Aurora 4x

VB6 Aurora => Aurora Suggestions => Topic started by: Doug Olchefske on April 29, 2008, 02:51:34 PM

Title: 3.1 Suggestions
Post by: Doug Olchefske on April 29, 2008, 02:51:34 PM
Could you predefine humans as a race for setup? Since I use humans all the time it would be nice to just click yes rather than set up the race each time.
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Post by: Charlie Beeler on May 02, 2008, 03:05:36 PM
Steve, as usual you have done an over the top job with Aurora.  The functionality is leagues ahead of SA.  That also means that you?re the victim of your own success.  Each new or improved piece gets me wondering what I want next.  

So here are various suggestions in no particular order:

In the fighter screen (f7)  Allow block assignments to squadrons as well as individual. (ie shift+drag to highlight a block, or cntl+click to highlight non-contiguous)

In research tab of (f2)  Add a sort that uses field for the high order.

In Class Design (f5) allow for selection of class name similar what you had in SA. Maybe a check box to toggle auto-assign.

During race setup have the ability to restrict what tech trees are available.

The ability to create star systems for a new player race that is not initially connected an exist race.  This system should be able to generate at least 1 planet that meets parameters assigned to the new race so that the SM doesn?t have to cycle through random system generations or need to manually edit.  The ability for the SM to manually edit a newly generated system should be available though.
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Post by: sloanjh on May 03, 2008, 10:17:02 PM
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)

Thanks,
John
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Post by: Erik L on May 03, 2008, 11:27:25 PM
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)

Thanks,
John


Seconded.
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Post by: Charlie Beeler on May 06, 2008, 08:18:13 AM
Could we get a task group command for fighter squadrons to return to and land/recover on thier assigned carrier/mothership?
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Post by: Pete_Keller on May 11, 2008, 12:20:03 PM
reverse sort the drop-down boxes for designing components.

This would allow you to select shield and get the best parts for shield.

Pete
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Post by: Pete_Keller on May 11, 2008, 12:30:30 PM
Logging -- dump the logs as part of the "new year" routine.  

for example it just turns year 202, dump the logs for year 200, this would allow people to look back on year 201 logs.

Dump it to a directory (new directory) called logs. create a subdirectory with the name of the game (e.g. Game_108).  then dump the logs as YYYY.log. where yyyy is the game year being dumped.

Whether or not  the person chooses not to log the data, the routine deletes the old data to keep the logs from overflowing.

Pete
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Post by: Charlie Beeler on May 15, 2008, 11:56:15 AM
Another request for fighters.

The ability to un-assign squadrons from carrier/mothership.

The ability to un-assign fighters from a squadron.
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Post by: Doug Olchefske on May 16, 2008, 08:10:59 PM
Quote from: "Pete_Keller"
reverse sort the drop-down boxes for designing components.

This would allow you to select shield and get the best parts for shield.

Pete


Oh, definitely yes.

Also, could we have a mini jump gate, like a DSB-ncd? I'd like to extend my communication network without a big honking gate.
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Post by: Haegan2005 on May 17, 2008, 02:08:26 PM
random events.
+- pop
+- BP for ships, CF, Army units, etc
+- finance( as applied to pop tech or a lump sum)
One time bonus to research (Dr whoisy publishes paper, +1200 rp to laser)

Crew gets a xp bonus do to a Lt doing training or something.

trade bonus item discovered.

unrest level goes down/ or up  :twisted:

additional reservoir of minerals found. or overestimated!

and so on.
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Post by: Erik L on May 17, 2008, 07:20:16 PM
Quote from: "Haegan2005"
random events.
+- pop
+- BP for ships, CF, Army units, etc
+- finance( as applied to pop tech or a lump sum)
One time bonus to research (Dr whoisy publishes paper, +1200 rp to laser)

Crew gets a xp bonus do to a Lt doing training or something.

trade bonus item discovered.

unrest level goes down/ or up  ;)
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Post by: Erik L on May 21, 2008, 01:31:43 PM
When not creating a race on Sol, automatically set the SM Race as the default on New Game creation.
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Post by: Erik L on May 21, 2008, 07:09:05 PM
A way to reset or clear the hull type listing.
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Post by: Charlie Beeler on May 22, 2008, 07:21:42 AM
An option to select class name instead of auto-assigned when created.
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Post by: SteveAlt on May 22, 2008, 08:09:12 AM
Quote from: "Erik Luken"
A way to reset or clear the hull type listing.

Can't you just change it using the dropdown on the class window? or do you mean clear the whole list?

Steve
Title:
Post by: Erik L on May 22, 2008, 10:04:00 AM
Quote from: "SteveAlt"
Quote from: "Erik Luken"
A way to reset or clear the hull type listing.
Can't you just change it using the dropdown on the class window? or do you mean clear the whole list?

Steve


Clear the whole list
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Post by: Erik L on May 22, 2008, 05:53:45 PM
Add a column on the Task Force screen in the ship display area at the top for % Magazines Full.
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Post by: Erik L on May 23, 2008, 02:54:55 PM
I think this has been suggested for prior versions... On ship completion, if the ship has a missile load out specified, it draws from planetary stocks to load magazines.
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Post by: Erik L on May 23, 2008, 03:32:59 PM
Allow sorting of the Shipyard tasks by columns. I'd like to sort by fleet mainly, though Completion date would be nice too.
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Post by: Erik L on May 23, 2008, 03:37:42 PM
Add the designation (BB, CA, CVL, etc) to the Manage Shipyards tab on the table showing the class. I'm old and keep forgetting which is my grav survey ship and which is the geo.
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Post by: sloanjh on May 23, 2008, 06:43:39 PM
Quote from: "Erik Luken"
Add the designation (BB, CA, CVL, etc) to the Manage Shipyards tab on the table showing the class. I'm old and keep forgetting which is my grav survey ship and which is the geo.

LOL!!

That's easy - Lewis is grav survey and Clark is geo....or was it the other way around?

John

PS - Actually, I use Enterprise for my jump ship/grav survey class name, Lewis for geo survey and Clark for geo survey (hyper-capable).  Which reminds me - I've noticed a lot of "convergent evolution" in naming from things I've seen on the board - e.g. Mayflower for colony ships, Genesis for terraformers, ...
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Post by: Erik L on May 24, 2008, 02:24:37 AM
Quote from: "sloanjh"
Quote from: "Erik Luken"
Add the designation (BB, CA, CVL, etc) to the Manage Shipyards tab on the table showing the class. I'm old and keep forgetting which is my grav survey ship and which is the geo.
LOL!!

That's easy - Lewis is grav survey and Clark is geo....or was it the other way around?

