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Topic Summary

Posted by: Tikigod
« on: Yesterday at 08:05:26 PM »

Hey Steve.  So a quick question/suggestion regarding the new Mantience storage bays and other such storage components.  Can it be possible to have a gradual increase in storage efficiency per size increase rather than just a flat liner increase of space directly proportion to the HS used? It's always something that has irked me somewhat in the game where space means everything.     

If I can use 5 Standard Maintenance storage bays or 1 Large storage bay, there is no difference, even though thematically that's 5 separate compartments with walls and all included.  Yet it gives me the exact same space as the large storage bay.  It would simply be nice if there was a gradual increase in storage the larger the size you have, even nicer if it applied to everything with storage mechanics.     


So rather then
Code: [Select]
Large: 2000 MSP, 5HS
Standard: 400 MSP, 1 HS
Small: 80 MSP: 0.2 HS
Tiny: 40 MSP 0.1 HS
Fighter: 20 MSP: 0.05 HS.

It can be a 10%+5% increase per size (rounded nicely)
Code: [Select]
25% Increase Large: 2500: 5 HS
20% Increase Standard: 480: 1 HS
15% Increase Small: 95 MSP: 0.2 HS
10% Increase Tiny: 45 MSP 0.1 HS
Base Fighter 20 MSP: 0.05 HS

A similar such 'formula' if you even want to call it that could be used for Crew Quarters, Fuel Storage and everything else which fits the function.   Effectively making better use of the space with and it feels slightly more realistic than everything being linear.   

Current Fuel
Code: [Select]
Ultra Large: 5,000,000: 100 HS
Very Large: 1,000,000: 20 HS
Large: 250,000: 5 HS
Basic: 50,000: 1 HS
Small: 10,000: 0.2 HS
Tiny: 5,000: 0.1 HS

Suggested Fuel
Code: [Select]
30% Ultra Large: 6,500,000: 100 HS
25% Very Large: 1,250,000: 20 HS
20% Large: 300,000: 5 HS
15% Basic: 57,500?: 1 HS
10% Small: 11,000: 0.2 HS
Tiny: 5,000: 0.1 HS

If this was done I think the existing resource cost advantage (assuming these still exist in C#) between the options should be removed given there will now be actual performance gains, and the performance gains much more subtle given how much of a impact even a 1% or 2% extra bonus can mean for design performance. (Then there is the need to re-evaluate how many size iterations and their contents are actually required now given the scaling gains with multiple modules)

----------

On the subject of fighters, maintenance supplies and component failures I have always wondered if it were possible to have components essentially include basic supplies for one off repairs as part of the size they contribute to the hull design. As it seems daft that the base size consumed by 'general supplies' to support a ship based on deployment time doesn't include anything to do with keeping the ship operational. Maintenance modules would still be needed for larger designs to combat high failure rates and longer deployment times, but smaller craft with very short deployment times could effect at least one off repairs for a module before needing to return to some kind of support dockyard.

It wouldn't strictly be treated as 'Free maintenance supplies' but rather each module that the rule is applied to would have a flag variable that determines if that module can be repaired whilst deployed with no supply cost, once the first repair is made the flag then switches and future repairs consume supplies until the ship returns to some kind of supporting structure that can then reset the flag. This would need to be restricted to only particular types of modules to stop it being too silly though.
Posted by: kuhaica
« on: Yesterday at 07:13:46 PM »

Hey Steve.  So a quick question/suggestion regarding the new Mantience storage bays and other such storage components.  Can it be possible to have a gradual increase in storage efficiency per size increase rather than just a flat liner increase of space directly proportion to the HS used? It's always something that has irked me somewhat in the game where space means everything.     

If I can use 5 Standard Maintenance storage bays or 1 Large storage bay, there is no difference, even though thematically that's 5 separate compartments with walls and all included.  Yet it gives me the exact same space as the large storage bay.  It would simply be nice if there was a gradual increase in storage the larger the size you have, even nicer if it applied to everything with storage mechanics.     


So rather then
Code: [Select]
Large: 2000 MSP, 5HS
Standard: 400 MSP, 1 HS
Small: 80 MSP: 0.2 HS
Tiny: 40 MSP 0.1 HS
Fighter: 20 MSP: 0.05 HS.

