the bigger tanks now feel too cheap. It feels wrong that the material costs increase even slower than surface area.

So... I guess I'm suggesting the fuel tank costs be tweaked to scale directly with surface area, or size^(2/3).

Fuel Storage - Tiny: 5,000 litres, 0.5 BP
Fuel Storage - Small: 10,000 litres, 0.8 BP
Fuel Storage - Standard: 50,000 litres, 2 BP
Fuel Storage - Large: 250,000 litres, 6 BP
Fuel Storage - Very Large: 1,000,000 litres, 17 BP
Fuel Storage - Ultra Large: 5,000,000 litres, 50 BP
(costs derived at pegging 10,000L as .8, then rounding the other costs down)
Posted by: SpikeTheHobbitMage
« on: February 07, 2019, 09:15:35 PM »

I'm pretty sure that in VB6 civilians take infrastructure as a trade good and transform it into "actual" infrastructure at the destination, so that there isn't any loss on the source world. If it works the same for LGI in C#, there shouldn't be any issue of mass die-offs.
Yes, that is exactly how it works.  If you want installed infrastructure moved, you have to pay the shipping fees or move it yourself.  On top of that, trade good infrastructure can't be converted in place.  It must first be loaded onto a civilian freighter to become 'real'.
Posted by: JacenHan
« on: February 07, 2019, 08:50:36 PM »

I'm pretty sure that in VB6 civilians take infrastructure as a trade good and transform it into "actual" infrastructure at the destination, so that there isn't any loss on the source world. If it works the same for LGI in C#, there shouldn't be any issue of mass die-offs.
Posted by: MarcAFK
« on: February 07, 2019, 08:42:09 PM »

So it seems there needs to be a check to see if a population has spare unused LGI capacity before it gets moved. or maybe a toggle in the civilian screen where you can choose if the planet imports of exports LGI in the same vein as the civilian colonization status screen.
Posted by: SpikeTheHobbitMage
« on: February 07, 2019, 10:37:20 AM »

Quote from: SpikeTheHobbitMage link=topic=9841.msg112710#msg112710
IIRC, they will move low gravity infrastructure, but only to/from low gravity worlds, which is going to be 'fun' for your first LG colony, and I do believe it still counts as trade.  But as you say, I'm just glad I don't have to pay for it.   :)

I really hope they only move LGI from acceptable-grav worlds, and only to Low-Grav worlds.

Or a lot of Alzairians are going to die.
I may have misread (or misremembered) Steve's post on the matter, but it seemed that only low-grav worlds produce LGI.

That would be a fun bug, in the Dwarf Fortress sense.
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