John

PS - Actually, I use Enterprise for my jump ship/grav survey class name, Lewis for geo survey and Clark for geo survey (hyper-capable).  Which reminds me - I've noticed a lot of "convergent evolution" in naming from things I've seen on the board - e.g. Mayflower for colony ships, Genesis for terraformers, ...


Heh. Normally I use Geode and Stellar, but this time I opted to keep all of the theme names in use. I tend to use Ark for the colony ships myself.

More of a suggestion, but when you click New, maybe a popup asking if you wish to use a Theme name, and if you hit no, either a dialog to enter one, or call it New Ship #132 etc.
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Post by: SteveAlt on May 24, 2008, 06:00:00 AM
Quote from: "Erik Luken"
Add a column on the Task Force screen in the ship display area at the top for % Magazines Full.

Added for v3.1

Steve
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Post by: SteveAlt on May 24, 2008, 06:11:08 AM
Quote from: "Erik Luken"
I think this has been suggested for prior versions... On ship completion, if the ship has a missile load out specified, it draws from planetary stocks to load magazines.

In v3.1, Ships, PDC and Fighters will all draw from the ordnance stockpile of the population where they are constructed. Any ships created by the Create OOB window will start with full magazines for free,

Steve
Title:
Post by: SteveAlt on May 24, 2008, 06:18:34 AM
Quote from: "Erik Luken"
Allow sorting of the Shipyard tasks by columns. I'd like to sort by fleet mainly, though Completion date would be nice too.

I've added alphanumeric sorting for shipyard tasks to v3.1. You can just double-click a column to sort by it. Dates are a little different because they are not alphanumeric. However, already in v3.0 is the Schedule button on the shipyard window which will bring up a list of all shipyard tasks in order of completion date.

Steve
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Post by: SteveAlt on May 24, 2008, 06:32:39 AM
Quote from: "Erik Luken"
Add the designation (BB, CA, CVL, etc) to the Manage Shipyards tab on the table showing the class. I'm old and keep forgetting which is my grav survey ship and which is the geo.

I have added the hull designation to the table, and also to the Retool and New Class dropdowns.

Steve
Title:
Post by: SteveAlt on May 24, 2008, 07:21:50 AM
Quote from: "Charlie Beeler"
Steve, as usual you have done an over the top job with Aurora.  The functionality is leagues ahead of SA.  That also means that you?re the victim of your own success.  Each new or improved piece gets me wondering what I want next.  

So here are various suggestions in no particular order:

In the fighter screen (f7)  Allow block assignments to squadrons as well as individual. (ie shift+drag to highlight a block, or cntl+click to highlight non-contiguous)
I have moved the existing list of fighters on to a tab control. There is also a second tab that allows you to move fighters in a block between squadrons or to/from unassigned. Its very similar to the right-hand side of the organization tab on the Fleet window.

Quote
In research tab of (f2)  Add a sort that uses field for the high order.
You can now sort by any of the three columns on the Research tab by double-clicking. As with other sortable grids, double-clicking the same column twice will reverse the sort order.

Quote
In Class Design (f5) allow for selection of class name similar what you had in SA. Maybe a check box to toggle auto-assign.
Not sure what you mean here. There is a Name Type for classes in Aurora, just as with SA. Its on the information tab. Is that what you meant? As an aside, I have got SA and Aurora open at the same time while I look at this and its amazing how relatively primitive SA looks.

Quote
During race setup have the ability to restrict what tech trees are available.
Do you mean prevent a race from being able to research specific tech lines such as laser focal size or a whole research field such as Missiles/Kinetics

Quote
The ability to create star systems for a new player race that is not initially connected an exist race.  This system should be able to generate at least 1 planet that meets parameters assigned to the new race so that the SM doesn?t have to cycle through random system generations or need to manually edit.  The ability for the SM to manually edit a newly generated system should be available though.

This is very difficult to accomplish. The main problem is that a species gets its tolerances from the planet on which it is created, so you can't create a species and then try to find a planet to fit. The system generation code is so complex (it took me almost a year to write), with so many factors going into each planet, that creating custom systems is almost impossible. I could ask questions at each step in the same way as SA did but there are a huge number of steps involved and most of the time you wouldn't know what the result would be of choosing a particular star type, planetary distance, density, albedo, atmospheric content, etc because of the formulas involved.

As an example, when a planet is created, the code selects the basic type based on the orbital distance and the star type, then it generates radius and density and from that gets mass, gravity and escape velocity. The year is based on star mass and orbital distance. Tidal forces are calculated using the same information and from that, combined with the system age, the chance of tidelocking is calculated. Solar Infall is calculated based on star luminosity and orbital distance, which in turn affects the base temperature. Other stars within the system also have an impact on Solar Infall as well. Day length is based on tidal forces and system age. Tectonics are calculated based on tidal forces and day length. Magnetic field is based on density, mass and system age. Hydrosphere is based on the "zone" in which the planet is located plus radius, atmospheric pressure, temperature, etc.

The possible atmosphere gases are based on base temperature, plus volcanic gases based on tectonics. Nobles and halogens mays also be added. Amospheric pressure is based on mass, gravity and radius then individual gas proportions are calculated. Some gases are frozen on the surface (the (F) you might see next to the gas name). Albedo is based on pressure, zone and hydrosphere. The Greenhouse factor is also calculated based on the pressure and which gases are present. Surface temperature is then calculated based on base temperature, greenhouse effects, albedo and pressure. Then a check is made for runaway greenhouse effects based on pressure and temperature, which itself may result in changes to atmospheric gases, albedo, pressure, etc and will result in a new surface temperature

Then a recalculation takes place because certain gases might no longer be frozen, which will then in turn cause a further recalculation due to the effect of the released gas on pressure, albedo, surface temperature, hydrosphere, etc. Then a check is made for possible pressure loss of tidelocked worlds that don't have a runaway greehouse effect, which again causes recalculations in albedo, greenhuse factors, temperature, etc.. Once all that is completed, I then check to see if the resulting conditions might support life and check for the possibility of NPRs.  

Of course, all that is only possible once the basic system layout is complete and working out valid orbital shells in multiple star systems, taking into account the gravitational effects of all the stars and other large bodies such as superjovians, is pretty complex in itself.

All of the above is done using the scientific formulas, not using made-up game tables such as in Starfire. So escape velocity is Escape Velocity = ((19600 * Gravity * Radius) ^ 0.5) / 11200, Gravity = Mass / ((Radius / 6380) ^ 2) and Year is ((OrbDistance ^ 3) / StarMass) ^ 0.5, etc. That is why knowing the effect of a particular planetary creation choice would be very difficult.