It can be a 10%+5% increase per size (rounded nicely)
Code: [Select]
25% Increase Large: 2500: 5 HS
20% Increase Standard: 480: 1 HS
15% Increase Small: 95 MSP: 0.2 HS
10% Increase Tiny: 45 MSP 0.1 HS
Base Fighter 20 MSP: 0.05 HS

A similar such 'formula' if you even want to call it that could be used for Crew Quarters, Fuel Storage and everything else which fits the function.   Effectively making better use of the space with and it feels slightly more realistic than everything being linear.   

Current Fuel
Code: [Select]
Ultra Large: 5,000,000: 100 HS
Very Large: 1,000,000: 20 HS
Large: 250,000: 5 HS
Basic: 50,000: 1 HS
Small: 10,000: 0.2 HS
Tiny: 5,000: 0.1 HS

Suggested Fuel
Code: [Select]
30% Ultra Large: 6,500,000: 100 HS
25% Very Large: 1,250,000: 20 HS
20% Large: 300,000: 5 HS
15% Basic: 57,500?: 1 HS
10% Small: 11,000: 0.2 HS
Tiny: 5,000: 0.1 HS
Posted by: Garfunkel
« on: February 14, 2020, 11:45:28 AM »

Naval officers who got promoted X times
Ground officers who participated in X battles (since their promotions are rarer)
Scientists who have been in charge of labs for X years
Administrators who have been leading a colony for X years

It could be similar to the automatic medal process, where the players has a relatively small number of variables to adjust and then the game automatically tracks it. The "In Memoriam" system could, in fact, build on top of the medal system.
A-hem.  ;D

With all the possibilities that the automated medal system allows us, it should be feasible to expand it to save deceased/retired officers within certain criteria.
Posted by: iceball3
« on: February 13, 2020, 09:25:13 PM »

Perhaps a list with "recent retirements/casualties" will save officers and the like for up to two years, with the option to inter them in a permanent "list of honor" manually, or to have a settable value for promotion score or rank that automagically pushes officers to the list of honor, where they can receive posthumous/postcareer medals and are kept with relative safety.
The middle list will have a rough average of around two years worth of officer production in listed names and attributes, but obviously won't be accessed as often as your normal list, which also maintains around two years worth of officer production.
Posted by: Kristover
« on: February 13, 2020, 02:12:09 PM »

If the idea is to track notable officers, I'd have it track those with a certain minimum promotion point value in medals. Basically, just decorated officers get tracked.

Promotion score off medals  wouldn’t be a bad way to handle distinction particularly if you had a war hero Lieutenant Commander who goes down in a blaze of glory on his first assignment and earns the ‘Star of the Federation’ for his heroics.  I might want to name a dreadnought off the brave frigate commander.
Posted by: Desdinova
« on: February 13, 2020, 01:34:05 PM »

If the idea is to track notable officers, I'd have it track those with a certain minimum promotion point value in medals. Basically, just decorated officers get tracked.
Posted by: Kristover
« on: February 13, 2020, 01:31:51 PM »

C# has a 'story character' flag for commanders. One option is to retain those commanders in a 'KIA' list if they die.

I don't think I would personally use the 'story character' flag in my games - I don't really want an 'immortal' commander on the roles who won't die or retire (but can be killed) and rather let your promotion/assignment routine work to churn and rotate and elevate new commanders.  But I would want to save the record of my Fleet Admiral who I watched over 40 years heroically rise through the ranks, discover new worlds and meet new races, and command the Fleet in the Great War before finally retiring.
Posted by: Steve Walmsley
« on: February 13, 2020, 01:14:29 PM »

C# has a 'story character' flag for commanders. One option is to retain those commanders in a 'KIA' list if they die.
Posted by: Kristover
« on: February 13, 2020, 12:47:20 PM »

"Imagine loading up that list of 2,200 names to take a stroll down memory lane."

Well, I just might want too!  But seriously point taken it would be quite a list and perhaps a tag that only those who served more 10 years would be retained so you didn't get the minor officers who didn't make an impact or a check box for those you wished to retain in your 'Past Officer' file would be an adequate compromise to reduce bloat.  In fact, I think I might even like the check box more because lets say I wanted to be crazy and retain 2,000 plus names - I could just check mark all of them at the beginning. 
Posted by: Jorgen_CAB
« on: February 13, 2020, 12:36:32 PM »

Tinkering with VB6 last night and had an RP thought/suggestion:

I have never noticed but once Commanders die/retired/KIA, are they still viewable in an inactive file or are they gone forever?  If possible, I wonder if it would be possible for those Commanders to shift to a past Commander tab so their accomplishments and lives (records, medals, comments) are still viewable?  I tend toward paying a lot of attention to my Commanders to the point of entering in comments on their actions and lives essentially creating a fictional story/universe as  I go with these guys and when they eventually move on, I would like to go back and see who came before the present generation and what they did.  Maybe even name a new colony world or warship (ex: 'TFNS Steve Walmsley') off a past Commander of renown and this function would make the record keeping for such a lot easier.