Which is all a very long way of saying, that coming up with a system with a planet to suit a particular set of tolerances would not be easy. On the plus side, it means that Aurora's star systems are fairly realistic and based on some reasonable scientific theory, although I have tweaked the numbers in places to increase the amount of habitable worlds and significantly increase the number of interesting stars. I am biaised but I think Aurora's system generation is the best of any sci-fi game :)

However, if as an SM you want to create a particular planetary environment then pick any terrestrial size world with reasonable gravity, create a colony and then open the Environmental tab of the pop window for that colony. Using the SM Set Atm button you can setup whatever atmosphere you want. By playing with the atmosphere you can radically alter the environmental conditions and should be able to create a suitable world on which to create a race. Don't forget that the race is based on the planet, so if you have a planet that is -40C, with 4 atm of pressure and only 0.05 atm of oxygen, the race you create will treat that planet as ideal and all other planets will be judged by that race based on how they compare to their homeworld

Steve
Title:
Post by: SteveAlt on May 24, 2008, 07:46:21 AM
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)

I have added a Hide Obsolete checkbox. The program will remember the state of this checkbox for each race so you won't need to check it every time.

Steve
Title:
Post by: SteveAlt on May 24, 2008, 07:56:55 AM
Quote from: "Pete_Keller"
reverse sort the drop-down boxes for designing components.

This would allow you to select shield and get the best parts for shield.

Its not quite as straightfoward as reversing everything because while you might want to see the best shield or best engine tech, you may not want to see the largest missile launcher or the best power vs efficiency tech. Instead, I have added some extra columns to the database so I can flag which techs get reverse sorted in the Create Research Project window.  I am going to go through them all now and set them for v3.1.  It should make a life a lot easier.

Steve
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Post by: SteveAlt on May 24, 2008, 08:11:25 AM
Quote from: "Charlie Beeler"
Another request for fighters.

The ability to un-assign squadrons from carrier/mothership.

The ability to un-assign fighters from a squadron.

The latter will be possible using the new tab I have added to the Squadron window. For the former, I'll add an unassign button for squadrons.

Steve
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Post by: sloanjh on May 24, 2008, 09:55:14 AM
Quote from: "SteveAlt"
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)
I have added a Hide Obsolete checkbox. The program will remember the state of this checkbox for each race so you won't need to check it every time.

Steve


Thanks!

John

PS - Happy Bank Holiday Weekend
Title:
Post by: SteveAlt on May 24, 2008, 09:55:46 AM
Quote from: "Charlie Beeler"
Could we get a task group command for fighter squadrons to return to and land/recover on their assigned carrier/mothership?

I have added a Land on Mothership command for v3.1. Any task group containing one or more ships that have an assigned mothership but are not currently aboard a mothership will be eligible for the order when it selects another task group as a destination. No check will be made to see if the assigned mothership is in the destination fleet as the mothership may be en route to join that destination fleet before the parasites arrive, or the player may intend to change assignments en route.

Steve
Title:
Post by: SteveAlt on May 24, 2008, 10:30:32 AM
Quote from: "Erik Luken"
Quote from: "SteveAlt"
Or do you mean clear the whole list?
Clear the whole list

That's not so easy because any existing classes will be linked to the existing hull table and will throw an error every time you select them (including classes from other games in the same database) when they can't find their hull listing. In fact, depending on how I have set up the data links, you might even delete them. The only time you could really do this is with before any classes were created and no other games were set up. I wouldn't want to add a button with those restrictions because of the endless questions regarding errors from people who haven't read this mail :)

If you really wanted to do this, the best way would be to delete every line on the hull description table in the database, but again don't do it once you have classes set up.

Steve
Title: Re: 3.1 Suggestions
Post by: SteveAlt on May 25, 2008, 08:08:19 AM
Quote from: "Doug Olchefske"
Could you predefine humans as a race for setup? Since I use humans all the time it would be nice to just click yes rather than set up the race each time.

I could setup some type of generic humans, although different players may want to give them different tolerances. What type of tolerances do you think would be reasonable for standard humans?

Steve
Title:
Post by: SteveAlt on May 25, 2008, 08:41:15 AM
Quote from: "Pete_Keller"
Logging -- dump the logs as part of the "new year" routine.  

for example it just turns year 202, dump the logs for year 200, this would allow people to look back on year 201 logs.

Dump it to a directory (new directory) called logs. create a subdirectory with the name of the game (e.g. Game_108).  then dump the logs as YYYY.log. where yyyy is the game year being dumped.

Whether or not  the person chooses not to log the data, the routine deletes the old data to keep the logs from overflowing.

I'll set something up along these lines, although it will give players the ability to look at past events for other races.

Steve
Title:
Post by: Charlie Beeler on May 26, 2008, 02:16:18 PM
Quote from: "SteveAlt"
Quote
In Class Design (f5) allow for selection of class name similar what you had in SA. Maybe a check box to toggle auto-assign.
Not sure what you mean here. There is a Name Type for classes in Aurora, just as with SA. Its on the information tab. Is that what you meant? As an aside, I have got SA and Aurora open at the same time while I look at this and its amazing how relatively primitive SA looks.

In Aurora it appears that class name is auto assigned when the class is created instead of offering a list of available names from the theme.  The same appears to be true of auto-rename.  

Quote from: "SteveAlt"
Quote
During race setup have the ability to restrict what tech trees are available.
Do you mean prevent a race from being able to research specific tech lines such as laser focal size or a whole research field such as Missiles/Kinetics

Research field.  This would allow for the creation of races that are not 'aware" of the full spectrum of technologies until the encounter new ones.  

Quote from: "SteveAlt"
Quote
The ability to create star systems for a new player race that is not initially connected an exist race.  This system should be able to generate at least 1 planet that meets parameters assigned to the new race so that the SM doesn?t have to cycle through random system generations or need to manually edit.  The ability for the SM to manually edit a newly generated system should be available though.
This is very difficult to accomplish. The main problem is that a species gets its tolerances from the planet on which it is created, so you can't create a species and then try to find a planet to fit. The system generation code is so complex (it took me almost a year to write), with so many factors going into each planet, that creating custom systems is almost impossible. I could ask questions at each step in the same way as SA did but there are a huge number of steps involved and most of the time you wouldn't know what the result would be of choosing a particular star type, planetary distance, density, albedo, atmospheric content, etc because of the formulas involved.

As an example, when a planet is created, the code selects the basic type based on the orbital distance and the star type, then it generates radius and density and from that gets mass, gravity and escape velocity. The year is based on star mass and orbital distance. Tidal forces are calculated using the same information and from that, combined with the system age, the chance of tidelocking is calculated. Solar Infall is calculated based on star luminosity and orbital distance, which in turn affects the base temperature. Other stars within the system also have an impact on Solar Infall as well. Day length is based on tidal forces and system age. Tectonics are calculated based on tidal forces and day length. Magnetic field is based on density, mass and system age. Hydrosphere is based on the "zone" in which the planet is located plus radius, atmospheric pressure, temperature, etc.

The possible atmosphere gases are based on base temperature, plus volcanic gases based on tectonics. Nobles and halogens mays also be added. Amospheric pressure is based on mass, gravity and radius then individual gas proportions are calculated. Some gases are frozen on the surface (the (F) you might see next to the gas name). Albedo is based on pressure, zone and hydrosphere. The Greenhouse factor is also calculated based on the pressure and which gases are present. Surface temperature is then calculated based on base temperature, greenhouse effects, albedo and pressure. Then a check is made for runaway greenhouse effects based on pressure and temperature, which itself may result in changes to atmospheric gases, albedo, pressure, etc and will result in a new surface temperature

Then a recalculation takes place because certain gases might no longer be frozen, which will then in turn cause a further recalculation due to the effect of the released gas on pressure, albedo, surface temperature, hydrosphere, etc. Then a check is made for possible pressure loss of tidelocked worlds that don't have a runaway greehouse effect, which again causes recalculations in albedo, greenhuse factors, temperature, etc.. Once all that is completed, I then check to see if the resulting conditions might support life and check for the possibility of NPRs.  

Of course, all that is only possible once the basic system layout is complete and working out valid orbital shells in multiple star systems, taking into account the gravitational effects of all the stars and other large bodies such as superjovians, is pretty complex in itself.

All of the above is done using the scientific formulas, not using made-up game tables such as in Starfire. So escape velocity is Escape Velocity = ((19600 * Gravity * Radius) ^ 0.5) / 11200, Gravity = Mass / ((Radius / 6380) ^ 2) and Year is ((OrbDistance ^ 3) / StarMass) ^ 0.5, etc. That is why knowing the effect of a particular planetary creation choice would be very difficult.

Which is all a very long way of saying, that coming up with a system with a planet to suit a particular set of tolerances would not be easy. On the plus side, it means that Aurora's star systems are fairly realistic and based on some reasonable scientific theory, although I have tweaked the numbers in places to increase the amount of habitable worlds and significantly increase the number of interesting stars. I am biaised but I think Aurora's system generation is the best of any sci-fi game :)

However, if as an SM you want to create a particular planetary environment then pick any terrestrial size world with reasonable gravity, create a colony and then open the Environmental tab of the pop window for that colony. Using the SM Set Atm button you can setup whatever atmosphere you want. By playing with the atmosphere you can radically alter the environmental conditions and should be able to create a suitable world on which to create a race. Don't forget that the race is based on the planet, so if you have a planet that is -40C, with 4 atm of pressure and only 0.05 atm of oxygen, the race you create will treat that planet as ideal and all other planets will be judged by that race based on how they compare to their homeworld

Steve


I can see that trying to taylor a system to an existing race is a problem and should have considered that with wording the request.

Perhaps the ability to create star systems that are not initially connnected.  I'm mainly thinking this being a function for starting a new game.  Maybe start with a question asking how many races to start the game and the build each in turn, then build the race to populate the best canidate from the system or reject the system a build a new one for approval.  Also determine whether they should be close to each other or potentially widely seperated.  (ie 3 races with starting system id's of 30 60 90 for a sparse population if the max systems are 100 or 10 20 30 if it should be considered a dense galaxy)
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Post by: James Patten on May 26, 2008, 07:39:27 PM
I wasn't paying attention and put my only mass driver from Earth on board a freighter, with 3 planets sending their mineral goodies Earth's way.  Imagine my surprise when I get the message that Earth is taking damage, I've lost population and mines/factories/etc.

Can a warning pop up if you try to remove a mass driver from a planet that has got incoming mineral packets?
Title:
Post by: Charlie Beeler on May 27, 2008, 09:38:54 AM
Quote from: "James Patten"
I wasn't paying attention and put my only mass driver from Earth on board a freighter, with 3 planets sending their mineral goodies Earth's way.  Imagine my surprise when I get the message that Earth is taking damage, I've lost population and mines/factories/etc.

Can a warning pop up if you try to remove a mass driver from a planet that has got incoming mineral packets?


I don't know if this would be easier too implement or not, but...

Be able to set a level for each installation type (per planet maybe) before an override is needed.  (ie you got 10 mass drivers and wish to leave 5 on the that colony).  Additionally, be able to set drop only a set amount of them at other colonies.  (ie the task group is carrying 10 mass drivers and you wish to drop 2ea at 5 different locations).

Something along the lines of:  when task group load command is selected query whether too auto load all available into all available holds or you have total capacity for X number how many do you wish to load if available?  Reverse for unloading.
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Post by: MWadwell on May 29, 2008, 10:44:33 AM
What about allowing unused population (i.e. population not assigned to a task) to have the same ability as a construction factory/mines.

E.g. for every 500k of unused population, you have the equivalent of an extra "free" CF and mine.

In this way, you have civilisations that have just discovered non-neutonian minerals can start mining and construction to build a non-neutonian economy (otherwise you have the catch-22 situation, where you need non-neutonian minerals to start getting/using non-neutonian minerals).

For races that already have the ability to get/use non-neutonian minerals, this will have only a small effect, as you are often in the situation where you:
a) only have small colonies (in which case you only get one or two "free" mines/CF anyway)
b) have an established colony, that already has mines/CF's (in which case the extra "free" mines/CF only add a few percentage increase to the amount mined/used)
c) have a homeworld with a huge free population, in which case the planet is almost always going to be mined out (and so the extra "free" mines aren't being used), and already has a large number of CF's (in which case the extra "free" CF's only add a relatively small increase to the construction ability of the planet).

Comments?
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Post by: Erik L on June 03, 2008, 02:32:07 PM
I've been playing Mass Effect recently (cool game), and something in there brought out the idea of having customizable ground units.

Sort of on the lines of having a choice of weapons to equip the units with, like laser carbines or automatic rifles, or some sort of HVM. Of course, to maintain some sort of balance between the units, a Garrison equipped with HVM will not be as strong as an Assault unit with HVM, etc.
Title:
Post by: Haegan2005 on June 03, 2008, 09:29:07 PM
majes sense and should be relatively easy  to do. However, the ind and mine tabs are jam packed with info already. Where to put them?

Quote from: "MWadwell"
What about allowing unused population (i.e. population not assigned to a task) to have the same ability as a construction factory/mines.

E.g. for every 500k of unused population, you have the equivalent of an extra "free" CF and mine.

In this way, you have civilisations that have just discovered non-neutonian minerals can start mining and construction to build a non-neutonian economy (otherwise you have the catch-22 situation, where you need non-neutonian minerals to start getting/using non-neutonian minerals).