This has been in and out a couple times, and the problem is always how to differentiate between the few dozen Officers you care about and the hundreds you don't.  Do they get a tickbox while alive to mark them as special?  Do all dead/retired officers go to a 'pool' for a couple of years before deletion to give you time to note their details?  Do you manually confirm "save or delete" for each dead/retired officer?

The officers wouldn't be in the same listing as the active Commanders.  The suggestion is they be moved to a separate tab for 'Past Officers'.  Certainly, the list would eventually after a 100 years or so be a couple hundred (or more) names long but given the amount of effort I put into them and their backstories, I wouldn't mind having that long list.  Besides, if they're inactive and separate from the active list - preferably on a different page/listing altogether - they aren't really taking any processing power or cluttering up the active screen

Using VB figures so C# specifics won't be exact given certain changes being made but:

Each Academy generate 5 Officers a year. So even just 5 Academies on your homeworld early on pushes out 25 Officers annually.
So in 10 years you'll be churning out 250 Officers, most of which will likely never have a position and be culled a short few years after being produced after the preset amount of time.
In 100 years you'll have produced yet another 2,500 Officers. Now your list contains probably approximately 2,200 past-officers at a minimum.

Imagine loading up that list of 2,200 names to take a stroll down memory lane.

And that's just from 5 academies.

I think it would be neat with a checkbox beside any commander if you want to save them past their death or retirement or any commander that you have made manual notes on or when you award a medal to them it could be part of the medal if they get saved for posterity or not.

I agree there are no point in saving all commanders that have made little to no specific impact on your story.
Posted by: Tikigod
« on: February 13, 2020, 12:27:03 PM »

Tinkering with VB6 last night and had an RP thought/suggestion:

I have never noticed but once Commanders die/retired/KIA, are they still viewable in an inactive file or are they gone forever?  If possible, I wonder if it would be possible for those Commanders to shift to a past Commander tab so their accomplishments and lives (records, medals, comments) are still viewable?  I tend toward paying a lot of attention to my Commanders to the point of entering in comments on their actions and lives essentially creating a fictional story/universe as  I go with these guys and when they eventually move on, I would like to go back and see who came before the present generation and what they did.  Maybe even name a new colony world or warship (ex: 'TFNS Steve Walmsley') off a past Commander of renown and this function would make the record keeping for such a lot easier.

This has been in and out a couple times, and the problem is always how to differentiate between the few dozen Officers you care about and the hundreds you don't.  Do they get a tickbox while alive to mark them as special?  Do all dead/retired officers go to a 'pool' for a couple of years before deletion to give you time to note their details?  Do you manually confirm "save or delete" for each dead/retired officer?

The officers wouldn't be in the same listing as the active Commanders.  The suggestion is they be moved to a separate tab for 'Past Officers'.  Certainly, the list would eventually after a 100 years or so be a couple hundred (or more) names long but given the amount of effort I put into them and their backstories, I wouldn't mind having that long list.  Besides, if they're inactive and separate from the active list - preferably on a different page/listing altogether - they aren't really taking any processing power or cluttering up the active screen

Using VB figures so C# specifics won't be exact given certain changes being made but:

Each Academy generate 5 Officers a year. So even just 5 Academies on your homeworld early on pushes out 25 Officers annually.
So in 10 years you'll be churning out 250 Officers, most of which will likely never have a position and be culled a short few years after being produced after the preset amount of time.
In 100 years you'll have produced yet another 2,500 Officers. Now your list contains probably approximately 2,200 past-officers at a minimum.

Imagine loading up that list of 2,200 names to take a stroll down memory lane.