For races that already have the ability to get/use non-neutonian minerals, this will have only a small effect, as you are often in the situation where you:
a) only have small colonies (in which case you only get one or two "free" mines/CF anyway)
b) have an established colony, that already has mines/CF's (in which case the extra "free" mines/CF only add a few percentage increase to the amount mined/used)
c) have a homeworld with a huge free population, in which case the planet is almost always going to be mined out (and so the extra "free" mines aren't being used), and already has a large number of CF's (in which case the extra "free" CF's only add a relatively small increase to the construction ability of the planet).

Comments?
Title:
Post by: Erik L on June 04, 2008, 01:43:58 PM
A way during system creation to force a habitable planet to exist. Maybe a "Make Habitable" button that changes the atmo to an oxy/nitro mix.

And how is the introduction of the "alien" gasses going to affect the SM Race?
Title:
Post by: Erik L on June 04, 2008, 05:07:55 PM
On the Diplo screen, if the race is renamed/named via TacIntel (or left as Alien Race #49), the racename should show that instead of the real name until commo is established.
Title:
Post by: Erik L on June 05, 2008, 12:20:00 PM
Have the Event Updates maintain the "Use Racial Colors" status between loadings.
Title:
Post by: Erik L on June 05, 2008, 12:47:31 PM
An option to Update missile designs.

When you get new missile hardware (warhead strength, fuel/engine, etc), you can update missile designs to the new items with a single click from the missile creation window.

Not sure if you save the missile bits seperately or if you save the missile as a whole. If the first, then this is doable, if the second... oh well. :)
Title:
Post by: Erik L on June 05, 2008, 05:14:47 PM
There needs to be a way to see the specifications of missiles, especially recovered Precursor missiles.
Title:
Post by: Father Tim on June 05, 2008, 05:29:07 PM
Quote from: "Erik Luken"
A way during system creation to force a habitable planet to exist. Maybe a "Make Habitable" button that changes the atmo to an oxy/nitro mix.


Any planet/moon/asteroid with gravity in the racial acceptable range can be brute-forced into habitable (Colony Cost 0.0) with SM Mode.  Toss down a 0 pop colony, go to the Colony (F2) screen, choose the Terraforming tab, zero-out the existing atmosphere, throw in the appropriate Oxy/Nitro mix (20/80 for Humans), add 'Safe Greenhouse gas' or 'Anti-Greenhouse Gas' until the temperature hits the proper range, and, if neccessary, adjust the the Oxy/Nitro mix to get the atmospheric pressure and oxygen percentage back into the tolerable range.  Delete colony if neccessary.
Title:
Post by: Erik L on June 05, 2008, 10:23:53 PM
Quote from: "Father Tim"
Quote from: "Erik Luken"
A way during system creation to force a habitable planet to exist. Maybe a "Make Habitable" button that changes the atmo to an oxy/nitro mix.

Any planet/moon/asteroid with gravity in the racial acceptable range can be brute-forced into habitable (Colony Cost 0.0) with SM Mode.  Toss down a 0 pop colony, go to the Colony (F2) screen, choose the Terraforming tab, zero-out the existing atmosphere, throw in the appropriate Oxy/Nitro mix (20/80 for Humans), add 'Safe Greenhouse gas' or 'Anti-Greenhouse Gas' until the temperature hits the proper range, and, if neccessary, adjust the the Oxy/Nitro mix to get the atmospheric pressure and oxygen percentage back into the tolerable range.  Delete colony if neccessary.


Yah... that's the easy way... lol

I mean prior to race creation.
Title:
Post by: Father Tim on June 06, 2008, 11:52:01 AM
Use the SM race, then delete the colony.
Title:
Post by: Erik L on June 06, 2008, 02:44:10 PM
Quote from: "Father Tim"
Use the SM race, then delete the colony.


That's a possibility...
Title:
Post by: MWadwell on June 09, 2008, 05:16:27 PM
Quote from: "Haegan2005"
majes sense and should be relatively easy  to do. However, the ind and mine tabs are jam packed with info already. Where to put them?

Quote from: "MWadwell"
What about allowing unused population (i.e. population not assigned to a task) to have the same ability as a construction factory/mines.

E.g. for every 500k of unused population, you have the equivalent of an extra "free" CF and mine.

In this way, you have civilisations that have just discovered non-neutonian minerals can start mining and construction to build a non-neutonian economy (otherwise you have the catch-22 situation, where you need non-neutonian minerals to start getting/using non-neutonian minerals).

For races that already have the ability to get/use non-neutonian minerals, this will have only a small effect, as you are often in the situation where you:
a) only have small colonies (in which case you only get one or two "free" mines/CF anyway)
b) have an established colony, that already has mines/CF's (in which case the extra "free" mines/CF only add a few percentage increase to the amount mined/used)
c) have a homeworld with a huge free population, in which case the planet is almost always going to be mined out (and so the extra "free" mines aren't being used), and already has a large number of CF's (in which case the extra "free" CF's only add a relatively small increase to the construction ability of the planet).

Comments?


Why not put a small note after the "free population" amount on the colony page, and then invisibly add them to the number of mines on the minerals page and CF's on the construction page.....
Title:
Post by: Erik L on June 09, 2008, 07:29:44 PM
In the economics screen, some designation for sector HQ planets on the list of colonies.
Title:
Post by: Erik L on June 12, 2008, 07:13:14 PM
Whatever happened last night (and still no reply from the host) ate a post of mine in here.

I'd suggested that Fleet initiative be used as a potential skill for placing officers in the automated process. Also, political influence should probably play a part if it does not already.

I was thinking, instead of a percentage (or maybe in addition to), political influence is a finite resoure for the officer. If the officer gets promoted due to influence, then his influence gets reduced (he called in favors). The influence builds up over time again with a higher rating meaning a faster recovery.
Title:
Post by: Erik L on June 16, 2008, 04:35:07 PM
More conditional orders for task groups :)
Title:
Post by: Erik L on June 19, 2008, 02:20:41 PM
Ability to sort the F6 screen by class.
Title:
Post by: ShadoCat on July 03, 2008, 07:50:24 PM
Terraforming:

Maybe have a check box to have the system automatically produce gases that will move the planet to ideal.  It seems to me that it should be pretty easy to program it to run through gas additions and deletions, check against turn length and see which addition or deletion would have the biggest impact on the habitability rating.  That way, you can fire and forget.
Title:
Post by: waresky on July 09, 2008, 10:35:26 AM
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)

Thanks,
John


third:)
Title:
Post by: SteveAlt on July 13, 2008, 05:16:04 PM
Quote from: "waresky"
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)
third:)

This change was included in v3.1

Steve
Title:
Post by: sloanjh on July 13, 2008, 11:59:13 PM
Quote from: "SteveAlt"
Quote from: "waresky"
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)
third:)
This change was included in v3.1

Steve

Cool - Thanks!!

John
Title:
Post by: Father Tim on July 14, 2008, 09:26:36 AM
Having just set up a machine race NPR, I noticed that there isn't really an appropriate commander name theme for machine/cyborg/computer races.  Any chance we could get some sort of number-letter combo that looks like an ID code, or even just some sort of incrementing counter.  Heck, license plate numbers work great, just ask George Lucas.
Title:
Post by: Kurt on July 24, 2008, 10:39:22 PM
While fiddling around with my Campaign, I had several thoughts:

1.  It might be nice to have a "center" button on the system map, so that if somehow the map gets off center, or you are disoriented as to your location, you could press the button and it would center either on the central star or the currently selected focus.

2.  Would it be possible to give the player the ability to assign a color to each race, so that that race's ships, once they are identified as belonging to that race, would appear on the system display in the color?  

Kurt
Title:
Post by: Erik L on August 25, 2008, 01:57:42 PM
F8 screen.
When selecting weapon systems to assign to fire control, allow more than one to be selected.
Title:
Post by: Erik L on August 25, 2008, 01:59:10 PM
Some more brainpower in the civilians.

Have the routine check for suitable colony sites prior to embarking colonists.
Title:
Post by: Erik L on August 25, 2008, 02:09:45 PM
Ability to sort shipyards by name instead of just tonnage. I've been naming mine MY-x, CY-x, SY-x (military, civilian, general purpose) and I'd like to group them on that basis.
Title:
Post by: Erik L on August 25, 2008, 02:43:01 PM
Fairly certain it's been said before.

Civilian ships should have active transponders at all times (or some other means of id'ing them).
Title:
Post by: Erik L on August 25, 2008, 02:52:59 PM
On the Ship Class screen, Component Summary tab, add a column for repair parts so we may more accurately judge total spares needed. (it sucks having a 300 part item go out, and you only have 298)
Title:
Post by: Erik L on August 25, 2008, 03:09:00 PM
Maybe add a default priority to a shipyard. That way any task by that yard gets set to that priority.
Title:
Post by: Erik L on August 25, 2008, 04:11:55 PM
When a yard is capable of performing a refit to more than one class, make the tooled class the default instead of alphabetically...

(Wanders off to refit a bunch of ex-DD's back to DDs from FT)
Title:
Post by: Erik L on August 25, 2008, 04:33:30 PM
Maybe instead of the (or in addition to) the 20/10% supply point levels, add one "If supply drops below threshold needed to repair largest item"
Title:
Post by: Erik L on August 25, 2008, 06:59:55 PM
Filter out civilian fleet messages. Some of them at least. I'm tired of seeing them not find anyplace to dump colonists.

On the plus side, I've considered scrapping my own colony fleet as superfluous.
Title:
Post by: Erik L on August 25, 2008, 09:53:14 PM
A summary of task groups showing location and current order. Not necessarily a ship breakdown, just something I can see Grav Survey 1 in System X, Geo 2 in System Z, Cargo in System Y, etc...
Title:
Post by: Erik L on August 25, 2008, 10:12:10 PM
Make it so I can't upgrade the civilian ships. I think the civs should do that themselves...
Title:
Post by: Erik L on August 25, 2008, 11:04:48 PM
Don't allow mines/automated mines on an unsurveyed world produce minerals.

Dropped some automated mines on a world in prep for colonizing, without realizing I'd not surveyed it. Now, because of the mines I know there is Duranium, Neutronium, Vendarite, Sorium and Gallicite.
Title:
Post by: ZimRathbone on August 26, 2008, 07:39:18 AM
Introduce Ship upgrade paths similar to that in SA ie each Class can have a preferred upgrade (once its set as obsolete?).  

If a shipyard is capable of building the preferred refit class, when you select Refit From Explorer-A  the Refit To defaults to Explorer-B.  It should still be possible to select another class buildable by a shipyard (in case you REALLY want to refit your Explorer-A to a Small Freighter)

Mike
Title:
Post by: Erik L on August 26, 2008, 08:50:34 AM
Quote from: "ZimRathbone"
Introduce Ship upgrade paths similar to that in SA ie each Class can have a preferred upgrade (once its set as obsolete?).  

If a shipyard is capable of building the preferred refit class, when you select Refit From Explorer-A  the Refit To defaults to Explorer-B.  It should still be possible to select another class buildable by a shipyard (in case you REALLY want to refit your Explorer-A to a Small Freighter)

Mike


I don't mind the yards being able to build/refit the other classes, I just wish the dropdown has the tooled class as default. If I pick the yard for my DD, I'm most likely looking to build a DD, not a freighter ;)
Title:
Post by: SteveAlt on August 26, 2008, 09:28:49 AM
Quote from: "Erik Luken"
Fairly certain it's been said before.

Civilian ships should have active transponders at all times (or some other means of id'ing them).

I thought they did have. The civ colony ships in my own game have active transponders.

I have made a couple of changes in this area though for v3.2. Transponders will now pick up changes to the name of their class so (for example) you aren't stuck with TP: 625. You now get TP: Civ Colony. I have also removed the ability of civ ships to provide sensor information, including detecting themselves :)

Steve
Title:
Post by: SteveAlt on August 26, 2008, 09:38:59 AM
Quote from: "Erik Luken"
On the Ship Class screen, Component Summary tab, add a column for repair parts so we may more accurately judge total spares needed. (it sucks having a 300 part item go out, and you only have 298)

The repair points required are equal to the cost of the item. I have added a Max Repair cost to the end of the maintenance line of the class summary so you can see the maximum one-off repair cost for a class.

Steve
Title:
Post by: Erik L on August 26, 2008, 10:24:30 AM
Quote from: "SteveAlt"
Quote from: "Erik Luken"
Fairly certain it's been said before.

Civilian ships should have active transponders at all times (or some other means of id'ing them).
I thought they did have. The civ colony ships in my own game have active transponders.

I have made a couple of changes in this area though for v3.2. Transponders will now pick up changes to the name of their class so (for example) you aren't stuck with TP: 625. You now get TP: Civ Colony. I have also removed the ability of civ ships to provide sensor information, including detecting themselves :)

Steve


I guess I mean more the whoe "alien fleet" thing. Though I suppose some civilians could be alien...
Title:
Post by: Erik L on August 26, 2008, 10:56:10 AM
Something to prevent the idiot civs from running out of gas.
Title:
Post by: SteveAlt on August 27, 2008, 09:12:15 AM
Quote from: "Erik Luken"
Something to prevent the idiot civs from running out of gas.

They have infinite fuel in v3.2 :)

Steve
Title:
Post by: Father Tim on September 03, 2008, 08:30:45 PM
I would like to request a way to produce a less-than-maximum capability missile.  For example, my counter-missiles don't need a warhead greater than 1 point (in my opinion), but I'm forced to build them with the best possible explosives, vastly increasing their cost for zero benefit.