And that's just from 5 academies.
Posted by: Kristover
« on: February 13, 2020, 11:49:50 AM »

Tinkering with VB6 last night and had an RP thought/suggestion:

I have never noticed but once Commanders die/retired/KIA, are they still viewable in an inactive file or are they gone forever?  If possible, I wonder if it would be possible for those Commanders to shift to a past Commander tab so their accomplishments and lives (records, medals, comments) are still viewable?  I tend toward paying a lot of attention to my Commanders to the point of entering in comments on their actions and lives essentially creating a fictional story/universe as  I go with these guys and when they eventually move on, I would like to go back and see who came before the present generation and what they did.  Maybe even name a new colony world or warship (ex: 'TFNS Steve Walmsley') off a past Commander of renown and this function would make the record keeping for such a lot easier.

This has been in and out a couple times, and the problem is always how to differentiate between the few dozen Officers you care about and the hundreds you don't.  Do they get a tickbox while alive to mark them as special?  Do all dead/retired officers go to a 'pool' for a couple of years before deletion to give you time to note their details?  Do you manually confirm "save or delete" for each dead/retired officer?

The officers wouldn't be in the same listing as the active Commanders.  The suggestion is they be moved to a separate tab for 'Past Officers'.  Certainly, the list would eventually after a 100 years or so be a couple hundred (or more) names long but given the amount of effort I put into them and their backstories, I wouldn't mind having that long list.  Besides, if they're inactive and separate from the active list - preferably on a different page/listing altogether - they aren't really taking any processing power or cluttering up the active screen
Posted by: Garfunkel
« on: February 13, 2020, 11:48:21 AM »

Naval officers who got promoted X times
Ground officers who participated in X battles (since their promotions are rarer)
Scientists who have been in charge of labs for X years
Administrators who have been leading a colony for X years

It could be similar to the automatic medal process, where the players has a relatively small number of variables to adjust and then the game automatically tracks it. The "In Memoriam" system could, in fact, build on top of the medal system.
Posted by: Father Tim
« on: February 13, 2020, 11:44:34 AM »

Tinkering with VB6 last night and had an RP thought/suggestion:

I have never noticed but once Commanders die/retired/KIA, are they still viewable in an inactive file or are they gone forever?  If possible, I wonder if it would be possible for those Commanders to shift to a past Commander tab so their accomplishments and lives (records, medals, comments) are still viewable?  I tend toward paying a lot of attention to my Commanders to the point of entering in comments on their actions and lives essentially creating a fictional story/universe as  I go with these guys and when they eventually move on, I would like to go back and see who came before the present generation and what they did.  Maybe even name a new colony world or warship (ex: 'TFNS Steve Walmsley') off a past Commander of renown and this function would make the record keeping for such a lot easier.

This has been in and out a couple times, and the problem is always how to differentiate between the few dozen Officers you care about and the hundreds you don't.  Do they get a tickbox while alive to mark them as special?  Do all dead/retired officers go to a 'pool' for a couple of years before deletion to give you time to note their details?  Do you manually confirm "save or delete" for each dead/retired officer?
Posted by: Tikigod
« on: February 13, 2020, 09:57:20 AM »

Another suggestion for a quality of life type of thing...

Would it be possible to add an supply automatic order for different things to anything produced on a world add will get picked up by the civilian transports.

As far as I remember there was a problem with adding a supply of thing that might not be available. In addition to that it often is more trouble than it is worth to keep adding more and more of something you build allot and just want shipped out to your colonies. Most often this is mines and automatic mines, but it can be other stuff as well.

You don't have to create matching supply and demand orders. Supply won't get picked up though without matching demand.

In VB6 if you supplied something and there was nothing to load you keep getting an error message that it can't load and interrupts... it also would lower the supplied item with one even though it did not load anything.

Will this work differently in C#?

In C#, you will get an event but not an interrupt. If nothing is there, the pickup code doesn't execute.

On this note, I don't remember seeing anything about event interrupts mentioned but is there any chance C# will include a option to customise how certain 'day to day' event interruptions are treated?

I got a current campaign where my empire started with a higher number of labs but the economy can't really support running all of them researching during certain larger construction periods like expanding my naval shipyards, or producing high volume of automated mines for early mining colony expansion in my home system, yet "Inactive research Labs" interruption makes progressing game time through these often 1-2 year construction periods a right headache.

Would be nice if there was the option in the event log settings to flag events I know will be occurring but am fine with to stop interrupting time progression, I know in VB there's the option to filter events visually but it was my understanding that it doesn't actually stop them from interrupting time progression?
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