Likewise, as soon as I develop better missile engines I'm forced to use them in new designs.  If my existing stock of 80,000 missiles move at 2250 kms, having a few hundred that go 2400 is more annoying than helpful.  I realize I can continue to build the old missile design - my problem is that frequently I can't design a new missile that is *exactly* the same speed as the existing one, thus they can't be intermixed in a single salvo.

If that nice little window up in the top right corner of the Missile design window was editable, I could dial in exactly what I want.
Title:
Post by: Father Tim on September 03, 2008, 08:37:09 PM
Another thing I'd love, which will be either very easy or incredibly difficult to implement, is to run the game from a database called something other than "Stevefire.mdb".  More accurately, it's for the 'Select Game' screen to let me pick games by database.

Since things fall apart when the database gets too big, I don't bother putting multiple games in a single database.  Instead, when I want to switch games I have to rename the existing database file to a campaign name, then rename the other campaign to "Stevefire.mdb".
Title:
Post by: Erik L on September 04, 2008, 01:54:05 PM
Quote from: "Father Tim"
Another thing I'd love, which will be either very easy or incredibly difficult to implement, is to run the game from a database called something other than "Stevefire.mdb".  More accurately, it's for the 'Select Game' screen to let me pick games by database.

Since things fall apart when the database gets too big, I don't bother putting multiple games in a single database.  Instead, when I want to switch games I have to rename the existing database file to a campaign name, then rename the other campaign to "Stevefire.mdb".


Have you tried compacting the database?
Title:
Post by: Kurt on September 13, 2008, 09:14:46 AM
Steve -

Minor suggestion/quibble/question - On the Task Group screen, I can order my TG's to pick up "x" amount of installations, but I can't seem to give them an order to drop off "y" number of installations, its either all or none.  I'd like to be able to drop off partial loads, without having to drop off the entire load and then pick up part of it again.  

Kurt
Title:
Post by: IanD on September 22, 2008, 12:48:12 PM
Is it possible to reset fighter squadrons names & numbers when you start a new game? If not can you add a button?

Regards
Title:
Post by: Kurt on September 26, 2008, 10:09:16 PM
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  

Kurt
Title:
Post by: Erik L on September 26, 2008, 11:45:43 PM
Quote from: "Kurt"
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  

Kurt


Turn of auto-assign. That should enable the promote/demote buttons.
Title:
Post by: Kurt on September 27, 2008, 03:51:44 PM
Quote from: "Erik Luken"
Quote from: "Kurt"
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  

Kurt

Turn of auto-assign. That should enable the promote/demote buttons.


That sounded logical, and I tried it, but it doesn't seem to change anything.  

Also, while fiddling around with this, I've run into another odd thing on the offier corps screen.  I was changing the conditions for the auto-assignment by clicking the box for "no unarmed ships".  I clicked it, and then changed the race to a different race, adn I noticed that the box was now clicked for every race, even though I hadn't set it for them.  I closed the officer corps screen, and then reopened it, and I noticed that now the "no unarmed ships" box was not checked for any any of the races.  

Very odd, and I can't figure out if I'm doing something wrong, if my version of Aurora is screwed up, or if this is a bug.  Is anyone else experiencing this?

Kurt
Title:
Post by: Hawkeye on September 28, 2008, 12:20:14 AM
Quote from: "Kurt"
Quote from: "Erik Luken"
Quote from: "Kurt"
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  

Kurt

Turn of auto-assign. That should enable the promote/demote buttons.

That sounded logical, and I tried it, but it doesn't seem to change anything.  

Also, while fiddling around with this, I've run into another odd thing on the offier corps screen.  I was changing the conditions for the auto-assignment by clicking the box for "no unarmed ships".  I clicked it, and then changed the race to a different race, adn I noticed that the box was now clicked for every race, even though I hadn't set it for them.  I closed the officer corps screen, and then reopened it, and I noticed that now the "no unarmed ships" box was not checked for any any of the races.  

Very odd, and I can't figure out if I'm doing something wrong, if my version of Aurora is screwed up, or if this is a bug.  Is anyone else experiencing this?

Kurt


On the promotion thing:
Have you disabled the "Realistic commander promotion" in the game setup? If not, do it and try again.

On the checkbox thing:
I don?t think your install is screwed up, or my own is as well.
Aurora seems to remember the settings while changing races, but goes back to the default every time the window is closed.
Title:
Post by: Kurt on September 28, 2008, 11:26:18 AM
Quote from: "Hawkeye"
Quote from: "Kurt"
Quote from: "Erik Luken"
Quote from: "Kurt"
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  

Kurt

Turn of auto-assign. That should enable the promote/demote buttons.

That sounded logical, and I tried it, but it doesn't seem to change anything.  

Also, while fiddling around with this, I've run into another odd thing on the offier corps screen.  I was changing the conditions for the auto-assignment by clicking the box for "no unarmed ships".  I clicked it, and then changed the race to a different race, adn I noticed that the box was now clicked for every race, even though I hadn't set it for them.  I closed the officer corps screen, and then reopened it, and I noticed that now the "no unarmed ships" box was not checked for any any of the races.  

Very odd, and I can't figure out if I'm doing something wrong, if my version of Aurora is screwed up, or if this is a bug.  Is anyone else experiencing this?

Kurt

On the promotion thing:
Have you disabled the "Realistic commander promotion" in the game setup? If not, do it and try again.

On the checkbox thing:
I don?t think your install is screwed up, or my own is as well.
Aurora seems to remember the settings while changing races, but goes back to the default every time the window is closed.


Okay, that seems to have done it.  However, every time I promote someone manually, I get an error "Invalid Row Value".  It doesn't seem to have hurt anything, though.  

Thanks
Title: Re: 3.1 Suggestions
Post by: Kurt on October 02, 2008, 11:18:42 AM
I have a couple of suggestions based on my thinking about where things are going in the 6 powers campaign:

1.  How about something like an "Improved Engineering Section", and Advanced, and so on.  Each would be the same size, but would offer improved function.  

2.  This one is somewhat tricky.  An "Automation" tech field, which could work one of a couple of ways.  On the one hand, it could reduce the population required for an installation by a fixed percentage, say 5% per level of improvement.  So a society with level 2 in Automation would only need 40,000 pop for a mining complex.  Or, on the other hand, each level of automation could reduce the percentage of the population required for service and food production, thus effectively increasing the productive population of any given population.  

Kurt
Title: Re: 3.1 Suggestions
Post by: Erik L on October 19, 2008, 06:31:13 PM
More of a "this would be cool".

A lot of us manually label sections of the map screens we take. It'd be nice if we could do this in Aurora itself on the Galactic map.
Title: Re: 3.1 Suggestions
Post by: Steve Walmsley on October 19, 2008, 09:45:09 PM
Quote from: "Erik Luken"
More of a "this would be cool".

A lot of us manually label sections of the map screens we take. It'd be nice if we could do this in Aurora itself on the Galactic map.
You can already do this. Open the galactic map and select the sidebar view entitled Map Notes (or use the Labels button at the top to reach the sane view). Click Add New Label. This creates a label that you can drag around the map. You can edit the text on the sidebar and change the font and size of the label too. Use Save System Positions to save any labels you have created. All the labels on my map screenshots have been created using this.

Steve
Title: Re:
Post by: Steve Walmsley on October 20, 2008, 02:35:26 PM
Quote from: "Kurt"
Steve-

I've been fiddling with the 6 Powers campaign lately, and I've got a question/suggestion.  On the officer corps screen, in the lower left hand corner, there are buttons for promote and demote.  No matter what I do I can't get them to work.  They are always greyed out.  

I'd really, really like to be able to use them.  There are occasions, I've found, when senior officers are, lets say, retired, voluntarily or not, and if I have to wait for Aurora to promote someone into the top slot naturally it will be years, if not decades, particularly at the start of the game.  
They are fixed for v3.2. Only the SM can use them though when realistic promotions are enabled.

Steve
Title: Re:
Post by: Kurt on November 03, 2008, 12:57:11 PM
Quote from: "Father Tim"
I would like to request a way to produce a less-than-maximum capability missile.  For example, my counter-missiles don't need a warhead greater than 1 point (in my opinion), but I'm forced to build them with the best possible explosives, vastly increasing their cost for zero benefit.

Likewise, as soon as I develop better missile engines I'm forced to use them in new designs.  If my existing stock of 80,000 missiles move at 2250 kms, having a few hundred that go 2400 is more annoying than helpful.  I realize I can continue to build the old missile design - my problem is that frequently I can't design a new missile that is *exactly* the same speed as the existing one, thus they can't be intermixed in a single salvo.

If that nice little window up in the top right corner of the Missile design window was editable, I could dial in exactly what I want.

Steve - this has been on my mind lately as well.  I like the concept of the slider bars, but even at quarter point increments it still introduces a granularity that can be annoying, especially in smaller missiles.  I have 1 space counter missiles that, at a low-moderate tech level, have a range of 75m kilometers because I have to give them a quarter space of fuel, but that quarter space of fuel gives them the outrageous range which they absolutely don't need given the fact that their tracking systems can only spot other missiles at 1.5m kilometers at best.  

Perhaps Father Tim's suggestion above has merit, include user entry boxes for each missile capability, so that I could enter 1 for my warhead's strength if I wanted, instead if a slider entry, and Aurora would figure out how much space it would take up in the missile.  I too have found myself becoming frustrated because I wanted a new missile to have the same speed as older missiles, for compatability reasons.  

Kurt

Note: I like the current system of 1/4 point increments on the slider bar much better than the older system, but as I noted, it still gives some weird results at the ends of the scale, in very large or very small missiles.
Title: Re: 3.1 Suggestions
Post by: Erik L on November 03, 2008, 01:37:34 PM
If you decrease the amount of space in the missile for engines, you can usually get the same speed as previous generations. That's what I tend to do, reduce engines and increase warhead/sensors.
Title: Re: Re:
Post by: Steve Walmsley on November 03, 2008, 02:36:24 PM
Quote from: "Kurt"
Quote from: "Father Tim"
I would like to request a way to produce a less-than-maximum capability missile.  For example, my counter-missiles don't need a warhead greater than 1 point (in my opinion), but I'm forced to build them with the best possible explosives, vastly increasing their cost for zero benefit.

Likewise, as soon as I develop better missile engines I'm forced to use them in new designs.  If my existing stock of 80,000 missiles move at 2250 kms, having a few hundred that go 2400 is more annoying than helpful.  I realize I can continue to build the old missile design - my problem is that frequently I can't design a new missile that is *exactly* the same speed as the existing one, thus they can't be intermixed in a single salvo.

If that nice little window up in the top right corner of the Missile design window was editable, I could dial in exactly what I want.

Steve - this has been on my mind lately as well.  I like the concept of the slider bars, but even at quarter point increments it still introduces a granularity that can be annoying, especially in smaller missiles.  I have 1 space counter missiles that, at a low-moderate tech level, have a range of 75m kilometers because I have to give them a quarter space of fuel, but that quarter space of fuel gives them the outrageous range which they absolutely don't need given the fact that their tracking systems can only spot other missiles at 1.5m kilometers at best.  

Perhaps Father Tim's suggestion above has merit, include user entry boxes for each missile capability, so that I could enter 1 for my warhead's strength if I wanted, instead if a slider entry, and Aurora would figure out how much space it would take up in the missile.  I too have found myself becoming frustrated because I wanted a new missile to have the same speed as older missiles, for compatability reasons.  

Note: I like the current system of 1/4 point increments on the slider bar much better than the older system, but as I noted, it still gives some weird results at the ends of the scale, in very large or very small missiles.
I am in the middle of modifying the missile design anyway as I had a brainwave while going to sleep last night that is going to allow me to create mines, sensor buoys and even missile-deployable mines/buoys with minor changes to the existing missile rules. This is based on (I think) Matt Wadwell's ideas but more on that in another post. As the window is in pieces anyway I have removed the sliders bars entirely and you can now just type in the amounts. As an example, here is a European-designed anti-missile that is 25% warhead, 1% fuel and 74% engines.

Code: [Select]
Anti-Missile
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 23700 km/s    Endurance: 1 minutes   Range: 2.0m km
Cost Per Missile: 0.6447
Chance to Hit: 1k km/s 237%   3k km/s 70%   5k km/s 47.4%   10k km/s 23.7%
Materials Required:    0.25x Tritanium   0.1447x Gallicite   Fuel x25

Steve
Title: Re: Re:
Post by: Kurt on November 03, 2008, 02:56:06 PM
Quote from: "Steve Walmsley"
I am in the middle of modifying the missile design anyway as I had a brainwave while going to sleep last night that is going to allow me to create mines, sensor buoys and even missile-deployable mines/buoys with minor changes to the existing missile rules. This is based on (I think) Matt Wadwell's ideas but more on that in another post. As the window is in pieces anyway I have removed the sliders bars entirely and you can now just type in the amounts. As an example, here is a European-designed anti-missile that is 25% warhead, 1% fuel and 74% engines.

Code: [Select]
Anti-Missile
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 23700 km/s    Endurance: 1 minutes   Range: 2.0m km
Cost Per Missile: 0.6447
Chance to Hit: 1k km/s 237%   3k km/s 70%   5k km/s 47.4%   10k km/s 23.7%
Materials Required:    0.25x Tritanium   0.1447x Gallicite   Fuel x25

Steve

Excellent, thanks Steve!

Kurt